It already is smooth, but something you have done or installed (Probably Optifine) is stuffing it up. Whatever it is is also stuffing up biome borders blending as well.
thank you! and how would we access the multiplayer menu if the button is gone?
You can re-enable it via the config file. Since this is aimed at single-player map makers, I left it disabled by default to keep things focussed on their map
You just copy the world you wish to use as a template from your saves folder, paste it in .minecraft and rename it to template (or whatever you set it to be)
I'm trying newly updated mods and I have found that BoP completely "ruins" Hardcore Ender Expansion because in End dimension is everywhere only dirt and no End towers with ender crystals. Is it feature or bug? And how to ged rid of dirt in End? Thanks
Used mods:
BiomesOPlenty-1.7.10-2.1.0.950-universal
HardcoreEnderExpansion MC-1.7.10 v1.6.2-pre
This is because we're working on end biomes at the moment. Changes need to be made so there is a proper main island with all the regular pillars and such, but it's progress nonetheless. In the meantime, you may wish to generate the end with an older version of the mod or revert back to the recommended build (2.0.2).
Using 958, I got a FileNotFoundException for plank_holy.png. Missing IDs for both holy stairs and springWater. There wasn't an exception for springwater even though it was not in the jar either.
[16:49:08] [Client thread/WARN]: Failed to load texture: biomesoplenty:textures/blocks/plank_holy.png
java.io.FileNotFoundException: biomesoplenty:textures/blocks/plank_holy.png
at net.minecraft.client.resources.FallbackResourceManager.func_110536_a(SourceFile:51) ~[bqq.class:?]
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110536_a(SourceFile:55) ~[brg.class:?]
at net.minecraft.client.renderer.texture.SimpleTexture.func_110551_a(SourceFile:29) ~[bpu.class:?]
at net.minecraft.client.renderer.texture.TextureManager.func_110579_a(TextureManager.java:94) [bqf.class:?]
at net.minecraft.client.renderer.texture.TextureManager.func_110577_a(TextureManager.java:50) [bqf.class:?]
at jds.bibliocraft.rendering.ItemBookcaseRenderer.renderBookcase(ItemBookcaseRenderer.java:82) [ItemBookcaseRenderer.class:?]
at jds.bibliocraft.rendering.ItemBookcaseRenderer.renderItem(ItemBookcaseRenderer.java:56) [ItemBookcaseRenderer.class:?]
at net.minecraftforge.client.ForgeHooksClient.renderInventoryItem(ForgeHooksClient.java:183) [ForgeHooksClient.class:?]
at net.minecraft.client.renderer.entity.RenderItem.func_82406_b(RenderItem.java:563) [bny.class:?]
at codechicken.nei.guihook.GuiContainerManager.drawItem(GuiContainerManager.java:200) [GuiContainerManager.class:?]
at codechicken.nei.guihook.GuiContainerManager.drawItem(GuiContainerManager.java:190) [GuiContainerManager.class:?]
at codechicken.nei.SubsetWidget$SubsetTag$SubsetSlot.drawSlot(SubsetWidget.java:87) [SubsetWidget$SubsetTag$SubsetSlot.class:?]
at codechicken.core.gui.GuiScrollSlot.drawContent(GuiScrollSlot.java:153) [GuiScrollSlot.class:?]
at codechicken.core.gui.GuiScrollPane.draw(GuiScrollPane.java:183) [GuiScrollPane.class:?]
at codechicken.nei.SubsetWidget$SubsetTag.draw(SubsetWidget.java:315) [SubsetWidget$SubsetTag.class:?]
at codechicken.nei.SubsetWidget$SubsetTag.draw(SubsetWidget.java:317) [SubsetWidget$SubsetTag.class:?]
at codechicken.nei.SubsetWidget$SubsetTag.draw(SubsetWidget.java:317) [SubsetWidget$SubsetTag.class:?]
at codechicken.nei.SubsetWidget.draw(SubsetWidget.java:609) [SubsetWidget.class:?]
at codechicken.nei.LayoutManager.renderObjects(LayoutManager.java:196) [LayoutManager.class:?]
at codechicken.nei.guihook.GuiContainerManager.renderObjects(GuiContainerManager.java:400) [GuiContainerManager.class:?]
at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:120) [bex.class:?]
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1351) [blt.class:?]
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:989) [bao.class:?]
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887) [bao.class:?]
at net.minecraft.client.main.Main.main(SourceFile:148) [Main.class:?]
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_11]
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_11]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.8.0_11]
at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.8.0_11]
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134) [launchwrapper-1.9.jar:?]
at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.9.jar:?]
Holy wood has been replaced with Ethereal wood, and Bibliocraft needs to be updated to take this into account. So you'll need to poke the author to update the mod or possibly copy plank_ethereal.png and rename it to plank_holy.png in the jar files and do something similar with any others which are broken.
In what sense? Creating a template for new worlds to be based off of or...? Once you have a template setup, you can create a new world as you would normally, however it will be a copy of the template instead of being randomly generated.
hmm i cannt understand which difference between Lockdown and seed='' setting in standart generator?
Seeds can only be used to reproduce the shape/decoration of a world, not any features which are made by the player or other means. Lockdown copies everything from a template world, which is particularly useful for modded map makers.
Anyone know why I can't get any BoP biomes to generate? I have a 1.7.10 modded server running BoP and a bunch of other mods. Everything works fine except... I'm only getting vanilla biomes. I can't get Highlands mod to generate anything either.
As per the message on the first time you start the game, you need to set the level-type to BIOMESOP in server.properties for our biomes to generate
Just a heads up, I've been trying out your latest BiomesOPlenty "2.1.0.944" build and incur a client crash on startup. Here are two crash reports I received on both occasions http://pastebin.com/mq9uqP73 and http://pastebin.com/4i9qk9TP. One of the crash reports does show as been TConstruct to blame, but these client crashes only happens when "2.1.0.944" is installed and works perfect with "2.1.0.943".
To correct the client crash I revert back to version "2.1.0.943". Here is the list of mods installed http://goo.gl/DlIQBf its basically the same list of mods currently installed on forgeCraft 1, minus the mods which are not currently public available.
Just fixed this now, so for those experiencing this, update the mod
Adubbz,can you add a config option to determine the rate at which the ''decorative'' foliages appear?
BOP runs smoothly on my gaming PC,but when i try to run it in my laptop it lags too much because of the foliage.
Thanks for such a good mod
We're not too keen on config options for specific biome features. In the past there was one to some extent, however it was (in my opinion) poorly implemented and only there to stop some people whining.
Config options for us are provided only for things we don't feel would effect the overall design of the mod if changed. As we haven't based the mod around the placement of biomes/their size etc. those all remain. But we have made all of the biomes look a certain way which we don't want to be compromised.
I apologise if this isn't what you were hoping to hear, unfortunately world-gen based mods do require a beefier computer for some of their features to run well.
Are waiting till the next next release of Thaumcraft before adding the compatibility to BoP? Or is it just on the list?
Thanks for a great mod!
Yeah, i'll try and do it for the next release. The issue that has prevented me from re-adding it for so long is that I have no good way of seeing what has aspects already assigned and what doesn't without manually scanning everything first. When you're trying to do something like integration, this really isn't helpful.
Just out of curiosity, why is 897 considered the last 1.7.10 build even though you've put compatibility into 932?
Originally I thought if I compiled against 1.7.10 it would be backwards compatible with 1.7.2. However, it turned out I was wrong and 1.7.2 is instead forwards compatible with 1.7.10.
They really should be cleared off, but unfortunately there isn't a way to do it. However, the next version of the mod will be only for 1.7.10 which should clear up the confusion (and we need it for the new biome dictionary tags).
I'm a little confused. Everytime I startup my server it gives me these information:
Unknown recipe class! biomesoplenty.common.recipes.BiomeEssenceRecipe Modder please refer to net.minecraftforge.oredict.RecipeSorter
It' only an information, not a warning or a error. I hope it is a thing what is not tragic.
Regards,
X00LA
Yeah, it's by no means your fault and nothing has gone wrong. It's meant to be a poke for us to use to use the new recipe sorting in Forge but I haven't gotten around to it yet.
Another day, another BOP release. Unfortunately ATG integration hasn't yet been added, but it's still on the agenda. Unfortunately though, it may only come for 1.7.10. This is because TTFTCUTS (The developer of ATG) and I have added additional tags for the biome dictionary to reduce the work required in the long term to support ATG. As these changes were only pulled to Forge in 1.7.10, the support will also only come with it.
There's the odd few other things I would've liked to have in this release, however as we didn't yet have any recommended builds which supported 1.7.10 I figured sooner is better than later.
For those of you whose eyes cannot bear to look at the commit log (I've heard piranhas lurk there), here is a summarised change log:
Version 2.0.2 '11-07-14'
- Fixed n must be positive crashes (Not had many of these, but they shouldn't occur now nonetheless)
- Fixed the roof of the Roofed Forest
- Added forwards/backwards compatibility with 1.7.10/1.7.2 (however you want to look at it)
- (Hopefully) fixed issues with sub-biome consistency (Props to Zeno410)
- Replaced capes with trails (for donators/helpers)
- Added config options for Ocean Filling and the Landmass Percentage (These may not be perfect, but they certainly do help)
- Tweaked the startup warning
- Added additional translations (Courtesy of fewizz, TheVikingWarrior and Linyor)
0
It already is smooth, but something you have done or installed (Probably Optifine) is stuffing it up. Whatever it is is also stuffing up biome borders blending as well.
0
Spring water hasn't been 'replaced', but Forstride did add Blood to the Nether when he removed it
0
You can re-enable it via the config file. Since this is aimed at single-player map makers, I left it disabled by default to keep things focussed on their map
0
You just copy the world you wish to use as a template from your saves folder, paste it in .minecraft and rename it to template (or whatever you set it to be)
0
Not yet, I need to make the forum post for it. Basically it adds some options related to having never-ending music.
This is because we're working on end biomes at the moment. Changes need to be made so there is a proper main island with all the regular pillars and such, but it's progress nonetheless. In the meantime, you may wish to generate the end with an older version of the mod or revert back to the recommended build (2.0.2).
Holy wood has been replaced with Ethereal wood, and Bibliocraft needs to be updated to take this into account. So you'll need to poke the author to update the mod or possibly copy plank_ethereal.png and rename it to plank_holy.png in the jar files and do something similar with any others which are broken.
0
In what sense? Creating a template for new worlds to be based off of or...? Once you have a template setup, you can create a new world as you would normally, however it will be a copy of the template instead of being randomly generated.
0
Seeds can only be used to reproduce the shape/decoration of a world, not any features which are made by the player or other means. Lockdown copies everything from a template world, which is particularly useful for modded map makers.
0
As per the message on the first time you start the game, you need to set the level-type to BIOMESOP in server.properties for our biomes to generate
0
Just fixed this now, so for those experiencing this, update the mod
0
We're not too keen on config options for specific biome features. In the past there was one to some extent, however it was (in my opinion) poorly implemented and only there to stop some people whining.
Config options for us are provided only for things we don't feel would effect the overall design of the mod if changed. As we haven't based the mod around the placement of biomes/their size etc. those all remain. But we have made all of the biomes look a certain way which we don't want to be compromised.
I apologise if this isn't what you were hoping to hear, unfortunately world-gen based mods do require a beefier computer for some of their features to run well.
0
Yeah, i'll try and do it for the next release. The issue that has prevented me from re-adding it for so long is that I have no good way of seeing what has aspects already assigned and what doesn't without manually scanning everything first. When you're trying to do something like integration, this really isn't helpful.
0
Add biomes to default world has been removed however enhanced vanilla biomes still exist but as separate options for each of the biomes.
0
Originally I thought if I compiled against 1.7.10 it would be backwards compatible with 1.7.2. However, it turned out I was wrong and 1.7.2 is instead forwards compatible with 1.7.10.
They really should be cleared off, but unfortunately there isn't a way to do it. However, the next version of the mod will be only for 1.7.10 which should clear up the confusion (and we need it for the new biome dictionary tags).
0
Yeah, it's by no means your fault and nothing has gone wrong. It's meant to be a poke for us to use to use the new recipe sorting in Forge but I haven't gotten around to it yet.
0
Another day, another BOP release. Unfortunately ATG integration hasn't yet been added, but it's still on the agenda. Unfortunately though, it may only come for 1.7.10. This is because TTFTCUTS (The developer of ATG) and I have added additional tags for the biome dictionary to reduce the work required in the long term to support ATG. As these changes were only pulled to Forge in 1.7.10, the support will also only come with it.
There's the odd few other things I would've liked to have in this release, however as we didn't yet have any recommended builds which supported 1.7.10 I figured sooner is better than later.
For those of you whose eyes cannot bear to look at the commit log (I've heard piranhas lurk there), here is a summarised change log:
(Api) * (Changelog) (Deobf) * (Src) * (Universal) *
(If you have no clue what any of these are, universal is the version that you are likely looking for)
If you'd like to show us support, feel free to donate to us on Patreon:
http://patreon.com/Adubbz (Lead Programmer, Head of Poor Humour)
http://patreon.com/Forstride (Lead Artist/Designer, Original Creator)