Happens to depend on where in the world you live. It's 12/01 here too.
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Jan 12, 2015Funny that because it still crashes with them completely removed.Posted in: Minecraft Mods
They may be involved but I managed to strip down my pack fro 180 mods to 60ish and it was still causing crashes. Among the ones removed were CoFH mods. Looks like there may be quite a few affected by the API change in the latest update...
Jan 7, 2015Yes please! That looks awesome!Posted in: Minecraft Mods
Dec 31, 2014Posted in: Minecraft Mods
Witchery witches huts, witches circles, goblin huts, etc spawn perfectly. No biomes. (thought you can create magical biomes using the Rite of Seasons)
Pam's Harvestcraft trees don't generate at all. The plant bushes generate a bit, but much rarer than with default worldgen.
Botania flowers don't generate at all. I've flown around the creative world for over an hour looking for them. (even tried it at night because they glow slightly... still couldn't see any)
The Thaumcraft biome one is known and Ted is investigating.
Botania flowers have already been fixed. Too. The remaining items there I have not been mentioned so far. Great job testing!
Dec 30, 2014That was fast! Nice work man.Posted in: Minecraft Mods
Dec 30, 2014I have done a little checking with the 1.2 alpha released earlier and can confirm the following:Posted in: Minecraft Mods
Botania flowers do not appear to spawn at all. Not sure if you can support this of if Vaz will need to add it on her side.
Tainted or magical forest biomes do not appear to spawn, even with the weights set absurdly high. Testing these on the default world gen type led to me spawning instantly in one so it is fair to assume that part works fine.
Seems like the thaumcraft 4 structures spawn fine however so that's good!
Dec 30, 2014After doing some testing myself I was unable to locate any tainted biomes. Though this could be because only the hot biomes currently spawn in the alpha released.Posted in: Minecraft Mods
Since you have access to the warm & wet biome spawns maybe you should test this instead Ted. I basically set the biome weights to 50 in the config (which should make them very common) and flew around for a while.
The scenery looks stunning!
edit: One thing to note is that I did not notice any Botania flowers spawning - though this could again be because they are looking for the biome type that isn't in the alpha released.
Dec 30, 2014@DeMordrey: Were you able to locate any taint biomes at all? It may be worth bumping up the rate at which they spawn to test.Posted in: Minecraft Mods
Dec 29, 2014Try bumping up the rate of spawn for tainted biomes in the config. The config lines are below:Posted in: Minecraft Mods
# higher values increases number of magical forest biomes. If you are using biome addon mods you probably want to increase this weight quite a bit I:magical_forest_biome_weight=15 I:magical_forest_spawn_mod=70 I:outer_lands_dim=-42 # higher values increases number of taint biomes. If you are using biome addon mods you probably want to increase this weight quite a bit I:taint_biome_weight=15 I:taint_spawn_mod=80
That should make then pretty evident when flying around
Dec 29, 2014If that's true it should be pretty simple. Just run it along with Thaumcraft and bump up the values for the probability of them spawning. Set them high enough and you should see one right away.Posted in: Minecraft Mods
Would make things much simpler if this were the case too!
Dec 29, 2014Posted in: Minecraft Mods
The tainted ones do spawn naturally in world gen. The eerie one however is created solely by the nodes as you say.
There is also the magical forest biome. Both the taint biome and the magical forest spawn with roughly the same frequency and should be rare but not extremely rare. You don't want either too common or you'll end up with a world covered in taint!
Dec 28, 2014Loving the screenshots - something I definitely look forward to using when it becomes public.Posted in: Minecraft Mods
How do mods that add biomes handle or interact with this? Will the biomes added by mods like Thaumcraft and whatnot generate or will they be unable to generate?
Sep 14, 2014sciguyryan posted a message on Professor Flaxbeard's Wondrous Steam Power Mod [Beta] 0.26.4Hey there flaxPosted in: Minecraft Mods
I noticed this gem in the console and figured I had better report it. It doesn't seem to be causing any issues but none the less.
Reference to line 85.
Sep 11, 2014sciguyryan posted a message on Aroma1997s Mods (BetterChests, Mining World Mod, Aroma1997Core, CompactWindmills, AromaBackup, Portable Recharger)Hey there!Posted in: Minecraft Mods
I am currently in the process of updating the official MindCrack modpack (The CrackPack) to 1.7.10 and would be interested in potentially including some of your mods as part of it.
It would be a public modpack and would be available via the ATLauncher.
We will of course link to your thread as well as to any donation/Patreon link you require.
Please let me know (either here or via PM). If you have any questions about the pack please let me know!
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