[1.5.2] [4.891124] Biomes O' Plenty 0.1.3 - BTW Edition
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Re: [1.5.2] [4.89] Biomes O' Plenty 0.0.7 - BTW Edition
Wolves generate in most of the snowy biomes and some of the forested ones as well. I have already run into a pack on my first day.
I think which huts are restricted to vMC swamp biomes. Although there are two swampy BoP biomes that they would fit into nicely. Fortunatly they are not essential to tech tree progesstion.
I think which huts are restricted to vMC swamp biomes. Although there are two swampy BoP biomes that they would fit into nicely. Fortunatly they are not essential to tech tree progesstion.
Re: [1.5.2] [4.89] Biomes O' Plenty 0.0.7 - BTW Edition
So, Kaitocain kindly pointed out to me that my TP doesn't work very well with your addon.
Here are some screens:
Vanilla TP:
My TP:
I'm guessing it has to do with the fact that my custom biome color files have a black background. If this is indeed the cause, would it be possible to get a map of where you pull the biome colors from so I can add those in? I'm thinking something along the lines of this.
Either way, good work on the addon! From my limited testing it does look very interesting even if I'm personally not interested in starting a new world right now. :)
Here are some screens:
Vanilla TP:
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Spoiler
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Either way, good work on the addon! From my limited testing it does look very interesting even if I'm personally not interested in starting a new world right now. :)
Re: [1.5.2] [4.89] Biomes O' Plenty 0.0.7 - BTW Edition
Thank you, so I guess all the balance is alright except for witchhuts.Gabecraft1234 wrote:Wolves generate in most of the snowy biomes and some of the forested ones as well. I have already run into a pack on my first day.
I think which huts are restricted to vMC swamp biomes. Although there are two swampy BoP biomes that they would fit into nicely. Fortunatly they are not essential to tech tree progesstion.
Re: [1.5.2] [4.89] Biomes O' Plenty 0.0.7 - BTW Edition
Not sure about making a map for them, but i can certainly give you the numbers that are used for the grass colours/leaf colours in each biome if that'd be of any use to yourself.Tekei wrote:So, Kaitocain kindly pointed out to me that my TP doesn't work very well with your addon.
Here are some screens:
Vanilla TP:My TP:SpoilerShowI'm guessing it has to do with the fact that my custom biome color files have a black background. If this is indeed the cause, would it be possible to get a map of where you pull the biome colors from so I can add those in? I'm thinking something along the lines of this.SpoilerShow
Either way, good work on the addon! From my limited testing it does look very interesting even if I'm personally not interested in starting a new world right now. :)
Re: [1.5.2] [4.89] Biomes O' Plenty 0.0.7 - BTW Edition
Thanks, but I doubt I'd be able to make anything out of plain numbers. I'll probably just change the color-files so that there always is at least some shade of green instead of a black background. That should make the TP work even if I won't have much control over how each individual biome looks. Thanks for looking into it at least! :)Adubbz wrote:Not sure about making a map for them, but i can certainly give you the numbers that are used for the grass colours/leaf colours in each biome if that'd be of any use to yourself.
EDIT: Unless by numbers you mean actual coordinates that I can use. In that case I'd be very interested!
Re: [1.5.2] [4.89] Biomes O' Plenty 0.0.7 - BTW Edition
By numbers I mean decimal colour codes. However, I can always convert them to hex ones if you prefer.Tekei wrote:Thanks, but I doubt I'd be able to make anything out of plain numbers. I'll probably just change the color-files so that there always is at least some shade of green instead of a black background. That should make the TP work even if I won't have much control over how each individual biome looks. Thanks for looking into it at least! :)Adubbz wrote:Not sure about making a map for them, but i can certainly give you the numbers that are used for the grass colours/leaf colours in each biome if that'd be of any use to yourself.
EDIT: Unless by numbers you mean actual coordinates that I can use. In that case I'd be very interested!
- Gilberreke
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Re: [1.5.2] [4.89] Biomes O' Plenty 0.0.7 - BTW Edition
If you post the colors, we should be able to figure out the coordinates from the vanilla biome color map.Adubbz wrote:By numbers I mean decimal colour codes. However, I can always convert them to hex ones if you prefer.
Come join us at Vioki's Discord! discord.gg/fhMK5kx
Re: [1.5.2] [4.89] Biomes O' Plenty 0.0.7 - BTW Edition
Yeah, what Gilberreke said. It's at least worth a try. :)
Re: [1.5.2] [4.89] Biomes O' Plenty 0.0.7 - BTW Edition
Welp, here are the colours that are set in the code, there's not much else i can do i'm afraid.
Spoiler
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Arctic:
Grass: #AA8A4E, Foliage: #B5A353
Bog:
Grass: #D8935F, Foliage: #DAE579
Boreal Forest:
Grass: #9FB771, Foliage: #C9CE65
Brushland:
Grass: #C9C17F, Foliage: #B2C67F
Chapparal:
Grass: #C0D85D
Deciduous Forest:
Grass: #C1B749, Foliage: #C4C93A
Fen:
Grass: #BAC481, Foliage: #CEB979
Field:
Grass & Foliage: #A5FF4C
Frost Forest:
Grass & Foliage: #ABD6BC
Grassland:
Grass & Foliage: #7FDB7D
Grove:
Grass: #517F51, Foliage: #619961
Heathland:
Grass: #CEC577, Foliage: #AEC681
Jade Cliffs:
Grass: #7CA568, Foliage: #8ACC6A
Meadow:
Grass & Foliage: #63B26D
Moor:
Grass & Foliage: #619365
Mystic Grove:
Grass: #69CFDB, Foliage: #6FE2C9
Ominous Woods:
Grass & Foliage: #3F4151
Origin Valley:
Grass & Foliage: #A2FF5F
Rainforest:
Grass: #1AD86C, Foliage: #14E26F
Sacred Springs:
Grass & Foliage: #995B
Shield:
Grass: #647F38, Foliage: #789643
Sludgepit:
Grass: #746429, Foliage: #919134
Steppe:
Grass & Foliage: #CCAB5F
Temperature Rainforest:
Grass: #B6D367, Foliage: #BBDD63
Timber:
Grass: #A6AD66, Foliage: #A89B59
Tropical Rainforest:
Grass: #A7E140, Foliage: #88E140
Tundra:
Grass: #AD8456, Foliage: #BF664E
Wetland:
Grass: #5A935F, Foliage: #4F9657
Grass: #AA8A4E, Foliage: #B5A353
Bog:
Grass: #D8935F, Foliage: #DAE579
Boreal Forest:
Grass: #9FB771, Foliage: #C9CE65
Brushland:
Grass: #C9C17F, Foliage: #B2C67F
Chapparal:
Grass: #C0D85D
Deciduous Forest:
Grass: #C1B749, Foliage: #C4C93A
Fen:
Grass: #BAC481, Foliage: #CEB979
Field:
Grass & Foliage: #A5FF4C
Frost Forest:
Grass & Foliage: #ABD6BC
Grassland:
Grass & Foliage: #7FDB7D
Grove:
Grass: #517F51, Foliage: #619961
Heathland:
Grass: #CEC577, Foliage: #AEC681
Jade Cliffs:
Grass: #7CA568, Foliage: #8ACC6A
Meadow:
Grass & Foliage: #63B26D
Moor:
Grass & Foliage: #619365
Mystic Grove:
Grass: #69CFDB, Foliage: #6FE2C9
Ominous Woods:
Grass & Foliage: #3F4151
Origin Valley:
Grass & Foliage: #A2FF5F
Rainforest:
Grass: #1AD86C, Foliage: #14E26F
Sacred Springs:
Grass & Foliage: #995B
Shield:
Grass: #647F38, Foliage: #789643
Sludgepit:
Grass: #746429, Foliage: #919134
Steppe:
Grass & Foliage: #CCAB5F
Temperature Rainforest:
Grass: #B6D367, Foliage: #BBDD63
Timber:
Grass: #A6AD66, Foliage: #A89B59
Tropical Rainforest:
Grass: #A7E140, Foliage: #88E140
Tundra:
Grass: #AD8456, Foliage: #BF664E
Wetland:
Grass: #5A935F, Foliage: #4F9657
Re: [1.5.2] [4.89] Biomes O' Plenty 0.0.7 - BTW Edition
Hello,
Couldn't pass such addon by. For some reason though, the generation changes each time I turn Minecraft off and back on. As if the seed changes. Anyone else getting this kind of error?
Couldn't pass such addon by. For some reason though, the generation changes each time I turn Minecraft off and back on. As if the seed changes. Anyone else getting this kind of error?
- Thalarctia
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Re: [1.5.2] [4.89] Biomes O' Plenty 0.0.7 - BTW Edition
Yeah, I can confirm this. Seems the world generation changes every time Minecraft is restarted - even though the seed according to /seed remains the same.opa2 wrote:Hello,
Couldn't pass such addon by. For some reason though, the generation changes each time I turn Minecraft off and back on. As if the seed changes. Anyone else getting this kind of error?
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Re: [1.5.2] [4.89] Biomes O' Plenty 0.0.7 - BTW Edition
I can confirm changing terrain generation. I reported it as a bug earlier but then got confused with a vanilla bug that caused seams when generating new worlds with the same name w/ out reloading the game. I have started up a new world w/ biomes O' plenty and have just experienced sharp seams where terrain generation stopped after one session of play and then resumed (with a different biome) the next time I loaded up the world.
Edit: Ninja'd
Spoiler
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Edit: Ninja'd
Re: [1.5.2] [4.89] Biomes O' Plenty 0.0.7 - BTW Edition
Rather baffled on that one. But then again, I guess that's what i get for making a base edit mod with next to no idea what I'm doing. However, would you be able to let me know if that still occurs using one of the versions before I added volcanos? At least that'll let me know if it is to do with the world provider.
- DreamsofFury
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Re: [1.5.2] [4.89] Biomes O' Plenty 0.0.7 - BTW Edition
Using the same seed generates a different world every time. Cords could be the same, will test soon.
The bug Gabe mentions along with his screenshot is a vanilla bug as I said before by rapidly creating new worlds with the same name.
The bug Gabe mentions along with his screenshot is a vanilla bug as I said before by rapidly creating new worlds with the same name.
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Re: [1.5.2] [4.89] Biomes O' Plenty 0.0.7 - BTW Edition
No. This seams bug is not vanilla b/c it happens even when you are not rapidly recreating worlds with the same name. This seams bug only occurs w/ BoP when you interrupt terrain generation by saving and quitting and then resuming the game.
Re: [1.5.2] [4.89] Biomes O' Plenty 0.0.7 - BTW Edition
Tekei wrote:Thanks, but I doubt I'd be able to make anything out of plain numbers. I'll probably just change the color-files so that there always is at least some shade of green instead of a black background. That should make the TP work even if I won't have much control over how each individual biome looks. Thanks for looking into it at least! :)Adubbz wrote:Not sure about making a map for them, but i can certainly give you the numbers that are used for the grass colours/leaf colours in each biome if that'd be of any use to yourself.
EDIT: Unless by numbers you mean actual coordinates that I can use. In that case I'd be very interested!
I know Panda's TP seems to handle the biome colors with no noticeable issues.. There might be a solution there.
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Re: [1.5.2] [4.891] Biomes O' Plenty 0.0.7 - BTW Edition
Ok I can confirm the seams bug all the way back to version 0.0.1. (seams are created when stoping world gen by saving and quitting and then starting the game back up again and loading new chunks).
I don't know if this will provide any insight but I saw a village generate with out interruption across a definite seam created by this bug.
I don't know if this will provide any insight but I saw a village generate with out interruption across a definite seam created by this bug.
Re: [1.5.2] [4.891] Biomes O' Plenty 0.0.7 - BTW Edition
BTW adds the ability for snow to be on nearly everything including flowers and grass.
It would be nice if this addon would spawn snow on flowers and grass instead of having to wait for a snowfall to finish the job
It would be nice if this addon would spawn snow on flowers and grass instead of having to wait for a snowfall to finish the job
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If only FC knew that bunny for my avatar was from My Little Pony
Re: [1.5.2] [4.891] Biomes O' Plenty 0.0.7 - BTW Edition
So, the mod looks amazing, I ran around marvelling at the waterfalls and various awesome trees on an SSP game, and I should be playing it on a server quite soon!
The question I have is related to slimes. Vanilla has slimes spawn in Swamps between y50 and y70 at night time.
Which biomes in the new, longer list, qualify for this behavior?
Thanks
Ehsan
The question I have is related to slimes. Vanilla has slimes spawn in Swamps between y50 and y70 at night time.
Which biomes in the new, longer list, qualify for this behavior?
Thanks
Ehsan
Re: [1.5.2] [4.891] Biomes O' Plenty 0.0.7 - BTW Edition
playing with btw 4.891 ( latest version ), the chunks stop loading past a certain point. In creative, I can fly past this point and look back to see the entire world sheared straight down to the void. If I travel back the direction I came, eventually it will happen there too.
It seems to be a previously reported bug, where the game also stops saving and requires restart. But it seems there are others playing just fine, so I'm wondering if it's something to do with the newest version of btw.
It seems to be a previously reported bug, where the game also stops saving and requires restart. But it seems there are others playing just fine, so I'm wondering if it's something to do with the newest version of btw.
Time slows down in a high gravitational field. This fact is the pinion of my plan to destroy us all...
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Re: [1.5.2] [4.891] Biomes O' Plenty 0.0.7 - BTW Edition
I would hold off on starting new survival worlds or servers until the seams bug is fixed. I stared one a few days ago before I knew about the seams bug and it resulted in some some very odd looking terrain with long stripes of different biomes a chunk wide as I generated a little more world each time I played.
- DaveYanakov
- Posts: 2090
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Re: [1.5.2] [4.891] Biomes O' Plenty 0.0.7 - BTW Edition
Are there biomes where passive mobs are not meant to spawn? I saw very reduced spawn rates in the Timber biome I spawned in and after a full search pattern I found nothing at all in this one, which I do not know the proper name of.
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Better is the enemy of Good
- TheGatesofLogic
- Posts: 511
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Re: [1.5.2] [4.891] Biomes O' Plenty 0.0.7 - BTW Edition
ok i found 2 significant (and already reported) bugs in this mod.
Firstly and by far the most important of the two: The game stops saving data. the effects of this are widespread, including: hunger bar may not change upon eating food, chunks may not load or save, and game autosaves fail to happen. the only solution to this bug is exitting out of the game and reloading that save, but that also exacerbates the second issue which is:
these new biomes are not seed-designated, meaning that biomes are randomly generated without any reliance on the seed. this causes the world seams that people appear to be finding in their worlds and since the other bug leads to frequent reloading of the save file these seams become far more frequent than one would expect.
These two bugs are SERIOUS issues. They wreak havoc on worlds and lead to extremely ugly world seams.
I will not be playing with this add-on until such a time as these bugs are fixed. I intend no disrepect, but you cannot expect me to want these unslightly seams when the whole purpose of a world-gen mod is to make the world more beautiful. I very much enjoy the time and effort you put into the individual biomes, but if the system that generate those biomes is broken then there is no purpose to it at all
also:
Firstly and by far the most important of the two: The game stops saving data. the effects of this are widespread, including: hunger bar may not change upon eating food, chunks may not load or save, and game autosaves fail to happen. the only solution to this bug is exitting out of the game and reloading that save, but that also exacerbates the second issue which is:
these new biomes are not seed-designated, meaning that biomes are randomly generated without any reliance on the seed. this causes the world seams that people appear to be finding in their worlds and since the other bug leads to frequent reloading of the save file these seams become far more frequent than one would expect.
These two bugs are SERIOUS issues. They wreak havoc on worlds and lead to extremely ugly world seams.
I will not be playing with this add-on until such a time as these bugs are fixed. I intend no disrepect, but you cannot expect me to want these unslightly seams when the whole purpose of a world-gen mod is to make the world more beautiful. I very much enjoy the time and effort you put into the individual biomes, but if the system that generate those biomes is broken then there is no purpose to it at all
also:
if there are biomes that witches thrive in (mystic grove) then i am certain there are biomes with other quirks as wellDaveYanakov wrote:Are there biomes where passive mobs are not meant to spawn? I saw very reduced spawn rates in the Timber biome I spawned in and after a full search pattern I found nothing at all in this one, which I do not know the proper name of.SpoilerShow
Two feet standing on a principle
Two hands longing for each others warmth
Cold smoke seeping out of colder throats
Darkness falling, leaves nowhere to go
Two hands longing for each others warmth
Cold smoke seeping out of colder throats
Darkness falling, leaves nowhere to go
Re: [1.5.2] [4.891] Biomes O' Plenty 0.0.8 - BTW Edition
Updated to 0.5.8, which along with tweaking some things to do with the Origin Valley biome, uses a new BOP worldtype to decide whether biomes generate and also (hopefully) fixes all of these generation bugs (apart from the one where chunks from old worlds are used if you rapidly delete and create a new world under the same name, which i'm told is a vanilla bug).
To use the BOP worldtype on the client, select it on the same screen you would change the worldtype to Large Biomes or Superflat. On the server, change the level-type (or whatever it is called) to "BIOMESOP" (without quotes).
Huge props to ted80 for this release, without him a lot of this wouldn't have been done :)
Also, for those interested, https://github.com/BiomesOPlenty/Biomes ... its/master. For those who don't know what that's for, then it's probably not of interest to you anyways.
With regards to the mobs mentioned above, witches don't spawn in the Mystic Grove in the BTW version. As far as i know, there is only one biome with a bit of a quirk mob in the game currently but that's for you folks to discover.
To use the BOP worldtype on the client, select it on the same screen you would change the worldtype to Large Biomes or Superflat. On the server, change the level-type (or whatever it is called) to "BIOMESOP" (without quotes).
Huge props to ted80 for this release, without him a lot of this wouldn't have been done :)
Also, for those interested, https://github.com/BiomesOPlenty/Biomes ... its/master. For those who don't know what that's for, then it's probably not of interest to you anyways.
With regards to the mobs mentioned above, witches don't spawn in the Mystic Grove in the BTW version. As far as i know, there is only one biome with a bit of a quirk mob in the game currently but that's for you folks to discover.
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Re: [1.5.2] [4.891] Biomes O' Plenty 0.0.8 - BTW Edition
Yes!!!
Thank you for this awsome addon!
I will thoroughly bug test it as soon as I get home.
Also is there a config file that comes w/ this addon?
Thank you for this awsome addon!
I will thoroughly bug test it as soon as I get home.
Also is there a config file that comes w/ this addon?