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tufkal

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Everything posted by tufkal

  1. Unfortunately this isn't correct either. I am familiar with that option Loader, and it does make the BoP terrain generation apply to the all world types including 'Default' and 'Large Biomes' ,but not Superflat. If you load up a superflat world you will notice a few things; -It is always the same biome (Plains) -There are no BOP plants and/or grass, as BOP's terrain generation is config file and profile based, not injected -There are grass/flower items generated from other mods that inject terrain generation regardless of configuration (lazy) ...basically because they coded it the right way, it doesn't just inject itself into each world as it is created like for example, Food Plus. It is smarter than that, and it does not affect the SuperFlat terrain generation process. Superflat uses it's own unique method based on the 3 block types you choose for your land makeup, and is generated using a method all it's own outside of the normal routine (this is why BoP chooses not to touch it). As I said in my previous post, using superflat will give you villages because it does not use BoP as part of it's terrain generation routine, and is an inaccurate way to make comparisons for problem solving BoP terrain generation. In real world test (not superflat), the BoP terrain generation settings from the config file hold true, and are the problem. They are simply all (but 1) turned off by default. Today I generated a 2000x2000 area with the default settings from unzip, and found 0 villages. I then deleted the region files, and made the adjustments to the config files I mentioned above. The map was physically identical, and I found 5 villages in the first 20 minutes of flying where there were not villages previously (MapWriter comes in handy here). So, in the end we are back to where we started. The OP correctly identified that for default created worlds, village generation (and further, TC building generation) have been turned off in this modpack intentionally in the config files. I pointed out to him the two places he needs to go to undo this. My question is why this was done. The issue tracker lists this issue as 'Cant Fix'. Does anyone have any better information about why they made these config file changes to specifically prevent this from happening, and why the devs believe it 'cant be fixed'? As I eluded to before, it may be a problem with maps generated on an older version of AOTB that upgraded to this version, as I haven't been able to reproduce the crash problem when the a map was generated by 1.0.12a.
  2. Again, incorrect. By creating a world with the Superflat 'World Type' setting, the game bypasses Biomes O Plenty (and it's config files) altogether. You will get villages sure, because you aren't making a proper world for AOTB. The settings "Default" and "Biomes O Plenty" both will generate their terrain using BOP, and follow the config file rules above, resulting in the problem. In a 2000x2000 world, you will have 0 villages. This was tested by me by hand (flying around in creative) a week ago when I made 2 fresh new server instances and ran into the problem myself.
  3. Incorrect, in the current version (1.0.12a) they are completed disabled, except for 1 obscure BOP biome that I think was meant to be turned off too (see config/biomesoplenty/terraingen.cfg, the changes are simple). Essentially every biome is turned off, including vanilla biomes. Please check your facts before you answer user's questions incorrectly.. Going further to the user's question, if you are looking for the Tinkers' Tool Shop buildings for the Cutlass guard, you need to make another config file change, as they have been specifically turned off on top of turning the villages off (to do this you need to edit config/TinkersWorkshop.txt). Go to the very bottom of that file, and look for ""Add Village Generation"=false" I understand the admins of the mod believe both of these changes were necessary to stop a crash during chunk generation of villages, but I haven't seen any problems on either of my servers running 1.0.12a, and have generated many villages with Necromancy and Tinkers special buildings in tact. My maps are freshly made under 1.0.12a though, so it may be a conversion bug.
  4. I've been playing since beta myself, and there was a time when I did it 2nd nature. The problem is I bounce back and forth these days with several 1.7 and 1.8 servers/maps, and play other games with a dedicated sprint button, that when I am on 1.6 I feel like it is missing. It's not a huge thing, but it makes life easier for me (and hopefully someone else). As far as the mod goes, it's very small and simple, and adds good functionality. It could be a great addition for very little work on the developer's part.
  5. I find that every time I install any 1.6.4 Forge based mod, I end up putting this mod in the /mods folder. http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1285563-better-sprinting-570-000-dls-bind-custom-keys-to Just grab the v11 for 1.6.4_FORGE, unzip down to the .jar file, drop the .jar file in /mods, and load your game up. What changes? Well a few things really, but only one thing I care about. I can hold CTRL to sprint like in 1.7x. It drives me BONKERS to double tap to sprint, this is just necessary for me. Maybe it could be included by default in the pack? I don't have any compatibility problems anytime I use it. The options it offers can be disabled client side AND server side, and it has some great flying options to help those with advanced genetics or flying morphs.
  6. IGN: tufkal Age: 34 Do you record: From time to time Could you donate (does not affect your chances): If needed What would you do on the server: Enjoy meeting people, be social Why would you want to join this server: Play modded minecraft with others, meet people What do you love most about AoTBT: The wide range of mods, and the frequent updates.
  7. IGN: tufkal Age: 35 Where are you from? Wisconsin, USA What do you like to build? Machines, redstone, scale replicas of RL objects What do you do mostly? Engineer Why do you want to play on this server? Looking to get back into modded Minecraft, with a good community and solid server. Do you have Teamspeak? Yes, also mumble or any other similar program.
  8. MC Name: tufkal Age: 35 Looking to get back in to some modded Minecraft, with a good community and solid servers.
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