BoP Config for 1.5.2 Beta Pack

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Daemonblue

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Jul 29, 2019
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Since there won't be an official config for the v0.7 beta pack I plan on working on one myself for people to use and would like some input on what biomes people would want left in or taken out. I have an idea for a few of them, but since I plan this as a general config the more input I get the better.

For starters, any biome that has items for BoP achieves will be left in. This includes Origin Valley, Pasture, and Promised Lands biomes. There are other biomes included in the list, but there are several that work towards the same achievement (such as getting red rock, moss, and ash).

Generally, I don't plan on removing any biomes that add something unique or useful, such as volcanos, the dead lands, magic forest, badlands, ominous forest, as well as many others. However, here are a few I plan on removing and why.

Arctic: This is a relatively flat snow biome with no life. Snow biomes in general can be annoying, but this one is simply unlivable at the start of the game and any other snow biome can be made to look like it.
Polar: An ice ocean. Annoying to navigate unless you like running on ice for a bit and only adds what the borders of snow biomes already have, just larger.
Marsh: Very little useful plants and hard to navigate, just like EBXL's version. At least it doesn't have the same issues, but it doesn't add anything but annoyance due to how it's laid out.
Steppe: A mixture of grass and sand and that's about it. Basically a sandy plains biome with no trees.
Grassland: This is apparently a kickback to old version swamps and from what I've seen has very little in the ways of plants, making it mostly a plains type biome with lots of water.
Moore: As the description on the forum page for it puts it: "A dreary, mountainous landscape with lots of ponds and mud."

The following biomes I've been debating on but I am unsure on: Quagmire, as it's relatively large and muddy and that's about it. Dunes, as it's a mountainous desert with no cacti. Glacier, basically a mountainous snow biome where there seems to be little life. Edit: Finally found a sludgepit that had life in it!

For the biomes I plan on disabling, if people want them I can leave them enabled, and I'm open for suggestions on any other biomes people either want disabled or enabled. I don't plan on disabling the wasteland biome, however, due to it having its own feature of cracked sand as well as it being a good place to get liquid poison (which in 0.6 was able to be picked up and placed again with buckets, unlike in some earlier versions).

Other than just disabling or keeping some biomes enabled, I'm also up for suggestions on adding villages to certain biome types. As it stands right now, 44/80 or so biomes have village generation turned off. All of the biomes in the list above that I plan on removing are included, but some others that might work well with villages that don't have them are Timber (could be a logging village in dying woods), Wasteland (a village that survived after a horrible incident destroyed the landscape), Hot Springs (a hot springs village :X), Cherryblossom Grove (a village amongst the blossoming cherry trees) and Swampland (because they have villages in vanilla).

As mentioned before, any feedback will be appreciated and I plan on doing a config with biome changes and one that only has id changes so there are no conflicting ids.
 
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AshtenD

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I really like your choices so far. I completely agree with your village choices personally. Great job! I haven't really messed with BoP, but I definitely can now that you are working on this.

Thanks a ton!
 

Daemonblue

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The onl village I'm worried about is the Hot Springs village since that biome is generally kind of hilly, but the others are relatively flat which is the other reason I chose them. I don't want to add in villages to too many biomes since that would lead to too many having them, but I'll look over the config I'm working with and see if there are any other flat-ish biomes I can add villages to.

Edit: I should note that I have a working config for v0.6 already, so as long as I don't have to make any config changes with v0.7 I'll be able to put them up possibly within minutes depending on the time.
 

b0bst3r

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I don't know BoP biomes but this maybe helpful from gregtech code on what biomes he uses (if you use GT).

Ruby Mountainous Desert
Ruby Mountain Ridge
Ruby Savanna
Ruby Shrubland
Ruby Wasteland
Ruby Fire Swamp
Ruby Highlands
Ruby Volcano
Ruby Steppe
Ruby Scrubland
Ruby Prairie
Ruby Lush Desert
Ruby Deadlands
Ruby Badlands
Ruby Dunes
Ruby Mesa
Ruby Promised Land
Sapphire Twilight Lake
Sapphire Twilight Stream
Sapphire Lake Border
Sapphire Glacier
Sapphire Mangrove
Sapphire Oasis
Sapphire Origin Valley
Sapphire Sacred Springs
Sapphire Tropics
Sapphire Promised Land
Bauxite Rainforest
Bauxite Autumn Woods
Bauxite Birch Forest
Bauxite Forested Hills
Bauxite Forested Island
Bauxite Green Hills
Bauxite Meadow
Bauxite Redwood Forest
Bauxite Redwood Lush
Bauxite Woodlands
Bauxite Twilight Forest
Bauxite Dense Twilight Forest
Bauxite Dark Forest
Bauxite Enchanted Forest
Bauxite Woodland
Bauxite Thicket
Bauxite Seasonal Forest
Bauxite Redwood Forest
Bauxite Quagmire
Bauxite Orchard
Bauxite Pasture
Bauxite Mystic Grove
Bauxite Meadow
Bauxite Marsh
Bauxite Maple Woods
Bauxite Grove
Bauxite GraSland
Bauxite Garden
Bauxite Fungi Forest
Bauxite Deciduous Forest
Bauxite Coniferous Forest
Bauxite Cherry BloSom Grove
Bauxite Promised Land
 

Daemonblue

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Jul 29, 2019
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I use GT and that helps a little at least. Only three biomes from that list are in my current config as removed (Marsh, Steppe, and Grasslands). Deadlands biomes have a ton of rubies in em from what I've seen myself, though I'm not sure if they all work with GT since I believe some are added in by BoP itself.

Edit: Now that I noticed it, the other possibility would just be to grab the BoP config from the Magic Farm pack -_-

Another Edit: Comparing the configs with Magic Farm and a lot of the biomes are turned off in it. Like, only 14 of the biomes are turned on, so I'm still gonna do my config, but I've copied over the item ids for now and see if they'll work once 0.7 comes out. Another difference is the biome size being set to 2 in that pack instead of 4 (default), as well as making BoP work with the default world type (which I'm turning on as well).
 

b0bst3r

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Badlands is a big one which really affects server balance if you have EE3, there's so much clay there that you can simply dig the clay (or quarry it) and have so much iron/gold/diamonds from clay.
 

Daemonblue

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Jul 29, 2019
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Well, since an official config is coming with the pack now I don't really see a point in continuing this since it was mostly because there were no plans to add the configs when I posted this.
 

Ryiah

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Jul 29, 2019
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Well, since an official config is coming with the pack now I don't really see a point in continuing this since it was mostly because there were no plans to add the configs when I posted this.
One potential reason I could see continuing this would be to easily remove the least desirable biomes. I know version 0.7 had every single biome enabled by default (assuming you enabled BoP biomes of course).
 
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AshtenD

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I agree with Ryiah. I'd like to see it to get rid some of the more annoying biomes as well as the custom villages!
 

egor66

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atm I enjoy testing Bop, if & when a ftb config is released I will live with it, untill then I shall mess about & learn new stuff.
 

Daemonblue

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atm I enjoy testing Bop, if & when a ftb config is released I will live with it, untill then I shall mess about & learn new stuff.

That's the thing, there is an FTB config for it in the latest beta packs for 1.5.2, they just only changed the item ids and didn't remove any generation.
 

egor66

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no in the pack it was an unused mod, I simple updated to latest version & edit the config to make it gen Bop biomes.
 

Daemonblue

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In the pack it was merely disabled. They had to rework the configs so it didn't clash with other mods like in previous version where you would get gregtech parts from breaking berry bushes. BoP has its own world type unless you change the config to include it into normal worlds, so you didn't have to change the configs to make BoP biomes generate unless you were using an older map that was made before adding BoP.
 

egor66

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In the pack it was merely disabled. They had to rework the configs so it didn't clash with other mods like in previous version where you would get gregtech parts from breaking berry bushes. BoP has its own world type unless you change the config to include it into normal worlds, so you didn't have to change the configs to make BoP biomes generate unless you were using an older map that was made before adding BoP.
that was my case, its was a 152wgt, that after the channel spamming thing (last straw, will not comment on this btw) I converted to 152ngt & then added the Bop, all is working fine, but LoP is a little too out there for my taste.