Brainslug83 updated Biospheres to 1.7.10. I don't know how many of you used it back in the day, but here it is none the less<3
http://www.minecraftforum.net/forum...raft-mods/wip-mods/2236413-new-biospheres-mod.
EDIT: After playing with it for a bit, I can say that it doesn't like other modded world gen very much. It tends to break it. However, ores seem to work fine
http://www.minecraftforum.net/forum...raft-mods/wip-mods/2236413-new-biospheres-mod.
Hey guys, this is my first mod project.
It's a port/update of Risugami's original Biosphere Mod for Minecraft 1.6.x. I fixed a lot of random stuff in here, and made a lot of random updates/restructures as well and even added a few things.
DOWNLOAD LINKS (Updated April 16, 2015):
NewBiospheresMod-1.7.x-0.8.jar (STABLE)
NewBiospheresMod-1.7.x-0.85.jar (!!BETA!! !!BUGGY!!)
(PLEASE NOTE: the beta version has introduced some new issues and they're pretty bad -- I hope to have them fixed soon -- but in the meanwhile, upgrading should only be for the most adventurous. This version will eat your dog and burn your house down.)
(Requires Minecraft 1.7.x with the latest appropriate version of Forge Installed, just put this in your "Mods" folder.
Tested with MC 1.7.2 / Forge 1147, and MC 1.7.10 / Forge 1291 -- with JRE 7u76 for Windows, 64-bit.)
The source is available on github (with full dev. environment setup instructions) at:https://github.com/BrainSlugs83/NewBiospheresMod
You'll find the release archives under the "Releases" folder.
I'm trying to transition this mod to the github page, so we can track issues, etc. (so I don't lose track of them). If something needs discussion, we can do that here, but otherwise, let's try to migrate the feature requests and bugs to the github pageissue tracker.
Ore Orb Changes:
This is probably the most obvious change: the ore orbs are covered in glass, they have a lot more ore in them than before, and they're placed randomly now too. And while it's still pretty damn hazardous to get to/from them, it's also about one million percent more feasible with the new janky, randomly half-missing stairways. Another hazard that's been added for ****s and giggles is the random blocks of lava you'll find in them.
(Note: the density of the ore, and the presence of the stairways are configurable.)
Config File Changes:
This is probably the next biggest win: I've updated the configuration / properties to the mod to be editable from within Minecraft (under the mods menu), a lot of the settings are different than before. Of important note: changes to the settings only affect NEW WORLDS that you create (yes you can click an existing world and select "re-create", a restart is not required). -- If you're having trouble understanding something, hover over the option and wait for the hover text to pop-up, it should explain how to use each property.
Other Changes:
Off the top of my head:
Remember, when you change the configuration options, they only apply to new Worlds. Unfortunately, for the new options, it will apply to your existing World, but only the first time you open it. After that the existing world will remember that option forever (this is to prevent you from derping up your existing worlds). To make a world forget the existing options go into the data directory and delete the "newbiospheresmod.dat" file.
Issues and features are now being tracked on The GitHub Issue Tracker for the project. Please feel free to log your bugs or feature requests there (make sure to search that there's not a duplicate).
If you want to discuss an issue before logging it or need some help, feel free to post here!
Questions, Comments, Suggestions, Feedback, etc. are all very welcome. If you experience any issues or ****ed up terrain, etc. please post the seed, coordinates (and any custom configuration settings), and I'll take a look.
Let me know what y'all think!
Epilogue (for now):
I took a break from developing this morning and decided to play test it while I listen to an audio book -- here are some screenshots:
It's a port/update of Risugami's original Biosphere Mod for Minecraft 1.6.x. I fixed a lot of random stuff in here, and made a lot of random updates/restructures as well and even added a few things.
DOWNLOAD LINKS (Updated April 16, 2015):
NewBiospheresMod-1.7.x-0.8.jar (STABLE)
NewBiospheresMod-1.7.x-0.85.jar (!!BETA!! !!BUGGY!!)
(PLEASE NOTE: the beta version has introduced some new issues and they're pretty bad -- I hope to have them fixed soon -- but in the meanwhile, upgrading should only be for the most adventurous. This version will eat your dog and burn your house down.)
(Requires Minecraft 1.7.x with the latest appropriate version of Forge Installed, just put this in your "Mods" folder.
Tested with MC 1.7.2 / Forge 1147, and MC 1.7.10 / Forge 1291 -- with JRE 7u76 for Windows, 64-bit.)
The source is available on github (with full dev. environment setup instructions) at:https://github.com/BrainSlugs83/NewBiospheresMod
You'll find the release archives under the "Releases" folder.
I'm trying to transition this mod to the github page, so we can track issues, etc. (so I don't lose track of them). If something needs discussion, we can do that here, but otherwise, let's try to migrate the feature requests and bugs to the github pageissue tracker.
Ore Orb Changes:
This is probably the most obvious change: the ore orbs are covered in glass, they have a lot more ore in them than before, and they're placed randomly now too. And while it's still pretty damn hazardous to get to/from them, it's also about one million percent more feasible with the new janky, randomly half-missing stairways. Another hazard that's been added for ****s and giggles is the random blocks of lava you'll find in them.
(Note: the density of the ore, and the presence of the stairways are configurable.)
Config File Changes:
This is probably the next biggest win: I've updated the configuration / properties to the mod to be editable from within Minecraft (under the mods menu), a lot of the settings are different than before. Of important note: changes to the settings only affect NEW WORLDS that you create (yes you can click an existing world and select "re-create", a restart is not required). -- If you're having trouble understanding something, hover over the option and wait for the hover text to pop-up, it should explain how to use each property.
Other Changes:
Off the top of my head:
- It should be a bit faster, it skips a ton of work by skipping chunks that would just all be filled with the outside block (it does an arrays.fill and moves on), and it now it caches the sphere data for each grid segment so that each chunk doesn't have to regenerate the same sphere over and over.
- Lakes / Lava Pools now have uneven bottoms (when noise is turned on) rather than just being a half sphere that was way too deep, it's shaped a lot more naturally now.
- It's now multi-core friendly -- the original code kept a lot of state in the provider objects, so if you called them method twice from different threads with two different chunks... well, you weren't going to get good results. -- This is fixed now, so you can turn on those multi-core chunk loading settings in OptiFine with this Mod now.
Remember, when you change the configuration options, they only apply to new Worlds. Unfortunately, for the new options, it will apply to your existing World, but only the first time you open it. After that the existing world will remember that option forever (this is to prevent you from derping up your existing worlds). To make a world forget the existing options go into the data directory and delete the "newbiospheresmod.dat" file.
- Added support for Minecraft 1.7.2.
- Orb's are now fully configurable (including glass outside block, ore chances, etc.)
- Orb Stairways are now fully configurable.
- Biome weights are now configurable.
- I've split the Configuration settings into Multiple Pages/Groups.
- The spawning logic has been improved.
- Domes are now configurable (like Ore Orbs were previously), there are up to four types of domes with four types of blocks in each dome (each with individual weights).
- The spawning logic has been improved some more. You should no longer spawn in the void, or on top of a dome.
- Light is able to pass through the dome blocks (like if you make the dome block "TNT", it should not be pitch black inside -- you can't see through the blocks, but it's light inside, just like "TNT" was glass).
Issues and features are now being tracked on The GitHub Issue Tracker for the project. Please feel free to log your bugs or feature requests there (make sure to search that there's not a duplicate).
If you want to discuss an issue before logging it or need some help, feel free to post here!
Questions, Comments, Suggestions, Feedback, etc. are all very welcome. If you experience any issues or ****ed up terrain, etc. please post the seed, coordinates (and any custom configuration settings), and I'll take a look.
Let me know what y'all think!
Epilogue (for now):
I took a break from developing this morning and decided to play test it while I listen to an audio book -- here are some screenshots:
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