Why do almost all modpacks have to use BoP?

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What biome mod do you like the most?

  • Biomes O' Plenty

    Votes: 9 25.7%
  • ExtraBiomesXL

    Votes: 3 8.6%
  • Enhanced Biomes

    Votes: 1 2.9%
  • Highlands

    Votes: 8 22.9%
  • Realistic World Gen

    Votes: 6 17.1%
  • Alternate Terrain Generation

    Votes: 5 14.3%
  • Ridiculous World

    Votes: 3 8.6%

  • Total voters
    35

Padfoote

Brick Thrower
Forum Moderator
Dec 11, 2013
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Well TBF highlands doesn't add many "obvious" biomes. A lot of highland biomes are biomes that are essentially vanilla biomes on steroids.
But I believe highlands does have it's own world gen option (as BoP does)... which is another thing that ticks me off. I understand it's a thing you can enable if you want it... however, I'd much rather that it be a config option, not a world gen option, because it means you sometimes can't have 2 biome mods working together

IIRC Highlands will give you the option to generate the world as "Highlands + *insert other mod here*", which is extremely nice to have.
 

KingTriaxx

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Jul 27, 2013
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I really like Highlands because of the absolutely massive mountains it comes with by default. Snow and Desert Mountains actually feel like mountains, instead of the hills you get in vanilla. I also love the ability to swap to Large Biomes, and when I'm dropped in the middle of plains, all I can see for miles are plains. Sadly, the oceans seem tiny by comparison.

I still like Biomes o' Plenty, though my enthusiasm wanes every time I have to stop and dig myself out of quicksand.
 
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RavynousHunter

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Jul 29, 2019
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I wouldn't mind BoP as much if I had an option to disable the quicksand and poison ivy. And restore the freaking Promised Land, just minus the pixies. There's just something about building an outpost in what amounts to heaven that appeals to my need to conquer every non-user-generated (ie: RFTools and Mystcraft) dimension. S'just in my nature.
 
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SpitefulFox

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Jul 29, 2019
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I wouldn't mind BoP as much if I had an option to disable the quicksand and poison ivy. And restore the freaking Promised Land, just minus the pixies. There's just something about building an outpost in what amounts to heaven that appeals to my need to conquer every non-user-generated (ie: RFTools and Mystcraft) dimension. S'just in my nature.

I miss the Promised Land. My buddy and I built our factory there. Felt appropriate to be despoiling the place with all our boilers and machinery. x3

It's irritating that the Promised Land was removed, but all the blocks and ores and still in the mod, taking up space.
 
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GreenZombie

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Jul 29, 2019
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Actually, the mod I dislike the most, is MFR's attempt at worldgen. Why the @$(% are there, by default, lakes of sludge and sewerage? Especially as they generate in holes that MFR just cuts out the terrain damaging other mods worldgen, leaving floating trees, and turning villages into pits of death and despair for the residents.
 

epidemia78

New Member
Jul 29, 2019
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I dont like when mods add obscure ores like zinc. Although I think its a odd that nobody has added antimony , its a cool word.

Whoops, above post made me mistake this for the "little things that irk you" thread. :p
 
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BrickVoid

Well-Known Member
Dec 2, 2012
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Actually, the mod I dislike the most, is MFR's attempt at worldgen. Why the @$(% are there, by default, lakes of sludge and sewerage? Especially as they generate in holes that MFR just cuts out the terrain damaging other mods worldgen, leaving floating trees, and turning villages into pits of death and despair for the residents.

If MFR could at least fix that worldgen thing, I might not mind it so much. Also, with BoP's quicksand, could modpack authors remember to oredictionary it to usable recipes it could fit in or add a recipe for quicksand to smelt it into either regular sand, or something else useful? I dig a lot of it out of villages and leave most of it behind in chests there. The thorns, I don't mind so much, I grew up around Bougainvilleas and those have very thorny spikes, it's just another thing to remember you have to be on the lookout for! I do take time, though, to swat the BoP thorns into oblivion! :D

Cheers ...

BrickVoid
 
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KingTriaxx

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Jul 27, 2013
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Quicksand, curiously enough, makes for exceptional mob traps. I remember Etho I think using it on one of the Mindcrack servers to trap zombies and such in a desert. They'd sink down and drown, and then the drops would get collected. I also recall Odedex on Youtube using the EBXL variety for an awesome mob trap. Of course he ran into trouble with collecting things since they fell so slow.
 

Fortanono

Well-Known Member
Aug 25, 2015
354
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Ah yes, quicksand... Tried to play on a DW20 server and basically got stuck in quicksand inside someone's anti-grief zone. So now I can't really play on the server! :p
 

Lethosos

New Member
Jul 29, 2019
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A killing floor works better for quicksand traps, IMO. One layer above works fine for dragging mobs down.

Sent from my Puzzle Box of Yogg-Saron using Tapatalk 2
 

rhn

Too Much Free Time
Nov 11, 2013
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Quicksand, curiously enough, makes for exceptional mob traps. I remember Etho I think using it on one of the Mindcrack servers to trap zombies and such in a desert. They'd sink down and drown, and then the drops would get collected. I also recall Odedex on Youtube using the EBXL variety for an awesome mob trap. Of course he ran into trouble with collecting things since they fell so slow.
It is also an excellent way of killing Endermen early on. Eye them down when standing behind some quick sand, then turn around and let the teleport to you. When they then get stuck in the quick sand you can easily hack away on them without them bouncing around and teleporting away.
 

KingTriaxx

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Definitely. That's how my end farm works. Though I also have MFR conveyors on the roof so anyone that tries to jump up there gets dumped out into the sand. :D
 

OreCruncher

Well-Known Member
Mod Developer
May 22, 2013
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I use EBXL because of BoP lag. If they were to address those issues I would entertain using it again. I also like ATG. I find it compatible with the mods I am using, whereas having RWG installed causes my pack to crash. Not blaming RWG, but I can't really use it because of the crashing.

I haven't played with Highlands, but since others have used it with other Biome mods I think I will give it a try.
 

sgbros1

New Member
Jul 29, 2019
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Actually, the mod I dislike the most, is MFR's attempt at worldgen. Why the @$(% are there, by default, lakes of sludge and sewerage? Especially as they generate in holes that MFR just cuts out the terrain damaging other mods worldgen, leaving floating trees, and turning villages into pits of death and despair for the residents.
There is a config option for that.
 
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GreenZombie

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Jul 29, 2019
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The "forest M" is for putting a small non mountain range mountain in the middle of a forest in vanilla, right?

I think the server I was on had tained biomes showing up as a sub type of a plains, they showed up WAY often, course BOP had an update that it fixed that "bug" so it might no be possible to make subbiomes anymore with them.

In theory, I could add BoP and Highlands, disable most of them, and design a world the way I want it? I could even put nether boneyards inside of deadly swamps?

But this also means that anything above 128 will spawn more often, both as a sub biome and as a main biome?

It also sounds like I can't possibly have disabled desert as long as it has a number it will be somewhere, maybe.

This is the sort of thing that isn't really talked about in pack design... This is the sort of thing that could go well in a pack design FAQ, as well as a collection of options for manipulating the world and what mod offers them. "these 5 mods have fast leaf decay", classic lava "these 2 mods"...

No, that task is too big for me, too many good stable and useful mods now. Also the person would need to be part of pack creation teams, and thus be staff.

I admit, I am not too sure how the -M biomes are generated. If they are generated inside a larger area of the base biome then it would actually be neat to use that to reliably place biomes within other biomes.

Technically BOP (and any other mod that) uses its own world generator (You have to pick it when generating the world) so they could simply be opting out from the whole -M biome substitution mechanisim when using their world generator. Of course, BoP can be configured to, and other mods like EBXL just do, register with the base minecraft world generators so, in my opinion, they still need to get this config right...

But yes, in theory, you certainly could have both BoP and Highlands and get biomes from one of them to generate as -M variants of the others biomes in a controlled way.
What I don't know is how easy it is with any of the mods to partially disable a biome - leave it registered as a biome, but not with the world generator :- i.e. if you don't want the -M biome generating standalone but only inside your designated base biome. The simple act of adding a - say - a desert biome does not require that it will spawn somewhere. Many mods add biomes - with ids - that don't spawn in the overworld.
So - if the biome mod has some kind of dimension whitelist/blacklist feature you could disable "high" biomes for generation in the overworld, and they won't generate stand alone but should still generate as the -M variant of a low id biome.

If you do try this and have a measure of success please do report back :)
 

keybounce

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Jul 29, 2019
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But as I said, there are so many good biome mods that people need to see. Stuff like Enhanced Biomes, for example. Enhanced Biomes adds as many biomes as Biomes O' Plenty.

The big problem for me is that, in addition to being new biomes, many of these mods are new worlds types, and very often they don't make it clear that this is going on.

If you have a biome mod, I can look at it, and decide if I like the biomes.
If you allow your biomes to be individually turned on/off, better.

If you have accurate, up to date images of the biomes -- if you have done the work to show off what you are doing -- that's a perfect plus.

But if you are saying "Download it, install it, and explore and see", then I have no idea if I'm going to like it. And if you are saying "It's not worth 2 hours of my time, but I expect everyone to spend an hour looking at my stuff", that's not a really nice/user-fiendly spproach.

And if your mods are designed to operate in a new world type, that's a negative -- I can't combine them nicely.

===

I admit, I am not too sure how the -M biomes are generated. If they are generated inside a larger area of the base biome then it would actually be neat to use that to reliably place biomes within other biomes.

Exactly that. My understanding of the numbers (I have not crunched them myself) is that about half of each biome blob will have 1/4th of it replaced with a mutant variation sub-blob.

(So, a biome being 256x256 average, the sub-biome will be 64x64 average ... ok, that's 1/16th)

===

Most of the "M" variants are mountainous versions (to put a hilly subsection in); then there's mesa M's that are actually shorter than the base (to put a little valley in) or FM's (to put some wood in).
 
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GreenZombie

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The big problem for me is that, in addition to being new biomes, many of these mods are new worlds types, and very often they don't make it clear that this is going on.

Actually, I personally prefer that the biome mods (by default) use world generators as that means that one can (in theory) install multiple side-by-side and still create distinct worlds. I mean there is a strange relationship between biome and terrain topology that I don't understand: Mods like ATG generate their own topology and overlay biomes onto it, but with "normal" world generators, biomes like extreme hills imply a particular topology - which can still be altered by "Amplified".

At any rate, it kind of brings me back to the dimension mod I wish existed: One that, instead of pages or dimlets, simply used an open set of World Type generators. Using this dimension mod would (a) allow me to create my overworld with any of the dimensions supported templates as my overworld, (as it would be available as a world type) and (b) any of the available world types (including Default, Large Biomes, Superflat, Amplified, Biomes'o'Plenty, Highlands) as a template for a dimension.

I mean, imagine how cool it would be if, instead of the usual "blue sky / checkerboard" type options currently on offer, a dimension creation mod allowed you to additionally choose "ATG", or any of Teds terrain generators (Better Terrain Gen, Realistic Terrain Gen, Fun Terrain Gen or Classic Terrain Gen).
 
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keybounce

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Jul 29, 2019
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Look into Multiworld.
http://www.curse.com/mc-mods/minecraft/multiworld

What it should do (I will be playing with it, but have not yet) is that anything you could set a server's overworld to can be used as a dimension.

With that said, compare the concept of world-types to biomes for a normal world:

Biomes, like Extreme Hills, or plains, or giant redwoods, or rainbow trees, all appear together. World types, such as realistic terrain generation, or ATG, change how the landscape works, without necesarily changing the biome generation.

Vanilla default_1_1 uses biome information to generate one type of world; it excludes jungles, mesas, mutants, etc. Vanilla default uses the same information, and more biomes, to generate hillier terrain, and then adds in even more biomes that are hillier yet. (1.1 to 164 used one set of rules for interpreting the meaning of biome base height and variation; 1.1 had a bug in the extreme hills. 172+ use a different set of rules that makes the same numbers hillier, and then add in the mutants, most of which are hillier than the base).

ATG uses a different set of rules to define ground levels, and then identifies climate zones from that; then there's a table for climate zones to biomes. That's not too much different from 17x's "biomes have climate zones, and worldgen lays out climate zones" -- heck, ClimateControl does something similar as well, but without overriding the worldtype.

I don't know how the BoP worldtype, or RTG worldtype work exactly, but again, RTG uses a different ruleset for laying out where the terrain goes (big change to rivers), or for turning the biome data numbers into landscape.

The issue is that mods like Biomes o Plenty, in addition to providing new biomes, also provide a new worldtype because their biomes aren't supposed to look right in the default worldtype; so right away, trying to use amplified means that they really won't work right. And if another worldtype+biome mod is in use -- Enhanced Biomes, I believe, also does the same thing -- then you are guranteeing that one of the two have to have their biomes not-quite-right.

But that's a bit extreme -- EB and BoP both add so many that I don't think you can use both.

(... and, why didn't Mojang include a default_1_6_4 generator for people who wanted to use the 125-164 seeds/landscapes and no mesas, like they had a default_1_1 generator for people who wanted the 1.0/1.1 seeds and old pandora-style extreme hills?)
 

Vasa

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Jul 29, 2019
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I love ExtraBiomesXL, BoP and Realistic World Gen but last one is currently my favorite one.
I loved EXB because redwood forests looked amazing and it had meadow biome with its bright green color and almost perfect flat field.