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Stygian End Biomes in the Overworld

Description:
A rare bug has appeared in the modpack Rebirth of the Night which includes the Stygian End mod. When creating a new multiplayer world via server pack in the latest Beta (2) 3.0 version of RoTN, Stygian End biomes appear to spawn in the Overworld dimension at a rate that is similar to how often they spawned in the End dimension.

This issue is only replicable via the server pack version. Singleplayer has no similar issue.

Screenshot:
image

Further link to the issue:
#558

Link to RoTN:
RoTN Curseforge

Biome ids not appearing to register with other mods

Hello! I am attempting to get textures to appear with antique atlas for biomes from this mod. Normally, you could just modify their config file, but it seems like the biome names arent registering as something other mods can access. Using crafttweaker biomes command, nothing from Stygian End appears in that. Attempting to call the biome type also does not work when using antique atlas. I used the biome names below, but no beans.

I do not believe this is an antique atlas issue, but a Stygian End problem where the biomes aren't registering correctly, as I also cannot seem to call the biomes with WorldEdit or Incontrol, either.

"stygian:acidic_plains": "CAVE_WALLS",
"stygian:stygian_growth": "PLAINS"

image

Some minor fixes for the first release

Firstly, let me please say that I love this new mod! Modded Minecraft is in great need of excellent mods like this to spice up the End. Thank you!

Several minor issues I noticed so far, in order of severity:

  1. Currently, both of the new biomes are set as PLAINS for their Biome Dictionary types. This confuses some other mods that determine their behaviour based on the Biome Dictionary. For example, Ender IO Zoo prevents some of its overworld mobs from spawning in any biome with the END tag. Since these new biomes don't currently have that tag, you can end up with zombies, skeletons, and creepers spawning in the End in these new biomes.

Suggestions for Biome Dictionary tags, though modify as you see fit of course:
Stygian Growth: END, HOT, WET, FOREST
Acidic Plains: END, COLD, DRY, HILLS

There are various other Biome Dictionary tags that caught my eye as possibly appropriate, like SPOOKY, DEAD, MAGICAL, WASTELAND, LUSH, SAVANNA. But I'm not sure what effect those have, if any.

  1. The Acidic Plains biome currently spawns drastically less often than the Stygian Growth. I tried flying tens of thousands of blocks and saw dozens of Stygian Growth biomes, but I could only find an Acidic Plains by using a Nature's Compass. Since visual variety of the End is a large part of the purpose of this mod, it would be great if the Acidic Plains frequency could be bumped up a little, even if you want it to remain less common than Stygian Growth.

  2. The name of the Acidic Plains still references what looks like an in-development name, End Volcano, in several places. For example, using a Nature's Compass, you have to find the biome listed as End Volcano, or seeing the Biome name from the Journeymap HUD.

Thanks again!

[Feature] End BiomeDict/Biome Naming

Could it be possible to register your biome with the BiomeDict please?, for better cross-mod compat, specifically with OreSpawn
Also, OreSpawn REALLY do not like having space in biome name(it just plain crash), I think it's even a Forge/Minecraft naming convention to use underscore, something to do with Java IIRC.
Anyway really nice work on this so far, can't wait to see your future plan unfold :D

Trees don't grow?

I'm trying to get Wyrmwood saplings to grow, but it doesn't seem to work.

I've tried on endstone and on stygian grass, with light and without, single saplings and groups up to 6x6. All of this in the end. I've tried bone meal and Project E's watch of flowing time to speed things up.

Do the saplings not grow or am I missing some esoteric growth requirement?

Hawthorn does not grow

Hawthorn does not currently grow. Looking at the code, it looks like it is supposed to grow like cactus, but you forgot a call to this.setTickRandomly(true); so it never receives block updates.

Using Stygian End 1.0.4 for Minecraft 1.12.2

[Suggestion] Bonemeal & Stygian Grass

First off; I love your implementation of Endergy's suggestions! Thank you so much for bringing this to life!

Second; is it possible to implement bone meal behaviour similar to vanilla grass growth? I.e. using bone meal on stygian grass will cause a patch of stygian long grass to grow on nearby stygian grass blocks, perhaps including the growth of enbiotic plants?

Third; is it possible to allow stygian grass to spread to nearby end stone the same way grass spreads to dirt?

Volcano frequency configuration

While there is quite obviously an option to specify how frequently the trees spawn, there isn't one for volcanoes. While I am quite fond of them myself, one of the biomes I passed over while exploring had a row of 6-7 volcanoes all glued together.

This screenshot is a very minor example of the volcanoes being glued together: https://i.imgur.com/Emm1xfq.jpg

The volcanoes at least feel as though they would be better if they were more infrequent, while having a lot of trees gives a really interesting feel to the tree biome.

End has overworld biomes

The end now has overworld biomes:

2018-10-28_17 53 13

I have the follow installed:
Biomes o Plenty
Traverse
Hexlands
Stygian End

Acid pools sometimes spawn without borders

Case in point: https://i.imgur.com/sgyKUtR.jpg

In this screenshot the two major pools have spawned without a border, meaning the liquid just flows "wherever". It's a big unsightly, to be honest. Given that there's a border around 50% of the pool, I'm inclined to think that this is specifically a bug.

If it can't be fixed simply, the option to disable the acid pools themselves from spawning would be nice, as the biome itself is otherwise awesome to look at.

Please disregard the terrible job I've done on the texture pack! I've siginificant improvements I wish to make. I was testing this in my own modpack instead of a simpler build, which I will be doing later to experiment with the new frequency options. Loving it so far!

More of a question than an actual issue

Stygian End is locking the vanilla end biome so you can't tweak it

I've been trying to us Biometweaker to alter the vanilla end biome into something a bit more interesting. My tweaks take . . . but only if I disable the Stygian End Mod . . . if I turn this mod on everything resets to a set default every time.

If you could figure out why this is happening I'd really like to get it fixed. This is the only mod that adds anything interesting to the end . . . and I'd love to be able to build on it by tweaking things around and give players a really different and interesting experience. :)

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