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License: MIT License
yeah
I tested this a few times with latest version using the following settings:
I:biomeReducer=40
I:endBiomeSize=11
I:treeFrequency=1
https://i.imgur.com/owo8uvR.jpg
https://i.imgur.com/GmBKZn6.jpg
I tweaked the biome size down to 4 and 5 and it wasn't happening, but it was still happening at 10. I didn't have time to test out every value unfortunately, sorry!
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.
Further link to the issue:
#558
Link to RoTN:
RoTN Curseforge
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"
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:
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.
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.
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!
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
crash-2020-03-31_20.03.58-server.txt
Minecraft 1.12.2, Stygian 1.0.4.
Seems to be a crash caused by random growth event. I put the sapling on the endstone near snow, and after a while, it crashed.
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 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
Ie. the base of the tree can hang out over the void, looking quite odd:
https://ibb.co/MCvH7B4
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?
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.
Getting a crash with this mod: https://paste.dimdev.org/jucoyexaje.mccrash
Full mod list: https://paste.dimdev.org/uhomuwipur.md
Forge 2836
stygian-1.0.4
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!
Do you plan on implementing more of Endergy's End biomes + mobs + misc content in the future?
I've collected many of his posts, for you to look through. I probably likely did a duplicate of something in already, but eh, I'm tired.
It probably shouldn't do that
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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