#Dregora
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V1.6 was just uploaded, may take some time before curseforge staff gets to reviewing and approving it.
https://legacy.curseforge.com/minecraft/mc-mods/dregora-rl/files/all
Changes:
- Fixed underworld appearing too frequently as a result of a error within the Dregora_VikingLand_F Main, Isle and Border biomes.
- adjusted the bank structure spawning to fit steppe & wasteland biomes
- Adjusted Border & Isle biomes to conform the generationdepth.
- Fixed Dregora_CorruptedBloodForest & All other non-virtual biomes not spawning any mobs
- Gave LushMesaCompat a size of 5 to fix underworld biome issue
- Woodland set to size 5 fixing a default ocean issue
- Fen from BiomeSize: 8 to 4 fixing a default ocean issue
- adjusted viking biomes fixing a default ocean issue
- double checked biome distribution
V1.7 was just approved! Fixing entity spawn issues for Dregora BOP biomes https://legacy.curseforge.com/minecraft/mc-mods/dregora-rl/files
I want to play so badly but not without the configs... any chance you could post instructions on what to edit? I'm familiar with working on minecraft configs so I don't mind doing it myself
I'm assuming it's probably just excluding structures from certain biomes?
I'm not too concerned about the seeds not having a farming level requirement lol
So it basically adds this:
Ice and Fire:
- Gorgon temples disabled spawning (Dregora adds new ones)
- Cyclops disabled (Dregora adds new ones)
No Tree Punching:
- added blocks to alwaysBreakable:
- biomesoplenty:grass
- biomesoplenty:dirt
- biomesoplenty:ash_block
- biomesoplenty:white_sand
- biomesoplenty:dried_sand
- biomesoplenty:hard_ice
- biomesoplenty:mud
- biomesoplenty:flesh
- biomesoplenty:leaves_0
- biomesoplenty:leaves_1
- biomesoplenty:leaves_2
- biomesoplenty:leaves_3
- biomesoplenty:leaves_4
- biomesoplenty:leaves:5
Recurrent Complex:
- added blacklist biomes that have tag MOUNTAIN, tag CANYON and several Dregora biomes should not spawn structures.
Reskillable:
- added requirements for biomes o plenty items:
- biomesoplenty:plant_1:3=reskillable:farming|4
- biomesoplenty:plant_1:5=reskillable:farming|4
- biomesoplenty:plant_1:8=reskillable:farming|4
- biomesoplenty:plant_1:11=reskillable:farming|4
- biomesoplenty:double_plant:0=reskillable:farming|8
- biomesoplenty:sapling_1=reskillable:magic|4
- biomesoplenty:sapling_0=reskillable:farming|8
- biomesoplenty:sapling_1=reskillable:farming|8
- biomesoplenty:sapling_2=reskillable:farming|8
- dynamictreesbop:*=reskillable:farming|8
- biomesoplenty:gem_ore:*=reskillable:mining|6
- biomesoplenty:biome_block=reskillable:mining|8
- biomesoplenty:biome_finder=reskillable:magic|25
- biomesoplenty:jar_filled:1=reskillable:magic|16
- biomesoplenty:terrarium:*=reskillable:farming|8
BetterMineshaft:
- added mineshaft variant for the canyon biomes
BiomesOPlenty:
- Disabled the poisonous plant
- Disabled the hot water spring
DLDungeons
- Added several Dregora biomes to the blacklist
DynamicTrees:
- Added OTG overrides so Dregora works nicely with dynamictrees, otherwise dynamictrees removes all trees, now it's a mixture of Dregora custom & Dynamic trees
fxcontrol:
- added in break event so BOP grass also gives plant fibers with a chance of 0.5
InControl:
- Used InControl to fix a lycanite <-> openterraingenerator issue with yale spawning. (lycanite adds a spawner that it normally not used and OTG picked up on this spawner and enabled it)
Lycanite:
- blacklisted lycanite dungeons from canyon biomes
Roguelike dungeons:
- added several OTG biomes to criteria
Serene Seasons:
- Generate Snow and Ice set to False (this only applies upon first generation!) this makes it so it all looks much better and slowely turns into ice.
SimpleDifficulty:
- added biomesoplenty:blue_fire with a temperature of -5.0
You should be able to adjust the configs with this new information ๐ It'll take a while though that is except for the blacklists (as those aren't included here as you see)
In any case, I could search up all the blacklists and add a little guide or something but it'll probably be a waste of effort as talks regarding a RLCraft - Dregora edition is progressing, apart from that I don't want to say too much but yeah this whole project is being discussed behind the scenes
@sand dock when adding stuff to recurrent complex config for the blacklist, what is the syntax? this one doesn't give a lot of context or examples
I really just want the structures so that when I test it, I can correctly tell what is a config issue and what is a bug
Recurrent Complex is odd at times but the syntax I used is:
the !(id=1|2|3|4|etc) doesn't always appear to be very reliable
I'll still have to do a deep dive on that one, see if the syntax is absolutely correct by testing with a default world given RC may not work with virtual biome ID's, the odd thing about this is that RC does pick up on virtual biome ID's when it requests all ID's
so yeah some questionmarks there
@sand dock THEY'RE GONNA PLAY IT TODAY
although I think you know lmao
I'm just super hyped
๐
Yeah I did knew that ๐
Thread being continued at: https://discord.com/channels/199155955206717440/1104537006521978921
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