#Forge Labs' UNofficial Modpacks
1 messages · Page 3 of 1
than whats the best?
@subtle thunder Tough as Nails
thanks mate!
Np also how do you get the "My Mans" role?
idk tbf
i never checked haha
idk i made a friend and were both british'
might play a part
youve got it aswell
its probs a autorole
k
How do you know?
i have my ways yk 😏
Sureeeeeeee
whats awr
how would i get the same expirence with the alaskan wilderness but in 1.21.5 minecraft vanilla well fabric but vanilla a world
its the best one of the three ong
Yippe I'm the first
like this one doesnt even try with the worldgen 💀
Why can't Forge just put the building in normal worlds/put the plane in the stranded plane crash in a normal world or put the watch tower in the Alaskan wilderness in a normal world so then there is not a border and the world is infinite.
ive got the spoiled mod installed,
on 1 meat its saying fresh but on the other theres nothing there
cuz it didnt
eh nvm i wont explain this
but spoiled mod is trash anyway
wouldnt recommend
oh yeah n
no ideas great yeah id love to have it
but it just sucks man
its working for me now tbf
if you leave smth somewehre it doesnt tick
you can js make crates from carrots and back to carrots and now they fresh
its js useless
jus dont abuse it tbf
do u know how to drink outta river
Dawg why cant they just release the modpack
they have all the mods and resource packs and shaders
its a quick and easy upload
bro
what are you playing rn cuz idk how to help you
tough as nails
nvm
anyone have a script that stops food spoiling when in a freezer / fridge ik not many use spoiled but im sure atleast 1 guy does
GUYS @ annoy HAS IT
Yo send me world download
i dont have it @ annoy does
there is no annoy in the server
yes there is
im searching it
how about you @ annoy
i cant see him when i try to @ Him
All i see is annoyed
@fair folio ?
@wild halo this is it
well i cant message him
just ping him then
hes not in the server
can you jus send me the world download
Bro I do not have it ima send you his server.
He left earlier today
he got banned
there was a biome called fen
and he added t at the end of the biomes name
and got auto banned
@covert ridge
can you do smth abt this actually this this was lowkey bs
like insta banned no warming just automod straight banned
He accidentally spelt it i think
its js bs bro like immediate ban from automod no reason literally
they can check logs
He legit just said 1-phenethyl-4-N- propionylanilinopiperidine
message was "fen biome" but with t after fen
Its like me saying the C13H16ClNO Biome
whats wrong with the terrain gen in those modpacks?
I'm not staff 🤷 7 days is whatever, anyways
Do you know how he got the tower?
Also how do I become a Helper?.
I believe he made it or he asked someone else to
Helpers are chosen by staff. I'm not staff, just help out with mods and such. Currently, I'm the only person with this role
Oh ok
I just don't get why he can't release the mod pack because it is quite easy to do so.
Like bro 3 weeks is crazy ngl
afaik he was going to work on it to change or fix stuff before he was going to release it, since he got a hand injury he might cant use his pc easily
But I can still easily release or upload a mod pack to Modrinth.
His hand is injured, so he hasn't been using his computer. I don't see how that's a big deal
And what do you do in a mod pack like the Alaskan Wilderness because without the tower all your doing is just playing normal minecraft but with a few mods and yeah more biomes and making it harder to get a crafting table but even with a tower all your doing is playing normal minecraft
Alright mate
Look all I'm saying is that he releases a new vid and still has not made the modpack
congratulations you can click a button to upload a modpack, doesnt matter if he thinks he wants to change the pack before hes going to release it
The video was recorded a while ago. His editor was working on the video and just released it. It's not like he played while injured
It's fine if he wants to make the mod pack better but 3 weeks
Y'all getting so pressed about this specific modpack probably doesn't give him any encouragement to release it anyway
r u trolling?
Who? me.
we literally said "his hand is injured" and u type "but 3 weeks"
Bro then he releases another vid
🤡
That he recorded prior to injury and that his editor likely posted
I think the best we can do right now is hope for the best, and be patient :D
Pilott is Annoy btw.
he got banned and send the ss i made ticket for him lmao
today
riiiight.
and I'm the new pope
It's just for a week, y'all are impatient
You type exactly the same as him and you joined exactly after he was banned. And you even sent me a message "lol" via DM when I pointed it out.
yeah
This is called circumventing a ban.
and he added t after fen
so you know what word came out so i messeged you lol cuz i thought you saw or whatever
bro is onto nothing 💀
Annoy's version of the pack lacks some of the most crucial biomes seen in the video since they're from Regions Unexplored, and Annoy/Pilott hasn't yet been able to get that to work.
i was like the first one to join there
ong its bugged
by another note you think changing from badlands to river is a good idea
?
Is that a question or a statement?
Because no you can't do that and no my config doesn't try to do that.
1356 - 2960
69 - 420
yes soorry js coordinates
hey its safe to say that badlands DID NOT make the river
there's like 4 versions of the pack out there now and that's completely pointless.
all that was needed was Verly's version and further development of that.
Verly was already spot on and just missing some config work.
The other packs aren't even better.
Verly's is the closest since it has the correct biomes and adequate terrain shape. Only issue is that it currently also spawns biomes that it isn't supposed to, but if you get lucky with the seed, that is not a factor.
You can use tough as nails but the mod used in the video is Ultimate survival overhaul
- KIll the dudes against you
- make a base and try survive a fixed amount of time rather then beating the game and getting max netherite
- test out the horror mods by venturing out
- Build things that makes it harder for the entities to get u (moat or smth)
- try make cool traps (Security Craft, Simply Traps, or any other mods including traps that can 1 shot/weaken the entity/entities for u to finish off.
- Play with friends and make a base and survive
- Just pllay mc normaly (beat the dragon get max armor) BUt this is the most boring one i recommend doing the first 4-5
@fair folio
you can also add one every 10 days (increasingly harder)
Recommendations:
0 Day: From the fog, Cave dweller
10 Days: The one who watches
20 Days: The john mod
30 Days: Man from the fog
40 Days: Goatman
50 Days: Sirenhead/Spider phobia mod
60 Days: The anomaly
70-100 Days: any mods that you find difficult
region unexplored is not bugged
ig
if you are unable to replace a biome with regions unexplored ones, then some other mods are breaking it
terrablender
no
that doesnt even make sense since you cant run regions unexplored without terrablender
except they added biolith compatibility
you can see, it didnt work, dont you
i see
is there any way to eradicate oceans from existence? and replace them with the enchanted holy taigas
its a minecraft thing, you can only replace oceans with other ocean biomes, you can only replace nether biomes with only nether biomes and so on, even stony shore cant be replaced afaik, beaches can but dont work properly most of the time
yeah one beached spawned in the middle of a taiga
not really, you can search for a mod that disable oceans entirely or make your own datapack
no one has made such a mod
afaik
you can try to disable it with your own datapack
my tiny brains does not know how to make one
yeah but what about a modpack like alaskan wilderness
yeah but all i need is the tower
https://www.curseforge.com/minecraft/modpacks/alaskan-wilderness-reimagined guys this has the tower but not the actual map
i actually agree
mm
Hey guys what would be a good horror mod to add to this?.
Cause I feel like if your all alone in the Alaskan Wilderness I feel like that's setting up a place for a horror mod
Does this come with the tower?
Yes but not the real map just the tower and a different seed
Nice
if yo want to start playing
you ought to wait for the 2.1 patch enhancing the tower
alr
What does it have?
its just better thats all
I think these two mods would be good for AWR not to add permanantly but for someone to add for fun ig.
Did you make it?
No
ah
the one im building will just have everything seans had
so its the same kind of challenge
we're like literally uploading the 2.1 rn
bro
this channel not here, this one is not for this pack specifically
What I mean is that the tower has lots of added things
I just want the bear minimum sean had
Managed to get biome replacer working with regions unexplored
oh really? thats great
you mind sharing what was the reason behind it breaking before and how'd you manage to fix it or you want to keep it a secret
I just found someone that had the same similar issue and his solution worked
https://github.com/WerDei/Biome-Replacer/issues/7#issuecomment-2243823818
as i said its not bugged at all, working just fine with replacer
okay read it all
heres the thing though
you can change those vanilla biomes into modded ones, great
but theres less vanilla biomes than modded ones
you see where im going with this?
You might not be able to have all the modded biomes you want which could be a downside, am i thinking correctly here?
ill illustrate it more clearly, lets say we have a list of all biomes from vanilla terralith and ru
vanilla biomes (30)
terralith (50)
ru (50)
and uh-oh! we can only chanmge 30 vanilla biomes into mdoded ones so from 100 modded we have to choose only 30 and sacrifice 70
thoughts?
my friend
@fringe ocean
this guys workaround works if u only want specific biomes from a mod, that fits within vanillas biome range
but i dont understand the problem here, regions unexplored, natures spirit, terralith etc working just fine with biome replacer
if biome replacer fails replacing a biome (not speaking of replacing ocean biomes with a jagged peaks cause that wont work and its not the mods fault) then another mod is breaking replacer, for example quark does mess replacer up on certain biomes
you can easily disable vanilla regions meaning stopping minecraft from generating vanilla biomes on its own, the reason you still get vanilla biomes like a forest while using regions unexplored or whatever is, those mods have their own "region" which size you can change inside terrablender config, and those regions containing vanilla biomes to fill gaps, if there is no biome from the mod fitting in the temperature range to make minecraft generate it, if you want to remove those vanilla biomes from modded region to stop generate you simply use biome replacer, and its not the temperatures fault if a biome does not get replaced, you can even replace a desert with a taiga, i recommend doing world gen and biome replacing configs first before you add any other mod and trial and error after what mod breaks replacer
hey you might not understand what problems we were dealing with Psych 2 days ago or you understand it 2 times better than us but
Terrablender was causing the problems, we were replacing vanilla biomes but it didnt care, they were still spawning, like snowy beach or something, all disabled, replcaed by ru biomes but still spawned
i do i talked a lot bout this with psych, and its not terrablender causing the issue as i explained, its working just fine
if its not working for you, then a third mod is breaking it
but i was testing on a pure instance
idk then u did something wrong
unless you could also mean a performance mod causing this?
depends on the performance mod behavior i guess
Could do a test only with embeddium (?)
its def not regions or terrablender or replacers fault
okay uh
but wait
he was also having those problems on clean instances i mean shi idk
probably not so clean then
okay just embeddium
biome replacer
ill test that and after this ru
biome test subject snowybeach
beach doesnt work properly
stony shore for example cant replaced at all, at least not with every biome, beaches do not work properly with non beach biomes
90% of the time it works
okay uh
are you referring to a list that says what can go into what
or
okay but i can change snowy beach into beach, easily
there is no official list, you simply just can not replace ocean biomes with non ocean biomes, beaches work kinda but not 100% stony shore almost never worked for me, and you cant generate a non nether biome in the nether
if you fail to replace a beach, its not replacers fault
copy that
but it will still replace the biome and not show on /locate biome
you can replace ocean with a forest
but its just going to be an ocean
but you cant /locate biome an ocean
so you cant replace it
nobody cares if its showing forest in F3 if its still an ocean
yea as i said, beaches dont work most of the time
we cant just havbe snowy beaches for no reason
for sure you cant make it a normal one
(?)
i dont understand, what are you trying to do
we have snowy beach
we dont want that, because we have serene seasons
so what do we do? we make snowy beach go bye bye
yes and what i did now, only with biome replacer i changed snowy beach to a forest, locate biome, none, okay, next test ru with terrablender, changing snowy beach to a normal one this time, locate biome, match! 1000 blocks away
...
Only From The Fog - anything else is too intrusive
you can set the region thing in terrablender config to 0, but as i said beaches do not work most of the time, again in some situations they like hard coded
hold on
i was able to change normal forest into a birch one and none were detected
okay i jsut made a list of all vanilal biomes ill see which i cannot /locate
i dont know what else i can say, i explained biome mods using terrablender adding their own "region" with biomes terrablender handles then to place the biomes, thats also why you have the config with changing the vanilla region weight, if you get certain biomes / sub biomes like beaches or sparse jungle etc etc then they are a must have for the modded biome, in that case depending on what order mods are loaded that any biome mod overrides the config of biome replacer, in region unexplored you can enable custom regions and then adjust the regions that contain biomes for specifig humidity or temperature zone and if there is a snowy beach listed, you can replace it and see if it works, but it probably wont cause the snowy beaches that get picked to generate are a part of a snowy biome, so you probably will never be able to change that behavior, but thats how minecraft works, the same goes for rivers
I started working in a new test environment with just a tiny number of mods earlier.
My current lineup of mods is:
- Biome Replacer
- Biome Spawn Point
- Collective (BSP dependency)
- Regions Unexplored
- Terrablender
- Terralith
I threw in my Regions Unexplored config and my Biome Replacer config and I am getting Savannas.
okay just tested everything heres the list of vanilla biomes was not able to replace ( with terrablender in the modpack )
then something is off, i have no problem at all with replacing savannas ever
beach, oceans ofc, rivers, frozen peaks, grove, jagged peaks, snowy beach, snowy slopes stony peaks, stony shore
Have you tried the configs I supplied?
Most of these make sense - they're either wetlands type biomes, straight up oceans, or mountain type biomes.
I told you from the start that Oceans and Rivers don't replace.
that is fair yes although im still kicking myself about the snowy biomes which we established like first things
that we do not want the snowy biomes
because we have serene that will bring the winter to us
Yes but if it's just the snowy beaches and snow biomes on top of mountains (where we DO want snow) we're good.
as i said there are some biomes like jagged peaks are kinda forced by the world gen due to the mountain generation, beaches do work, also snowy beaches can be replaced with other beach biomes, and some cases non beach biomes, the snowy beaches you encounter with region unexplored being installed are snowy beaches that are a part of a snowy biome from regions unexplored, if you cant replace them then they are needed for this snowy biome cause of the coding
The Snowy beaches are reasonably rare and you don't have to use a world where you encounter one.
Realistically the player in the Alaska modpack stays within a fairly limited region.
Unless you make the survival of the elements so easy that venturing out doesn't become all that dangerous anymore.
you can replace snowy beaches on vanilla regions, working for me at least
The only biome from Regions Unexplored that is snowy and would directly touch beaches (as far as I am aware) would be the Siberian Taiga.
no there are a couple more
Can you replace them with the Regions_Unexplored Fen biome?
isnt that terralith
Yes but no desired ones. All the others I am trying not to use.
We've been already testing that no?
yes sorry, the Terralith Fen.
bro what
yea i can try using fen
do you guys even know what biomes youre using
2 days ago
i did try snowy beach into fen, didnt work
thats how it all started actually, with this config
and ill tell you rn
snowy beach into taiga did not work
why would snowy beach into taiga work?
you suggested it
FEN
.
you can only replace wetlands biomes with other wetlands biomes.
touch beaches
as in being next to them
potentially forcing them to generate
nice
not as a replacement biome
READ properly please
you always get ahead of yourself. you're making this process so much harder than it needs to be
I try to describe a problem, you half understand it, immediately jump into testing, then test something we already know doesn't work.
like, calm down.
I'm on the problem.
I'm trying to talk to Peter to find out exactly how he did things.
Hi guys
did you see this page
this could be fixed (not fully?) if you use the chance biome replacer thingy to half replace a biome which would help get you more biomes if you want more than 30
huh look at that so you can change mangrove swamp into a plains biome
I thought I had already located all the relevant github issues but you found one I hadn't seen yet.
Their approach seems interesting.
it limits the possible selection of biomes to only biomes Vanilla has, but honestly that shouldn't be an issue.
so if you guys want to get rid of snowy beaches or any biome that turns back after adding regions unexplored
open ru-common config and enable "custom regions" at the top of the config, then go into the primary and secondary config inside the regions unexplored config folder, search for example "snowy_beach" and replace it, that prevents from biome replacer being overridden
That Terrablender weight should basically be preventing Terralith and Regions Unexplored biomes from spawning on their own.
Hmmm, yeah. Never realised snowy beach was present in the primary region file (and presumably also secondary region file). Since I never actually used the custom regions bar one test, I never encountered this issue.
But I have a rough idea now of two approaches that should be able to be taken.
A custom regions approach where everything is done inside those. The custom regions also show vanilla biomes so clearly it can take any biomes from the biome registry, which means I can also plug Terralith biomes in there and don't have to use Biome Replacer at all
And a Terrablender approach that uses Biome replacer and makes sure there are ONLY vanilla biomes present to replace in the first place.
i dont know if i would use regions unexplored custom region for third party biomes
I mean it just cuts out the Biome Replacer middle man.
i dont think if it will work properly tho, i would just set vanilla regions in terrablender down to 0, edit the custom regions to replace a few biomes that RU overwrites and keep everything else in replacer
but thats up to you
im done for today testing
to be really honest, 90% of the biomes in Regions unexplored aren't really fitting to the coniferous style
https://github.com/WerDei/Biome-Replacer/issues/7#issuecomment-2243823818
As per this, setting vanilla regions in terrablender to 0 doesn't work.
i explained already why
terralith is really good though, it provides better results even without a config
Nobody is trying to use all of them.
ikr
and we need this
it would require a lot of work to disable each
LMAO
we need that, and we need regions_unexplored:boreal_taiga
i already said, if you set vanilla region to 0, you will still get vanilla biomes cause the modded region of any biome mod contains vanilla biomes to fill gaps they dont fill on their own
thats why you use replacer
aint that deep
biome placements doesnt work like pre 1.17, its different with the new noise
And what forgelabs just figured it out all by himself what we're dealing rn for days? lol
tbh be probably didnt bother and a good place was just found in some world and prepared
i mean its not that hard, i have told u this for days now but nobody listens
The two approaches are this:
- Vanilla Weight 0 -> Use only custom regions in Regions_Unexplored to handle things, and get rid of undesired vanilla biomes there. Can use biome replacer if so desired to handle biomes that aren't vanilla or RU.
- Vanilla Weight 7483647 -> Use only vanilla regions and handle ALL replacements via Biome Replacer, by only replacing vanilla biomes
im also sure he did not changed a lot
Im more towards the 2nd
Most of what you told me is that "it works for me" but I don't think you ever told me the full composition of your setup.
For example until today I don't think you've mentioned changing the vanilla weight.
i have explained already that you have to check for mods that breaking replacer, i also told you some of the mods, but i explained it in general in this channel, i even explained some stuff today and ppl replied but didnt read it
Maybe I missed some stuff because like 2 other people were talking inbetween at the same time.
What about that weird weight number anyway? Is it specific?
I don't know and I don't care.
Okay thats a valid approach, okay how about this. Could we try that thing with the big weight number, make changes using the biomes like that boreal taiga from ru and terralith ones we've picked before and see hows it gonna go
I'm on that right now, yes.
Also, what about WWOO because if we cant change biomes likes
snowy beach, the stone ones, we still need those overhauled
WWOO was never a factor for me - it's not even present in my pack.
thats unreal
See, he still doesn't get it. This is what is so frustrating.
lmao
No like what
He still waffles on about snowy beach.
nah its fine you good
we cant replace it, yes, same with the rivers oceans
So we could use WWOO so they're at least upgraded
this is hair pulling stuff
i dont want anyone to be angry at anyone here
this is genuine, like why wouldnt we use something to enhance vanilla biomes we cannot change
geophilic?
nobody is angry, but for my case i will just stop helping
Okay and are you replacing every vanilla biome to terra/ru one or are you leaving some biomes like vanilla taiga, anything
Is that an idiom
we should've done this via DMs from the start and focused on one exact path toward a solution.
then you only would've had to say everything once and I could've put together a set of configs that does everything desired that we could've shared from then on.
without interfering chatter every 2 seconds.
I understood what you said about snowy beaches the first time you said it. Heck, when you said some regions unexplored stuff uses vanilla biomes, the issue already became quite clear. But the near impossibility of communicating things made the whole experience frustrating af.
Oh look, the kids are playing with reactions to the thread itself at the top.
you know how to replace them now, good luck
Okay, hey man. So if you're done with making the biome replacer config, would you be able to share it here so i can also "play" with it around and test different settings
Once I have actual success, yes.
Okay, did you already replace all the biomes with mixture of terra/ru that you seem fit?
If so, could you send it here in code blocks
Meanwhile if you want, try to describe (in ONE long message) the overhauls of WWOO you think we should apply, and why. What biomes you want to keep vanilla to affect them with.
that should keep you busy with something actually useful.
Okay i think its not only WWOO we're talking here, it works really good with Blooming Nature, Geophilic & Biome Additions, bare WWOO would not do the trick im afraid. Speaking of blooming nature, imo its a must - also compatebile with RU and Terra, adds a bunch of "livelyness" into the world, more flowers, just dense vegetation, great addition love it
Yes, liveliness is important. This is also a big reason why I want Serene Shrubbery as well as Project: Vibrant Journeys
but my question isn't about that.
I have also came across this seed -3241226632758931090 where you spawn like right next to the snowy beach, snowy taiga so we can actually observe if we get to changing those, are they actually changing in appearance or do they not change except the biome in F3
Yes! Great additions too
My question is only about specific vanilla biome overhauls that we do want.
That make vanilla biomes viable for the modpack that we'd otherwise sort out.
In ARW pack we didn't even use RU
Because right now the only vanilla forest biomes I am retaining are Taiga and Old Growth Spruce Taiga
Okay vanilla forests were so well overhauled that we even kept those in ARW although i saw your message
About how you DONT like how bright the forest was for the alaska, which was deafult forest with oak trees
but if WWOO makes something like the Old Growth Pine Taiga more viable and sets it apart more from the Old Growth Spruce Taiga more, that makes the Old Growth Pine Taiga more attractive to include.
One of the old growth using WWOO makes really big orangeish trees
yes, they were too bright for the setting.
Yes
personally i did not like them at all
Still in use but not best
Weird
Okay this is pine taiga
This is spruce taiga
Spruce taiga actually features oak trees and oak leaves on the ground
This is normal taiga on the other hand i think it fits very well
I am using here WWOO, Blooming, Geophilic & Additions, will add vibrant & shrubbery rn
those super tall trees inbetween don't fit in the slightest
but overall this looks neat enough.
Background?
its old growth there
normal taiga I retain anyway so seeing it upgraded like this will be nice.
Whats up the the snow biomes man
this one is terrible. (pine taiga also)
i spawned in one 3rd time in a row
it doesn't matter.
old growth spruce
once we add tectonic and the biome size mod, the terrain will be different anyway.
spruce taiga looks cool
the Old Growth Spruce Taiga trees are way too far apart, and the ground doesn't convince me.
idk, something ruins the Old Growth Spruce Taiga.
it looked fine in my tests with the full pack.
I just finished a biome replacer config for the ONLY VANILLA approach as in, the one where the vanilla biome weight is that weird high number.
if this works, we're cooking.
calm down.
that just looks plain awful.
worth mentioning i deleted Geophilic
but I don't even know what you're testing right now.
I think any further biome tests beyond trying to fix some vanilla biomes to suit the pack are pointless.
then use biome spawn point to start in a taiga
taiga looks real good with those above
yeah but what I wanna know is if they ruin the Old Growth Spruce Taiga
Hold on
I kinda of want to retain that one, and if WWOO ruins it...
please run a test with biome spawn for the Old Growth Spruce Taiga
small hint: use the large biomes world generator setting so you get to see them in bigger scale
spruce taiga well
small look at the ground, oak leaves
grove is absolutely disgusting please change ts
unless it wont let you
I am not using the vanilla grove biome at all.
but you did smth like this
minecraft:grove > terralith:yellowstone
grove did not want to change
like rivers, oceans
Pine taiga on the other hand with those bright yellow trees isnt good
That was an old attempt and we've learned alot since.
So let's just act as if we can replace grove.
And not worry about it.
Okay?
We cant just leave grove to generate
Yes. Both approaches we're trying are capable of getting rid of grove. In theory.
Like I said, don't worry about grove.
It is NOT a factor.
Yes, taiga is good.
yk its hard to show without like a video walking around
everything spawns here from those mods, flowers, serene, vibrant
I think we have our full vanilla biome set, and it's literally just Old Growth Spruce Taiga, and Taiga. And obviously Oceans and potentially Rivers, altho I am trying to replace the vanilla rivers with the Regions Unexplored Muddy Rivers.
You want to use spruce taiga?
One thing
Swamp leaves spawn in taiga
straight up swamp trees sometimes
this is blooming nature
with those swamp trees
We probably don't want Blooming Nature then
Right.. does Blooming Nature have a config?
No.
Keep in mind
its compat with terra/ru/wwoo
everywhere those beautiful flowers
and more vegetation overall
I think I am cooking.
you are cooking
Do we want geophilic is the question
I'll try a few Minecraft Locate Biome commands just to be on the safe side.
Let's just take it one step at a time.
Are we using tectonic?
The first step I might've just completed - a working biome replacer config that uses only two select vanilla biomes (other than oceans) and all the rest are replaced with Terralith and Regions_Unexplored biomes.
THIS is very promising.
Yes, I am absolutely cooking.
tbh i never had problems with those two
impressed gif
im too scared to send a link
Grove? And stone biome
and this is without tectonic.
I was just asking about it and wanted to say to not use it
there's alot of Alpine Highlands in this screenshot but that's just the seed as well as the lack of Tectonic and the Biome Size mod.
there's also alot of boreal_taiga in the background
Are you going to add tecto and be honest
Right.
and I even succeeded in replacing rivers with muddy rivers.
mmmm
do we want this tho like honestly
Rivers in his video are very clean. notmuddy.
iirc WWOO river's overhaul was very good
Muddy Rivers doesn't make the water more muddy, and the water color is a non-issue since we're using shaders anyway.
unless ru's is even better
But what it DOES do is add mud underwater to make the river bed more varied.
this is without any biome decoration mods.
not everyone runs shaders
i dont
I mean these rivers still look good as they are even without shaders.
and remember my pics are all without stuff like vibrant journeys, WWOO, etc.
What about the fen biome
look at that. the river into the forest
so much borreal taiga
is that correct?
is that correct biome im seeing**
Yes, Boreal Taiga. It's the most appropriate biome from Sean's video and it's extremely dense by default - perfect for the pack.
I dont want us to overboard with a single biome
transitions from boreal to old growth as well as to a more open birch taiga
can we replace birch taiga
a lake with a fen next to it.
lovely
Can you send the biome replacer?
who
There are resource packs that do the bushy leaves thing much more performant than mods do.
Just use a texture pack for bushy leaves its better than better folliage mod which you cant disable
that is true
what baout the grass
also Pilott you're completely right - I dislike the birch taiga.
I think what I'll do is replace it with Fen
so we get more of the fen forest on land.
since not just the wetlands / next to water version of it looks great.
I consider the test I just ran to be a great success.
The next step is adding in tectonic and the biome size mod.
and to see whether that breaks anything.
Well i
Don't worry, we're cooking.
birch taiga is absolute awful piece of cr
wai
i mean sure
But i was reffering to my testing with wwoo
there was azalea trees, like yellow, orange
by the way, with the approach we've taken now, we can easily replace any of the biome selection we made with biomes from additional mods we never even considered before
might have been blooming nature's a bit of a fault
for example if there's a Biomes O Plenty biome we like we can easily include it now
without the config getting any more complicated.
For anyone wondering: Pilott and I are absolutely cooking right now.
We have a working biome selection that works with the Biome Sizes mod as well as with Terralith.
Doesn't look like much without shaders, distant horizons, and the physics mod.
But this is generating exactly as desired. Well, the tectonic settings probably need a little tweaking and the biome size factor might be a tad bit much, but overall this is fire.
amazingg
We now have the wide tectonic rivers prominently featured in Sean's video.
Lowkey bro cooked with this github page?
frfr
Yes, Nybak.
That github page was a game changer.
That combined with Peter's help earlier pointed me in the right direction.
And from this point on there's basically nothing that will stop this pack from taking shape anymore.
my PC is going like a freaking jet engine trying to load this terrain at 24 chunks render distance.
aight ... yeah the siberian taiga documentation does not match it's appearance.
it is not supposed to feature much snow.
but I guess that documentation covers a more recent version of it.
Yes!
i was surprised too
lmao
I'll throw out siberian taiga and replace it with something like pine slopes
can you check cloudy forest
the tree shape of the cloud forest doesn't really match the theme
while it is a cold biome at 0.25 temperature, the tree shape is more akin to savanna trees than the triangle trees we had thus far
I am already using Yosemite Lowlands btw.
Good looking
are you thinking biomes plenty, oh biomes you go?
would you look at that..
without that siberian forest on the side this would be great.
that is Yosemite btw, inbetween the boreal and the fen.
that little very green strip xD
we got yellowstone/shield ?
shield is plentiful, yes.
I haven't visited yellowstone yet.
Okay, it doesn't find any..
maybe I forgot it in the config
ah, I see what went wrong.
the config I have listed the windswept forest twice - once as a forest biome and once as a mountain biome
Also if we're planning on using blooming nature
Biomes of plenty, oh the biomes not compat
I replaced it twice and so the 2nd one overrode the first one which meant that yellowstone doesn't appear
the solution is easy.
we get rid of that and replace the siberian taiga with it
that way we swat two flies with one stone
trees like those don't really work
uuu
they're too thick, too far apart, and too tall.
gys yk any alaskan wilderness forgle labs modpacks
yes.
or js search AWR in forge
damn thank
i checked oh the biomes
the ones are sent are only valid, like this 1 lastest picture doesn tlook that bad
wait
this looks good, but we are currently using up literally all of the available biome slots.
do we have duplicates
a few, yes.
replace old growth they bad
boreal taiga features like 3 times so it becomes more prominent
most others only appear once.
do you know any modpack without extra mods......
change to this boreal taiga once but on a common biome
no I think you're onto something. if we use blooming nature, it ruins old growth
so we might as well replace old growth with what you just found
awr is the best pick
and then we can use blooming nature
yeah verly's is kinda outdated
all compat
yes, I am telling you that what I just thought of allows us to use it.
now biome makeover
what mod and biome ID is this exactly?
but it adds like weird stuff
to be honest
- i forgot
- i dont even know what mod thta was
cuz i mixed you
come on man it's been like 2 seconds.
chill
we'll use that to replace old growth
okay this is definitely from "oh the biomes youll go"
yes
does it look good tho
wait its in the "removed" category
im dead
adding whole ah mod for 1 biome love to see it
but if it's been removed it's no use anyway
byg:black_forest
is that also in "oh the biomes we've gone"?
yes, but Biomes You'll Go is not available on 1.20.1
instead, it's 1.20.1 counterpart is; Oh The Biomes We've Gone
which also has the black forest biome, but I am not sure if it uses the same biome IDs
can you quickly verify with a clean install and the locate biome command?
yh
it's either byg:black_forest or bwg:black_forest I assume
include a screenshot with F3 please 🙂
lol
just to be on the safe side and to see if they've changed the look of it
ahaha
since the documentation was created - since the documentation is obviously outdated
..?
just dont
What are you telling me? That Black Forest is not viable?
looks fairly viable to me, no?
once we have serene shrubbery and blooming nature and all the other stuff in there?
I don't understand the problem
having the odd birch tree in there is not a huge problem in my view.
nice, they even have logs sticking out to the side.
it's not as much of a leafy biome as some others, but that's not a huge problem
but while you're in there, there's 3 more biomes you should check out
it looks real bad
maybe one of them suits better.
dacite ridges
coniferous forest
borealis grove
canadian shield
4 actually
check out those 4 if they look more suitable.
bruh this biome is like 1x1
maybe use a large biomes world for the test...
Not the first time I have said that..
coni is left or center
because center is absolutely not viable
stick figure trees lmao
thers no borealis grove
left side looks better.
its taiga
aight, they got rid of that in the update then
what do you mean that is taiga?
its js taiga on left
oh, you're not working in a clean instance are you
wwoo
ofc
yeah, okay.
very bad decision for this test.
booming nature is not compat with biomes we've gone?
little trees fr man
maybe not that little as u think but
definitely not the worst ig but
on the right with birch same biome
the trees are great but the density is lacking.. the odd birch tree doesn't bother me.
that mod does not make forests more dense.
lmao
did you read that mod's description?
the Dense Trees mod adds a special tree type that drops logs that craft into more planks.
but I think you already realised what you missed :p
I think the Canadian Shield is viable
also what do you mean when you say Blooming Nature is not compatible with Biomes You'll Go?
or Biomes We've Gone, whatever
right. I mean, that's a non issue.
they don't need to spawn everywhere - we have plenty other mods that add detailing that will.
try it and let me know.
but the thing is - if you still add blooming nature on top of it, it'll probably ruin it anway
oh
and I have replaced the old growth with the Canadian Shield.
eh
m
only thing i dont like
we're adding whole big heavy mod
just for 1 biome
and?
thats not even that good
i really like keeping packs light
and remove not useful really essential stuff
thats all
okay this sentence seems wrong but you get the point
I was gonna say it's not that heavy
but it's actually by far the biggest mod we've included.
at over 33 megabytes.
so yeah, BWG has to go. we need something else to replace old growth with.
give me an alternative.
that we missed
ecologics
okay seems it doesnt add new biomes
just changes like beaches?
ideally one of the biomes from a mod in the list of what Blooming Nature supports
I mean we can always add more boreal taiga xD
yeah they're completely wrong for the setting
anyway
meadow??
eh
we will still add meadow imo
okay yk what
are you using meadow vanilla ?
no.
should we
with wwoo, blooming and geophilic its kinda nice
iirc
i left it for sho
im running out of ideas
i think we gotta check terra n ru for smth we missed
the blackwood forest of RU would be so nice if it didn't feature those annoying glowing shrooms.
but alas we can't use it.
I didn't miss yellowstone.
you did before
I simply messed up the config with it.
oh yeah
it was in the config
it just didn't work because I was replacing that vanilla biome twice.
that's been fixed since
but yes, judging by the list in blooming nature, we only have Terralith and RU to work with.
im not about this
its a really good combo
we just need to uncover a biome we neglected
and i dont know what youve used and what didnt
so i think you can do it rn, okay cool
you know what I'm thinking?
Terralith ~ Overworld Evolved is a project made to completely revolutionize the Overworld's generation. Released July 28th of 2021, Terralith makes full use of modern worldgen tools to create beautiful landscapes with new terrain types, like canyons and amplified terrain, painted over by more than 70 new biomes, inspired by places all around the...
here take the
oh
I am thinking the Ashen woodland could be great.
it represents an area where there's been a forest fire.
that's how you have to "roleplay" it
a perfect seed
omg perfect world
and ts
bro it could ruin the experience
i see the vision but you feel me?
u can sort by temperature
biomes on terra site
I know.
there is one viable biome we aren't currently using - the caldera.
i feel you ik
the thing is this is like a worse version of yellowstone.
it doesn't need mountains but for the appropriate setting, mountains are better.
and there's no good way to do that with just vanilla biomes.
i also sat at this
but yeah, this is basically just a biome that does hot springs less visually appealing than Yellowstone does.
which is fine
this is the closest I'd consider going to vanilla forests.
the deciduous forest at least uses podzol.
sort of. the moonlight biomes i am using in place of the mooshroom biomes.