I uuuh, may have gone a little overboard with the mockery. :D
Anyway the issue is now fixed.
P.S.
Mod developers are people too.
Next time don't accuse mod devs of malice just because they have a cool(as in cold) character and a nasty mod issue.
I was the angriest person of all about this. And If it wasn't for TenPlus1's efforts in Ethereal around this issue I would have not fixed it.
That said the API thing I'm waiting for is still an urgent issue. In fact It should be standard in the API for every 'making' to be an 'unmaking'.
The only problem more important than this is the abysmal handling of entities by the engine. A boat jumping back when going fast as well as mobs shifting back is what keeps minetest below the proprietary options.
"Modding is a consumer experience! Not everyone is a hardcore programmer. Some people just want to play the game with mods they think are cool."
"I want to be play as a beautiful lady in Skyrim today. Imma install mods oh look a body mod, cool. Wow a landscrape mod. Oooh that's a nice ENB."
Loads
"Wooow I'm so beautiful, oh that waterfall! Oooh my anime follower, looks just like her."
Meanwhile it's a mess of oversaturated colors, eyesore hourglass body that would mortify a doctor, a character gait that would scare anyone in a ten mile radius and a follower thats some horrible abomination. Two hours in. Character falls through map. Game crashes. Corrupted saves because the consoomer didn't check that.
" How dare they! I spent an hour creating myself! NOOOOOOO! "
In other words.
Think, test, play.
And don't forget to read!
Modding is not a "Consumer Experience" and so my expectations are such that people will spend effort tweaking things. Because modding is like putting parts together and unless you want a broken mess you will check things, even if mods work perfectly together out of the box.
As usual you are still acting agressive whilst toning it down and masking your dissatisfaction with sprinkles of suggestion.
If a mention of a Readme offends you to such lenghts that you make lenghty charged responses, you should go and install a game instead of putting mods together without the most basic of efforts.
1) Grassland and snowy grassland are not connected anymore therefore it makes no sense to have snowy blueberries, because they are seperated by a steppe biome. Blueberries don't grow on the Eurasian steppe which I modeled it after, so them suddenly appearing disconnected on snowy grassland is an immersion breaker.
2) The only way to fix thet before the API gets updated with a suitable feature for that is unregistering and reregistering decorations.
3) A biome mod is usually designed to run alone or with other simmilar biome mods. Because of point number one I have the setting on by default. There is no other intention for this than that.
4) Readme I may touch up to be more like the ContentDB description, but I like how it is currently.
Looks like it's partial.
So far Animalia mobs spawn in: Warm Grassland, Warm Deciduous Forest and Humid Savanna.
Other "Extra Biomes" biomes seem to not be spawning any Animalia mobs.
Peeking into the code of Animalia mod...
Registered biomes(both game and mods) are read and if they fall within ranges, and other parameters such as nodes, node groups and/or neighbors fall within specifications too, mobs will get spawned here. This means that biomes of any mod that fall into these ranges and tick the other requirements may get spawns.
Also leaf decay works in a radius from a trunk. Aka usually when you chop down a tree and its to be the same type of tree. (Atleast I'm judging it by the registering code for leafdecay)
Addresses an annoying issue.
Also easy to read code, therefore highly extensible for those that care to make custom ore deposits.
I see surface level ore farms becoming a thing. May or may not be intended, but if that stuff gets regulated it should be toggleable.
Also someone who might have made building floors and roofs from default:stone migh have a surprise. A very niche case though.
In summary:
This mod is a gamechanger for people doing multiplayer and server admins.
Realistic and very convenient for village building.
Your behaviour left no doubt, even if you say otherwise. Therefore I can't let you participate.
I uuuh, may have gone a little overboard with the mockery. :D Anyway the issue is now fixed.
P.S.
Mod developers are people too. Next time don't accuse mod devs of malice just because they have a cool(as in cold) character and a nasty mod issue. I was the angriest person of all about this. And If it wasn't for TenPlus1's efforts in Ethereal around this issue I would have not fixed it.
That said the API thing I'm waiting for is still an urgent issue. In fact It should be standard in the API for every 'making' to be an 'unmaking'. The only problem more important than this is the abysmal handling of entities by the engine. A boat jumping back when going fast as well as mobs shifting back is what keeps minetest below the proprietary options.
"Modding is a consumer experience! Not everyone is a hardcore programmer. Some people just want to play the game with mods they think are cool."
"I want to be play as a beautiful lady in Skyrim today. Imma install mods oh look a body mod, cool. Wow a landscrape mod. Oooh that's a nice ENB."
Loads
"Wooow I'm so beautiful, oh that waterfall! Oooh my anime follower, looks just like her."
Meanwhile it's a mess of oversaturated colors, eyesore hourglass body that would mortify a doctor, a character gait that would scare anyone in a ten mile radius and a follower thats some horrible abomination. Two hours in. Character falls through map. Game crashes. Corrupted saves because the consoomer didn't check that.
" How dare they! I spent an hour creating myself! NOOOOOOO! "
In other words. Think, test, play. And don't forget to read!
Thank you!
Modding is not a "Consumer Experience" and so my expectations are such that people will spend effort tweaking things. Because modding is like putting parts together and unless you want a broken mess you will check things, even if mods work perfectly together out of the box.
As usual you are still acting agressive whilst toning it down and masking your dissatisfaction with sprinkles of suggestion. If a mention of a Readme offends you to such lenghts that you make lenghty charged responses, you should go and install a game instead of putting mods together without the most basic of efforts.
1) Grassland and snowy grassland are not connected anymore therefore it makes no sense to have snowy blueberries, because they are seperated by a steppe biome. Blueberries don't grow on the Eurasian steppe which I modeled it after, so them suddenly appearing disconnected on snowy grassland is an immersion breaker.
2) The only way to fix thet before the API gets updated with a suitable feature for that is unregistering and reregistering decorations.
3) A biome mod is usually designed to run alone or with other simmilar biome mods. Because of point number one I have the setting on by default. There is no other intention for this than that.
4) Readme I may touch up to be more like the ContentDB description, but I like how it is currently.
5) Links for the curious:
https://github.com/CowboyLva/ebiomes/issues/6
https://github.com/CowboyLva/ebiomes/issues/7
Considering adding dyes in a future version of Extra Biomes. Many thanks!
Update
Extra Biomes is now updatet to version 1.5.0, now it has dyes.
People who would like to stick to earlier releases can continue using this mod.
Looks like it's partial. So far Animalia mobs spawn in: Warm Grassland, Warm Deciduous Forest and Humid Savanna. Other "Extra Biomes" biomes seem to not be spawning any Animalia mobs.
Peeking into the code of Animalia mod... Registered biomes(both game and mods) are read and if they fall within ranges, and other parameters such as nodes, node groups and/or neighbors fall within specifications too, mobs will get spawned here. This means that biomes of any mod that fall into these ranges and tick the other requirements may get spawns.
Have been using this mod extensively since discovery. Thank you very much.
My thanks.
Thank you.
Thanks.
The current minetest interface can be a little confusing.
Go to "Settings" Click on "View all settings" There should be Content: Mods section, there you will find settings for mods.
Thank you.
Also leaf decay works in a radius from a trunk. Aka usually when you chop down a tree and its to be the same type of tree. (Atleast I'm judging it by the registering code for leafdecay)
Thank you.
As for mobs so far I have done support on my end for some mods. I highly recommend Wilhelmines Animal World and Forgotten monsters.
As for making my own. Can't tell at the moment.
Addresses an annoying issue. Also easy to read code, therefore highly extensible for those that care to make custom ore deposits.
I see surface level ore farms becoming a thing. May or may not be intended, but if that stuff gets regulated it should be toggleable. Also someone who might have made building floors and roofs from default:stone migh have a surprise. A very niche case though.
In summary: This mod is a gamechanger for people doing multiplayer and server admins.
Frightening amount of mod releases these last few months.
And they're good.
Thank you! Also taking notes. :D
Also wide support and gorgeous ground decoration work.
This mod makes the world more interesting and is a good addition.