Biome Mod

A forum for mods and the modders who mod them.
Sunconure11
Posts: 16
Joined: Sun Oct 27, 2013 6:51 pm

Re: Biome Mod

Post by Sunconure11 » Wed Feb 19, 2014 3:35 am

ContentLoadException

Error loading "Environment\Tree Types\Bunya Pine\Bunya Pine". Cannot find ContentTypeReader Species.InstancedModelReader, Species, Version=1.0.0.0, Culture=neutral.

at Microsoft.Xna.Framework.Content.ContentTypeReaderManager.InstantiateTypeReader(String readerTypeName, ContentReader contentReader, ContentTypeReader& reader)
at Microsoft.Xna.Framework.Content.ContentTypeReaderManager.GetTypeReader(String readerTypeName, ContentReader contentReader, List`1& newTypeReaders)
at Microsoft.Xna.Framework.Content.ContentTypeReaderManager.ReadTypeManifest(Int32 typeCount, ContentReader contentReader)
at Microsoft.Xna.Framework.Content.ContentReader.ReadHeader()
at Microsoft.Xna.Framework.Content.ContentReader.ReadAsset[T]()
at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset[T](String assetName, Action`1 recordDisposableObject)
at Microsoft.Xna.Framework.Content.ContentManager.Load[T](String assetName)
at SpeciesALRE.World.Ecosystem.EnvironmentData..ctor(ContentManager Content, String modDirectory) in C:\Users\Quasar\Documents\Qu's Projects\Species\Source\Species\World\Ecosystem\EnvironmentData.cs:line 79
at SpeciesALRE.Game1.LoadContent() in C:\Users\Quasar\Documents\Qu's Projects\Species\Source\Species\Game1.cs:line 414
at Microsoft.Xna.Framework.Game.Initialize()
at SpeciesALRE.Game1.Initialize() in C:\Users\Quasar\Documents\Qu's Projects\Species\Source\Species\Game1.cs:line 281
at Microsoft.Xna.Framework.Game.Run()
at SpeciesALRE.Program.Main(String[] args) in C:\Users\Quasar\Documents\Qu's Projects\Species\Source\Species\Program.cs:line 18

Species, Version=0.6.1.76, Culture=neutral, PublicKeyToken=null

AnarchCassius
Posts: 306
Joined: Fri Sep 20, 2013 4:02 am

Re: Biome Mod

Post by AnarchCassius » Thu Feb 20, 2014 8:08 am

I am a alive. Busy trying to get me own game out the door so I'm not totally broke. If I don't completely fail at life I should get back to this shortly.

Try deleting my Bunya Pine files from the zip and just using Quasar's I had an older crappier one anyway.

Sunconure11
Posts: 16
Joined: Sun Oct 27, 2013 6:51 pm

Re: Biome Mod

Post by Sunconure11 » Thu Feb 20, 2014 11:01 pm

After doing that, I got the same error, except with cycad palms.

AnarchCassius
Posts: 306
Joined: Fri Sep 20, 2013 4:02 am

Re: Biome Mod

Post by AnarchCassius » Wed Mar 19, 2014 7:23 pm

Back by popular demand for 0.6.1. Barely tested due to low time and spotty internet but I got colors in for the new biomes and all the new plants work. Still trying to figure out details on adding my own.

Remember to reduce forest density or things will overpopulate. I'm still tuning these values too so feedback is appreciated.

http://www.mediafire.com/download/p1ah9 ... onment.zip

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Riulus
Posts: 400
Joined: Wed Feb 26, 2014 11:37 pm

Re: Biome Mod

Post by Riulus » Thu Mar 20, 2014 6:53 pm

AnarchCassius wrote:Back by popular demand for 0.6.1. Barely tested due to low time and spotty internet but I got colors in for the new biomes and all the new plants work. Still trying to figure out details on adding my own.

Remember to reduce forest density or things will overpopulate. I'm still tuning these values too so feedback is appreciated.

http://www.mediafire.com/download/p1ah9 ... onment.zip
good to hear, I really like the look of this mod. Hopefully this noob(me) can use it properly :lol:
Last edited by Riulus on Thu Oct 23, 2014 5:58 pm, edited 1 time in total.
Astronomy and simulating Planet collisions is so much fun...

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20 characters!
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Re: Biome Mod

Post by 20 characters! » Fri Jul 18, 2014 9:40 pm

I have a feeling this dead but I'm not sure.....
youtubeuserSara3346
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AnarchCassius
Posts: 306
Joined: Fri Sep 20, 2013 4:02 am

Re: Biome Mod

Post by AnarchCassius » Sun Jul 20, 2014 12:48 am

Well I'm mostly waiting for a more stable build. My creatures don't get eyes and carnivores are pretty much impossible. This has obvious side effects on my ability to do ecology work.

I tried modding in new plants but wasn't able to make it work. I think my stuff may be for the wrong version now.

I do want to fix the ground shading ( I think the new biomes need bump maps, but no idea where they go or how to make them ) but I don't know how to proceed yet.

This mod isn't dead but it will be limited by Species' own development from time to time, like now. I'm really looking forward to the new version when it comes.

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White parrot
Posts: 1821
Joined: Wed Sep 12, 2012 4:42 pm

Re: Biome Mod

Post by White parrot » Sun Jul 20, 2014 3:45 pm

Well I'm mostly waiting for a more stable build.
Fair enough.

Good to see you back ! :)
At this point, we shouldn't be surprised by anything nature does. She's like a meth addict whose drug-fueled rampages unfold in slow motion and span millions of years.
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Please ignore the cultists.

Sunconure11
Posts: 16
Joined: Sun Oct 27, 2013 6:51 pm

Re: Biome Mod

Post by Sunconure11 » Wed Oct 22, 2014 4:14 am

Species 0.7.0 Alpha is out.

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White parrot
Posts: 1821
Joined: Wed Sep 12, 2012 4:42 pm

Re: Biome Mod

Post by White parrot » Thu Oct 23, 2014 2:13 pm

You sure are a persistent one. ;)
At this point, we shouldn't be surprised by anything nature does. She's like a meth addict whose drug-fueled rampages unfold in slow motion and span millions of years.
Silly Otter wrote:Welcome to the forum.
Please ignore the cultists.

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