Biome Mod
-
- Posts: 16
- Joined: Sun Oct 27, 2013 6:51 pm
Re: Biome Mod
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
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
-
- Posts: 306
- Joined: Fri Sep 20, 2013 4:02 am
Re: Biome Mod
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.
Try deleting my Bunya Pine files from the zip and just using Quasar's I had an older crappier one anyway.
-
- Posts: 16
- Joined: Sun Oct 27, 2013 6:51 pm
Re: Biome Mod
After doing that, I got the same error, except with cycad palms.
-
- Posts: 306
- Joined: Fri Sep 20, 2013 4:02 am
Re: Biome Mod
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
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
Re: Biome Mod
good to hear, I really like the look of this mod. Hopefully this noob(me) can use it properlyAnarchCassius 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

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...
- 20 characters!
- Posts: 19203
- Joined: Thu Dec 26, 2013 12:08 am
- Location: North America, the best and worst bit of it.
- Contact:
Re: Biome Mod
I have a feeling this dead but I'm not sure.....
-
- Posts: 306
- Joined: Fri Sep 20, 2013 4:02 am
Re: Biome Mod
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.
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.
- White parrot
- Posts: 1821
- Joined: Wed Sep 12, 2012 4:42 pm
Re: Biome Mod
Fair enough.Well I'm mostly waiting for a more stable build.
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.
- Cracked
Silly Otter wrote:Welcome to the forum.
Please ignore the cultists.
-
- Posts: 16
- Joined: Sun Oct 27, 2013 6:51 pm
Re: Biome Mod
Species 0.7.0 Alpha is out.
- White parrot
- Posts: 1821
- Joined: Wed Sep 12, 2012 4:42 pm
Re: Biome Mod
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.
- Cracked
Silly Otter wrote:Welcome to the forum.
Please ignore the cultists.
Who is online
Users browsing this forum: No registered users and 0 guests