Hello TDWP_FTW, just came to tell you that some uf us really appreciate the work you and others make for the community. We also know nobody pays you or anything, that's why I wanted to tell you Thank You. Keep up the good work!
Yeah, the Metallurgy team tries their best to make sure everything is modular and can be tailored to any player's wants and desires. It's one of the many things that makes Metallurgy so great and popular, IMO.
Biomes O' Plenty 0.60 breaks compatibility with ExtraBiomes XL.
---- Minecraft Crash Report ----
// You're mean.
Time: 8/3/13 6:49 PM
Description: Initializing game
java.lang.IllegalArgumentException: Biome id 39 is already in use by Savanna Plateau when adding greenhills. Please review the configuration file.
at extrabiomes.helpers.BiomeHelper.createBiome(BiomeHelper.java:55)
at extrabiomes.handlers.BiomeHandler.init(BiomeHandler.java:64)
at extrabiomes.Extrabiomes.preInit(Extrabiomes.java:102)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:540)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:521)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:182)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:470)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at extrabiomes.helpers.BiomeHelper.createBiome(BiomeHelper.java:55)
at extrabiomes.handlers.BiomeHandler.init(BiomeHandler.java:64)
at extrabiomes.Extrabiomes.preInit(Extrabiomes.java:102)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:540)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:521)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:182)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:470)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows Vista (amd64) version 6.0
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 213546632 bytes (203 MB) / 409993216 bytes (391 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.04 FML v6.2.35.804 Minecraft Forge 9.10.0.804 6 mods loaded, 6 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{6.2.35.804} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized
Forge{9.10.0.804} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized
BiomesOPlenty{0.6.0} [Biomes O' Plenty] (Biomes-O-Plenty-0.6.0-1.6.2.jar) Unloaded->Constructed->Pre-initialized
BWG4{1.1.5} [Better World Generation 4] (BWG4_V116.zip) Unloaded->Constructed->Pre-initialized
ExtrabiomesXL{3.14.0} [ExtrabiomesXL] (ExtrabiomesXL-universal-1.6.2-3.14.0.jar) Unloaded->Constructed->Errored
Launched Version: 1.6.2-Forge9.10.0.804
LWJGL: 2.9.0
OpenGL: GeForce 9600 GT/PCIe/SSE2 GL version 3.3.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
There is no breaking of compatibility, they are simple biome ID conflicts. Change some biome IDs in the config file and you'll be fine.
Is it me, or is the Hot spring water currently useless? I've been sitting in it for a while, and while I see the regeneration buff come up for nary a second, but it doesn't do anything. The hearts do the wave but your hp doesn't actually rise, and sitting in it for any amount of time does nothing with your hunger. I thought it was a bug in 5.9.2 as well, but I didn't have much of a chance to test it. (0.6.0 came out like 3 hours after I downloaded 5.9.2).
Love the mod, by the way. Breathes major life into dull Minecraft. (and quicksand is the ultimate mob stopper.)
I have done some searching on this, but I was wondering if the nether fortresses only spawn in the "nether biome" and if they did was there a way I can get them to spawn in all of the Biome o' plenty's biomes?
Ok guys, for anyone having issues with the 1.5.2 backport (mainly the 'Unnamed' stuff) - I've just reuploaded the file with the fixes. Thanks for all the feedback, and if you find something more - please inform me
I have a question for you .. How hard is it to make a configureable enable/disable option for the higher biomes ? Enabled = Higher biomes. Disabled = Default / Old height biomes..
Honestly I'd rather see a configurable height limit, because I LIKE how some biomes are really tall -- but I think they're TOO tall, which causes the noise to generate troublesome slopes and lots of floating islands. (Ideally it'd be a per-biome configuration, but I acknowledge that might be a lot of tedious work.)
Ok guys, for anyone having issues with the 1.5.2 backport (mainly the 'Unnamed' stuff) - I've just reuploaded the file with the fixes. Thanks for all the feedback, and if you find something more - please inform me
Honestly I'd rather see a configurable height limit, because I LIKE how some biomes are really tall -- but I think they're TOO tall, which causes the noise to generate troublesome slopes and lots of floating islands. (Ideally it'd be a per-biome configuration, but I acknowledge that might be a lot of tedious work.)
But floating islands are cool.
Rollback Post to RevisionRollBack
One day, there will be someone who looks at my signature and wonders "who gives a damn?"
Hello all. I found this post about making BoP work with dynmap, but I couldn't really understand what to do and in any case our LAN server isn't running bukkit. I would appreciate any help.
It's been a few weeks and 30 thread pages and I haven't seen an answer to this, so I hope there's no problem with reposting it.
Honestly I'd rather see a configurable height limit, because I LIKE how some biomes are really tall -- but I think they're TOO tall, which causes the noise to generate troublesome slopes and lots of floating islands. (Ideally it'd be a per-biome configuration, but I acknowledge that might be a lot of tedious work.)
Agreed with this. A per-biome configuration would be fantastic, though that's obviously a lot of work so I understand that it may not be something TDWP wants to do.
I get that, but it's a issue with vanilla mountain biomes as well. It seems odd to complain to modders about a issue that comes from the core game.
Seems like he's just bringing it up (not complaining) in regards to the amount of them. The terrain height causes a lot of noise, which in effect causes more floating islands than usual.
Yeahhhhhh.....
Keep scrolling. Just keep scrolling...
Why are all my trees leaves falling off?
Ok, thanks!
It seems to be not only leaves.. but.. such things as cattails also..
I go into an area.. and I can see the them falling.. eventually ending up with a tree and no leaves.
Love the mod, by the way. Breathes major life into dull Minecraft. (and quicksand is the ultimate mob stopper.)
very very sorry about my very very bad language. -_________-
But I want to share my map.
Can I attach the mod with map?
Thanks for reply.
Here's the link for it - http://adf.ly/TKoeq
Honestly I'd rather see a configurable height limit, because I LIKE how some biomes are really tall -- but I think they're TOO tall, which causes the noise to generate troublesome slopes and lots of floating islands. (Ideally it'd be a per-biome configuration, but I acknowledge that might be a lot of tedious work.)
I found something weird. With the old version (buggy/unnamed) my texturepack worked fine, but with your new version it doesnt support texturepacks
But floating islands are cool.
Agreed with this. A per-biome configuration would be fantastic, though that's obviously a lot of work so I understand that it may not be something TDWP wants to do.
Not to everyone. I personally hate floating islands in most cases, especially those created during world generation.
Seems like he's just bringing it up (not complaining) in regards to the amount of them. The terrain height causes a lot of noise, which in effect causes more floating islands than usual.