Between Forestry, Natura and "Extra Trees" (Actually Id far prefer to omit this one, but Binnie bundled it with ExtraBees) I have well enough saplings and tree varieties. And @#$% loads of blocks taken up on identical but different wood planks, slab's stairs etc. So, If I had a wishlist: 1. The natura sequoia sapling would be the one true sequoia sapling. In a 7x7 arrangement it would make Natura's giant redwood. On other arrangements it would make the "dwarf" redwoods featured in ebxl, forestry etc. 2. All the saplings from all the mods would have genetic info: In fact, with Forestry, id omit the 7x7, 3x3, 2x2 planting recipes and go with a single sapling - with the genetic info coding the resulting size - should be sufficient. Basically I see terrain generation, biomes, and aboriculture as three separate concerns. So, on one world, I might like to use ebxls terrain, biomes and trees. On another, ATGs terrain, ebxl's biomes, and Forestry's trees.
So, my first thought is, the more variety of trees, logs, stairs/slabs/etc, the better. That's why I have extra trees (and the bees -- just not the genetics machines). Since learning about the "bottle butterfly pollination" system, bees are superfluous for me.
But your comment strikes at something deeper.
We have a common ore dictionary. There is call for a single "master ore" mod. There are two mods -- Custom Ore Generation and Better Ore Distribution -- that attempt to fix/solve/redo all the ore distributions from all the ore generation mods, and mods that add silver/copper/tin/etc tend to have ways to turn off their own generation. So the issue with ores is at least recognized and people are trying to work on a general solution.
But the same issue exists with trees.
A large modpack might have 6 different mods with silver. Or 3 different mods with Redwood trees of different sizes. Etc.
We do need an "All Tree Generator" mod, oh wait, ATG is already taken ...
We do need a way for different tree abilities to be combined. Right now, for example, the 4 vanilla saplings have non-identical but equivalent variants in forestry -- but there's no way to match up the dozens of trees from EBXL or Twilight Forest or Natura or ... into forestry variants. Nor is there any way to say "This is the growth mechanic". Different mods want trees to be shaped differently. I know that the EBXL team has been focusing on what the various trees look like; I know that TF makes some trees (mangroves ...) look very different. I know that different mods want to do different things with their 2x2/3x3/7x7/etc. I would not be surprised to see a "circular" sapling pattern at some point -- I know that TF has some special trees with circular trunks as part of worldgen, etc.
The bottom line: We need something to bring trees up to the compatibility level that ores have.
And I don't know what.
---
Back to the Forestry integration: I would make it so that trees can be discovered by exploring OR breeding. i.e. populate the biomes with trees that are (usually) the result of cross breeding.
It just makes no sense to me that I can spend hours trying to breed a (Forestry) cherry blossom, when there is clearly one that I've found in the wild spawned in by Natura or EBXL.
Are those two cherry blossom trees the same? Why or why not?
I'm not trying to be silly here. I'm trying to start looking at this issue.
You have one mod -- forestry -- that starts with the assumption that some ecological disaster wiped out most genetic variation, and now you need to introduce bees and butterflies to restore the genetic variation. And then you have other mods that start with the assumption that the genetic variation is still around, just in different locations.
Those are fundamentally different assumptions. How do you reconcile them? Is there a difference between the "purebred" trees of other mods and the "genetic variants" of forestry? Should there be a way to toss a "generic" sapling at a treealyzer and get a forestry-coded variant? Should it even be necessary to do so, or can there be an overriding tree controller?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
mc152
ExtrabiomesXL Universal 3.14.1 backported to MC 1.5.2
[WARNING] [ForgeModLoader] Could not retrieve Forestry item identified by: biomass
[SEVERE] [ExtrabiomesXL] The forestry API changed in reguards to fluids/liquids.
please tell me the consequences of this error? (and how can I check it out)
I just do not quite understand what this error
maybe I should install 3.13.4 or bugs in this version is not good?
So, my first thought is, the more variety of trees, logs, stairs/slabs/etc, the better. That's why I have extra trees (and the bees -- just not the genetics machines). Since learning about the "bottle butterfly pollination" system, bees are superfluous for me.
...
That.
I do wish that Forestry's genetic system could be used independently of Forestry. Forestry comes with a lot of "tech" baggage which doesn't work for a lot of people - where butterflies, and tree breeding as a standalone would.
Personally I am not into 'breeding' trees - I install mods LIKE EBXL because I love to find different trees - via exploration. But I have Forestry, because of the butterflies, and it has these mechanisims - and while I am not OCD I have tendencies, or at least I find inconsistencies very VERY annoying. And I do wish that I could toss any Natura or EBXL sapling into the analyzer, and get a Forestry equivalent sapling out the other side.
Or - If I have Natura and EBXL (And perhaps no Forestry) - that it wouldn't matter which "Giant Redwood" saplings I had discovered - the correct planting configuration would yield a small (ebxl) giant redwood or a large (natura) giant redwood.
Id also like - after processing - that a block of "redwood planks" would act the same way, no matter which mod's 'redwood' tree it came from. Sure - Natura adds unique (for each wood type) door (and fence, and tool bench and bookshelf) recipes - the ebxl redwood planks should work with those (When Natura is installed).
All the current forge dictionay approach is give us an equivalency for certain generic recipes.
The EBXL guys might be proud of the work theyve done on their trees - and rightfully so - but its similar to the ore situation - Between Forestry, Tinkers Construct, (Thermal Expansion), and other mods, its possible to have 3 or 4 varieties of copper, tin, silver, etc. ore - All of which are compatible in recipes, but none of which stack. So you have to pick one, and disable spawning of the rest.
And the EBXL trees look pretty - but their leaf blocks do nothing to promote my butterflies.
Well I'd like to give a shout out to Gurrok who helped me finally track down the source of the "java.lang.NoSuchFieldError: logTurner" error. Basically if another mod uses an outdated version of ExtrabiomesXL's api, and has a name that alphanumerically comes before ExtrabiomesXL's jar in the mods folder then forge loads the old version of the api and not the one included with ExtrabiomesXL. When ExtrabiomesXL goes to put stuff in the api to make it usable by other mods, it can't find things that should be there but aren't. Forge has a built in way for mod authors to tell it that they have dependencies, but sadly it is a very underused feature and most people don't either know about it or use it. For now a temporary fix is to trick to make forge load ExtrabiomesXL load first would be to rename the jar, just put a underscore (_) tripple a (AAA) at the beginning of the file name (unless you have a mod that uses the old ExtrabiomesXL api that begins with AAA in which case you may need to add more a's), and it should load before any mods that include their own copy of the ExtrabiomesXL api. The way that scott wrote ExtrabiomesXL's other mod api usage, it's naming order shouldn't be an issue as it doesn't actually include a copy of any other mod's api's.
mc152
ExtrabiomesXL Universal 3.14.1 backported to MC 1.5.2
[WARNING] [ForgeModLoader] Could not retrieve Forestry item identified by: biomass
[SEVERE] [ExtrabiomesXL] The forestry API changed in reguards to fluids/liquids.
please tell me the consequences of this error? (and how can I check it out)
I just do not quite understand what this error
maybe I should install 3.13.4 or bugs in this version is not good?
That really shouldn't be occurring as in my testing for the backport I had no issues, what version of forestry are you using so that I can verify it for myself, and see about tracking it down, or if it is version dependant?
That really shouldn't be occurring as in my testing for the backport I had no issues, what version of forestry are you using so that I can verify it for myself, and see about tracking it down, or if it is version dependant?
this, forestry-A-2.2.8.4. I then wrote a long time but for some reason or could not understand what was happening.
for this I would like to know the consequences of this error? look her in the world tell?
Sorry if this is a silly question. (although i personally believe the silly question is the one you don't ask). I noticed on your wiki in the description of the biomes you have a temperature and humidity description, from what i understand in vanilla biomes don't affect growth rates of plants and trees. Is your listing of the temp and humidity purely aesthetic or does it affect aspects of growth.
Unfortunately extrabiomes conflicts with Thaumcraft 4 and the result is no silverwood trees will be generated. Changing the thaumcraft key and regenerating trees does not fix the issue either. Tested on 1.6.2 server with just extrabiomes and thaumcraft 4
Sorry if this is a silly question. (although i personally believe the silly question is the one you don't ask). I noticed on your wiki in the description of the biomes you have a temperature and humidity description, from what i understand in vanilla biomes don't affect growth rates of plants and trees. Is your listing of the temp and humidity purely aesthetic or does it affect aspects of growth.
I agree with you, the only silly question is one you didn't ask. =)
No, the temperature and humidity in the current version has nothing to do with growth. It does, however, allow for the hives from Forestry to spawn in the proper biomes of ours, if you use Forestry. Future versions though it may play a larger part.
Unfortunately extrabiomes conflicts with Thaumcraft 4 and the result is no silverwood trees will be generated. Changing the thaumcraft key and regenerating trees does not fix the issue either. Tested on 1.6.2 server with just extrabiomes and thaumcraft 4
As Farproc said, it does work with Thaumcraft 4. I am currently using both on a 1.6.2 world and have found Magical Forest Biomes, with silverwood trees, taint spreading into our biomes and plenty of aura nodes as well as the dungeons.
Unfortunately extrabiomes conflicts with Thaumcraft 4 and the result is no silverwood trees will be generated. Changing the thaumcraft key and regenerating trees does not fix the issue either. Tested on 1.6.2 server with just extrabiomes and thaumcraft 4
Thats strange, I made a TC4 / EBXL world, and got a magical forest, within 500m of spawn, with about 6+ silverwood trees.
TC4 changed a number of things, I know that it now has a Magical Forest biome that has pleantiful numbers of silverwood and greatwood trees in it as Farproc mentioned. I haven't done enough testing in non EbXL worlds to confirm (All the "vanilla" test world that I have done have been littered with magical forests and I haven't been able to get out of the woods so to speak as I've spawned in magical forests every time.)
I think that one of the issues here is that I believe that Azanor changed how the Silverwood trees spawn between v3 and v4, and there is little to no documentation. In v3 they spawned randomly in all biomes but now they spawn only in magical forests. I haven't taken the time to figure out how TC4 generates aura/vis nodes, but I can say with confidence that they do spawn in EbXL biomes. Just set generate a flat world with the biome type set to and EbXL biome Id and you will see them scattered over the land. That said depending on what stage and how Azanor is actually generating the nodes might result in them not appearing on EbXL biomes that have a large number of trees. I still have to do more testing, but from what I can tell everything is working properly.
Sorry if this is a silly question. (although i personally believe the silly question is the one you don't ask). I noticed on your wiki in the description of the biomes you have a temperature and humidity description, from what i understand in vanilla biomes don't affect growth rates of plants and trees. Is your listing of the temp and humidity purely aesthetic or does it affect aspects of growth.
For the most part biome temps/humidity is purely aesthetic. In vanilla temp/humidity are usually used to determine the color of leaves/grass/water, and weather or not it will rain/snow/or just plain no rain during storms. On the other hand some mods make use of the humidity/temp for other things, Forestry/Extra Bees+Trees makes use of biome temp/humidity to figure out what type of hives to place in a biome and if bees can work in the current biome. Some trees can only be bread in certain biome types based on the temp and humidity. Although humidity and temp are mostly useless on their own they do have actual uses even if they are not immediately apparent. If one wanted to make a mod that would increase/decrease the growth rates of plants dependent on biome stats one could. On that note I'll probably talk it over with the other team member and see if we want to possibly do that for our stuff in the next update.
We are presently aiming to have v4 out shortly after forge updates for 1.7.x and we have a chance to verify that what we have designed at that time is compatible with the version of forge. Lots of stuff chanced deep inside 1.7.x and until forge and MCP have fully updated we can't be completely sure how things will look inside forge and I have personally been focusing on the parts of the mod that should be version independent, and or didn't have major rewrites to the minecraft classes upstream. V4 is a complete rewrite and since we are figuring that we will mostly need a complete rewrite for 1.7.x we decide to not do the complete rewrite for 1.6 only to do another complete rewrite for 1.7.
ive a similar problem.
it seems like a conflict between xl and forestry.....
using the newsest forge for 1.5.2 and also the newest ones of forestry and xl in 1.5.2
still this:
2013-10-26 00:53:21 [WARNING] [ForgeModLoader] Could not retrieve Forestry item identified by: biomass
2013-10-26 00:53:21 [SEVERE] [ExtrabiomesXL] The forestry API changed in reguards to fluids/liquids.
Help pls?
cu im using that to start a companyserver .D
yes many in my company are palying mc
and i the freak of all
so pls help me out cuz i still dont get a fix :/
Ok so it looks like this was an issue related to the backport, for anyone who has been getting the "Couldnot retrieve Forestry item identified by: biomass" error message please try this build. I didn't do a full edit as I don't have time to switch back my workspace for working with 1.5 again so use at your own risk, that said I did a brief test and it seems to work.
There’s an entire area on the map that I cannot enter without the whole MC thing crashing.
Think I’ve narrowed to three mods (although I’m not a pro at reading these). Any help would be appreciated:
Do not be surprised - my English is Google translate. I never play Minecraft without these mods:
ExtraBiomesXl, Industrial Craft, Build Craft, LCTrees++, Metallurgy, Railcraft, Smart Moving, Forestry, Jammy Furniture Mod, Kaevator Super Slopes, Xtra Blocks, ReiMinimap, CraftGuide.
ive had the same problem using 1.4.7
now ive made a pack with 1.5.2 specialy cuz of that mistake, ist probably any id conflict which it dont tell you so go mon and do your pack new
costed me the last 3 days
Mine's not an ID conflict, plus this mod has come a Long way since either 147 or 152.
There’s an entire area on the map that I cannot enter without the whole MC thing crashing. Think I’ve narrowed to three mods (although I’m not a pro at reading these). Any help would be appreciated:
I'm not for sure if it's the complete cause, but in the 2nd link you provided, starting on line 413, it looks like an item from Buildcraft is causing a problem:
This continues through many lines of the report. I will ask Shecky or bspkrs or our newest team member Jugg3rv to take a look at your post and see if they can spot any issues on our end.
Edit: I just spoke to Shecky and he said the following: "Minefactory Reloaded appears to be using an outdated version of the Thaumcraft api and all the errors in the error log are either caused by issues with MFR, or by mods that are using outdated version of mfr's api and are loading before it causing it not be able to find it's own classes."
Is the Forgotten Nature will be include in the next update of the EBXL?
I'm not for sure at this point if it will be in the next update. We were working on the integration of FN and MTJT but now with 1.7 coming out we have massive amounts of work to do to get ready for that release. Whether or not it will include anything from those 2 mods or if they will be in an update prior or after we update to 1.7, I just can't say for sure. But it is being worked on by the team.
I'm not for sure if it's the complete cause, but in the 2nd link you provided, starting on line 413, it looks like an item from Buildcraft is causing a problem:
This continues through many lines of the report. I will ask Shecky or bspkrs or our newest team member Jugg3rv to take a look at your post and see if they can spot any issues on our end.
Edit: I just spoke to Shecky and he said the following: "Minefactory Reloaded appears to be using an outdated version of the Thaumcraft api and all the errors in the error log are either caused by issues with MFR, or by mods that are using outdated version of mfr's api and are loading before it causing it not be able to find it's own classes."
Sooo.......make sure MFR loads first OR tear out some of the api's? Figures, first time I've used MFR since in its very early days.
Sooo.......make sure MFR loads first OR tear out some of the api's? Figures, first time I've used MFR since in its very early days.
I didn't spend a ton of time looking over the logs since it wasn't occurring in EbXL, and I am sure you would forgive me for not really wanting to take the time to test every other mod out there with every other combination of mods that I don't personally use just to figure out which mods break each other.
That said, from what I have seen tracking down mod compatibility issues as they have related to EbXL, is that if you get a classNotFound error, then it is likely an api issue, and if you have a mod complaining about not being able to find it's own classes then there is a good chance that another mod has overwritten part of a mod who's api it uses. Since I am seeing signs of both of those in the error logs, I'd recommend that you start by splitting your mods into two groups, those what you know support MFR and all the other ones.
Create a test world/profile and put MFR and any mods that use MFR in the mods directory, then go into a test creative world and place down a few mfr machines/entities. (I only used MFR in my 1.5.2 world and even then I didn't get into the MFR stuff aside from the cables.) If another mod is overriding MFR code I'd check in mods that alphanumerically come before MFR, although you can't always rely on that. The other tip that I would give for tracking down which mod(s) are causing the issues is to use divide and conquer, split the mods in half and test one half, if you don't have errors then the half that you just tested is probably good, if not then the problem (assuming that you have only one trouble mod) is in that half. Which ever half most likely has the trouble side in it split in half again, and repeat. (IF you had 4 mods: [1,2,3,4] first you would test [1,2] and if you didn't have troubles then you would know that the trouble was with either 3 or 4, then you could test 3 and if you were still error free you would know that mod 4 was causing the error. Assuming that only one mod is causing your errors then the more mods you have to test the more time you can save this way.)
So, my first thought is, the more variety of trees, logs, stairs/slabs/etc, the better. That's why I have extra trees (and the bees -- just not the genetics machines). Since learning about the "bottle butterfly pollination" system, bees are superfluous for me.
But your comment strikes at something deeper.
We have a common ore dictionary. There is call for a single "master ore" mod. There are two mods -- Custom Ore Generation and Better Ore Distribution -- that attempt to fix/solve/redo all the ore distributions from all the ore generation mods, and mods that add silver/copper/tin/etc tend to have ways to turn off their own generation. So the issue with ores is at least recognized and people are trying to work on a general solution.
But the same issue exists with trees.
A large modpack might have 6 different mods with silver. Or 3 different mods with Redwood trees of different sizes. Etc.
We do need an "All Tree Generator" mod, oh wait, ATG is already taken ...
We do need a way for different tree abilities to be combined. Right now, for example, the 4 vanilla saplings have non-identical but equivalent variants in forestry -- but there's no way to match up the dozens of trees from EBXL or Twilight Forest or Natura or ... into forestry variants. Nor is there any way to say "This is the growth mechanic". Different mods want trees to be shaped differently. I know that the EBXL team has been focusing on what the various trees look like; I know that TF makes some trees (mangroves ...) look very different. I know that different mods want to do different things with their 2x2/3x3/7x7/etc. I would not be surprised to see a "circular" sapling pattern at some point -- I know that TF has some special trees with circular trunks as part of worldgen, etc.
The bottom line: We need something to bring trees up to the compatibility level that ores have.
And I don't know what.
---
Are those two cherry blossom trees the same? Why or why not?
I'm not trying to be silly here. I'm trying to start looking at this issue.
You have one mod -- forestry -- that starts with the assumption that some ecological disaster wiped out most genetic variation, and now you need to introduce bees and butterflies to restore the genetic variation. And then you have other mods that start with the assumption that the genetic variation is still around, just in different locations.
Those are fundamentally different assumptions. How do you reconcile them? Is there a difference between the "purebred" trees of other mods and the "genetic variants" of forestry? Should there be a way to toss a "generic" sapling at a treealyzer and get a forestry-coded variant? Should it even be necessary to do so, or can there be an overriding tree controller?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
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(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
ExtrabiomesXL Universal 3.14.1 backported to MC 1.5.2
please tell me the consequences of this error? (and how can I check it out)
I just do not quite understand what this error
maybe I should install 3.13.4 or bugs in this version is not good?
Sorry for bad English
That.
I do wish that Forestry's genetic system could be used independently of Forestry. Forestry comes with a lot of "tech" baggage which doesn't work for a lot of people - where butterflies, and tree breeding as a standalone would.
Personally I am not into 'breeding' trees - I install mods LIKE EBXL because I love to find different trees - via exploration. But I have Forestry, because of the butterflies, and it has these mechanisims - and while I am not OCD I have tendencies, or at least I find inconsistencies very VERY annoying. And I do wish that I could toss any Natura or EBXL sapling into the analyzer, and get a Forestry equivalent sapling out the other side.
Or - If I have Natura and EBXL (And perhaps no Forestry) - that it wouldn't matter which "Giant Redwood" saplings I had discovered - the correct planting configuration would yield a small (ebxl) giant redwood or a large (natura) giant redwood.
Id also like - after processing - that a block of "redwood planks" would act the same way, no matter which mod's 'redwood' tree it came from. Sure - Natura adds unique (for each wood type) door (and fence, and tool bench and bookshelf) recipes - the ebxl redwood planks should work with those (When Natura is installed).
All the current forge dictionay approach is give us an equivalency for certain generic recipes.
The EBXL guys might be proud of the work theyve done on their trees - and rightfully so - but its similar to the ore situation - Between Forestry, Tinkers Construct, (Thermal Expansion), and other mods, its possible to have 3 or 4 varieties of copper, tin, silver, etc. ore - All of which are compatible in recipes, but none of which stack. So you have to pick one, and disable spawning of the rest.
And the EBXL trees look pretty - but their leaf blocks do nothing to promote my butterflies.
underscore (_)tripple a (AAA) at the beginning of the file name (unless you have a mod that uses the old ExtrabiomesXL api that begins with AAA in which case you may need to add more a's), and it should load before any mods that include their own copy of the ExtrabiomesXL api. The way that scott wrote ExtrabiomesXL's other mod api usage, it's naming order shouldn't be an issue as it doesn't actually include a copy of any other mod's api's.That really shouldn't be occurring as in my testing for the backport I had no issues, what version of forestry are you using so that I can verify it for myself, and see about tracking it down, or if it is version dependant?
and then I wrote, and another man
http://www.minecraftforum.net/topic/1090288-164-extrabiomesxl-3142/page__st__12780#entry24437695
this, forestry-A-2.2.8.4. I then wrote a long time but for some reason or could not understand what was happening.
for this I would like to know the consequences of this error? look her in the world tell?
Sorry for bad English
Sooooooooo Awesome I Got A Banner!
I agree with you, the only silly question is one you didn't ask. =)
No, the temperature and humidity in the current version has nothing to do with growth. It does, however, allow for the hives from Forestry to spawn in the proper biomes of ours, if you use Forestry. Future versions though it may play a larger part.
As Farproc said, it does work with Thaumcraft 4. I am currently using both on a 1.6.2 world and have found Magical Forest Biomes, with silverwood trees, taint spreading into our biomes and plenty of aura nodes as well as the dungeons.
TC4 changed a number of things, I know that it now has a Magical Forest biome that has pleantiful numbers of silverwood and greatwood trees in it as Farproc mentioned. I haven't done enough testing in non EbXL worlds to confirm (All the "vanilla" test world that I have done have been littered with magical forests and I haven't been able to get out of the woods so to speak as I've spawned in magical forests every time.)
I think that one of the issues here is that I believe that Azanor changed how the Silverwood trees spawn between v3 and v4, and there is little to no documentation. In v3 they spawned randomly in all biomes but now they spawn only in magical forests. I haven't taken the time to figure out how TC4 generates aura/vis nodes, but I can say with confidence that they do spawn in EbXL biomes. Just set generate a flat world with the biome type set to and EbXL biome Id and you will see them scattered over the land. That said depending on what stage and how Azanor is actually generating the nodes might result in them not appearing on EbXL biomes that have a large number of trees. I still have to do more testing, but from what I can tell everything is working properly.
For the most part biome temps/humidity is purely aesthetic. In vanilla temp/humidity are usually used to determine the color of leaves/grass/water, and weather or not it will rain/snow/or just plain no rain during storms. On the other hand some mods make use of the humidity/temp for other things, Forestry/Extra Bees+Trees makes use of biome temp/humidity to figure out what type of hives to place in a biome and if bees can work in the current biome. Some trees can only be bread in certain biome types based on the temp and humidity. Although humidity and temp are mostly useless on their own they do have actual uses even if they are not immediately apparent. If one wanted to make a mod that would increase/decrease the growth rates of plants dependent on biome stats one could. On that note I'll probably talk it over with the other team member and see if we want to possibly do that for our stuff in the next update.
We are presently aiming to have v4 out shortly after forge updates for 1.7.x and we have a chance to verify that what we have designed at that time is compatible with the version of forge. Lots of stuff chanced deep inside 1.7.x and until forge and MCP have fully updated we can't be completely sure how things will look inside forge and I have personally been focusing on the parts of the mod that should be version independent, and or didn't have major rewrites to the minecraft classes upstream. V4 is a complete rewrite and since we are figuring that we will mostly need a complete rewrite for 1.7.x we decide to not do the complete rewrite for 1.6 only to do another complete rewrite for 1.7.
Ok so it looks like this was an issue related to the backport, for anyone who has been getting the "Could not retrieve Forestry item identified by: biomass" error message please try this build. I didn't do a full edit as I don't have time to switch back my workspace for working with 1.5 again so use at your own risk, that said I did a brief test and it seems to work.
Thank you, no more errors
but I really did not understand what a mistake it is shown in the game
Sorry for bad English
Think I’ve narrowed to three mods (although I’m not a pro at reading these).
Any help would be appreciated:
http://pastebin.com/jMmZJsY6
http://pastebin.com/HL36hH4A
http://pastebin.com/Ycm8mNLr
ExtraBiomesXl, Industrial Craft, Build Craft, LCTrees++, Metallurgy, Railcraft, Smart Moving, Forestry, Jammy Furniture Mod, Kaevator Super Slopes, Xtra Blocks, ReiMinimap, CraftGuide.
Mine's not an ID conflict, plus this mod has come a Long way since either 147 or 152.
I'm not for sure if it's the complete cause, but in the 2nd link you provided, starting on line 413, it looks like an item from Buildcraft is causing a problem:
2013-10-26 09:13:13 [INFO] [STDERR] java.io.FileNotFoundException: https://raw.github.c...ary/version.xml
This continues through many lines of the report. I will ask Shecky or bspkrs or our newest team member Jugg3rv to take a look at your post and see if they can spot any issues on our end.
Edit: I just spoke to Shecky and he said the following: "Minefactory Reloaded appears to be using an outdated version of the Thaumcraft api and all the errors in the error log are either caused by issues with MFR, or by mods that are using outdated version of mfr's api and are loading before it causing it not be able to find it's own classes."
I'm not for sure at this point if it will be in the next update. We were working on the integration of FN and MTJT but now with 1.7 coming out we have massive amounts of work to do to get ready for that release. Whether or not it will include anything from those 2 mods or if they will be in an update prior or after we update to 1.7, I just can't say for sure. But it is being worked on by the team.
Sooo.......make sure MFR loads first OR tear out some of the api's? Figures, first time I've used MFR since in its very early days.
I didn't spend a ton of time looking over the logs since it wasn't occurring in EbXL, and I am sure you would forgive me for not really wanting to take the time to test every other mod out there with every other combination of mods that I don't personally use just to figure out which mods break each other.
That said, from what I have seen tracking down mod compatibility issues as they have related to EbXL, is that if you get a classNotFound error, then it is likely an api issue, and if you have a mod complaining about not being able to find it's own classes then there is a good chance that another mod has overwritten part of a mod who's api it uses. Since I am seeing signs of both of those in the error logs, I'd recommend that you start by splitting your mods into two groups, those what you know support MFR and all the other ones.
Create a test world/profile and put MFR and any mods that use MFR in the mods directory, then go into a test creative world and place down a few mfr machines/entities. (I only used MFR in my 1.5.2 world and even then I didn't get into the MFR stuff aside from the cables.) If another mod is overriding MFR code I'd check in mods that alphanumerically come before MFR, although you can't always rely on that. The other tip that I would give for tracking down which mod(s) are causing the issues is to use divide and conquer, split the mods in half and test one half, if you don't have errors then the half that you just tested is probably good, if not then the problem (assuming that you have only one trouble mod) is in that half. Which ever half most likely has the trouble side in it split in half again, and repeat. (IF you had 4 mods: [1,2,3,4] first you would test [1,2] and if you didn't have troubles then you would know that the trouble was with either 3 or 4, then you could test 3 and if you were still error free you would know that mod 4 was causing the error. Assuming that only one mod is causing your errors then the more mods you have to test the more time you can save this way.)