Yes, and Shecky even made a very big point of it in the release post:
Ok we finally have our 1.7 port to the point where we feel safe calling it complete so tonight marks the official release of ExtrabiomesXL 3.16 for Minecraft 1.7. Please note that ExtrabiomesXL should be compatible with Minecraft Forge versions 10.13.0.1180 to 10.13.1.1223, and should be able to run on Java 6, 7 or 8. (Assuming you are running forge 10.13.1.1217 to 10.13.1.1223)
Minecraft Forge 10.13.1.1224, has a bug that breaks backwards compatibility with biome mods like us so until it is fixed the newest version of forge that we can support is 10.13.1.1223.
As mentioned in the release, forge 1224 is broken and should not be used. It has a bug in it that is causing this, and although BoP has a "work-a-round" in it's latest release, it is not something that that we as a dev team for EbXL consider a viable solution. Basically BoP's solution it to not register their biomes that qualify as warm dry, which means that if you as the end user updates to it then if you have any partially generated warm and dry biomes and you generate more then you will get chunk borders. Not only that but when the bug in forge get's fixed and you generate more of the warm and dry biomes then you will once more have chunk border errors.
Scott and I couldn't justify creating our own solution as another mod could possibly run before we tried to apply our own fix in our code, so we just opted to not support forge 1224 as it breaks backwards compatibility, and our aim it to be able to run on forge recommended if at all possible, as it is there is a reason that it is recommended. EbXL is able to run on all versions of forge from forge recommended (1180) up to 1223, as they don't break backwards compatibility for anything that we use.
I just added extrabiomesXL to an already existing SolitaryCraft 1.7.10 instance (SolitaryCraft 8-beta-1), and the new maps that I am generating now have twilight forest biomes spawning in them (rather prolifically). Prior to installing extrabiomesxl Twilight forest biomes only spawned in the twilight forest.
Hopefully this is something that is easy to address, however, as there is no crash I'm not sure what other information to provide. If the provided information is/was insufficient please specify what further information would be useful/required.
I just added extrabiomesXL to an already existing SolitaryCraft 1.7.10 instance (SolitaryCraft 8-beta-1), and the new maps that I am generating now have twilight forest biomes spawning in them (rather prolifically). Prior to installing extrabiomesxl Twilight forest biomes only spawned in the twilight forest.
Hopefully this is something that is easy to address, however, as there is no crash I'm not sure what other information to provide. If the provided information is/was insufficient please specify what further information would be useful/required.
EDIT:
Forgot to add:
Is anyone else able to reproduce this bug?
As BlocklockCity said, it would be and ID conflict most likely causing this. There is always a Forge log generated as soon as you start the game. Posting that would be helpful for the guys to look at to make sure it is not something we are causing.
As BlocklockCity said, it would be and ID conflict most likely causing this. There is always a Forge log generated as soon as you start the game. Posting that would be helpful for the guys to look at to make sure it is not something we are causing.
Yep, biome ID overlap it is, thank you. Odd thing is, I had biome ID conflicts between extrabiomes xl and other mods (chromacraft for example) and when those biome ID numbers conflicted I would get a crash with a message like:
Description: Initializing game
Reika.DragonAPI.Exception.IDConflictException: The mods were not installed correctly:
CONFLICT: Biome IDs: extrabiomes.module.summa.biome.BiomeAutumnWoods@7280ffab @ ID 117
Check your IDs and change them if possible.
This is NOT a mod bug. Do not post it to the mod website.
at Reika.DragonAPI.Auxiliary.BiomeCollisionTracker.onConflict(BiomeCollisionTracker.java:93)
at Reika.DragonAPI.Auxiliary.BiomeCollisionTracker.addBiomeID(BiomeCollisionTracker.java:62)
at Reika.ChromatiCraft.ChromatiCraft.preload(ChromatiCraft.java:198)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
and so on.
But it doesn't do that with extrabiomesxl and twilight forest, I had figured they would all crash with messages like that in the event of biome ID conflict..
Anyway, that was the issue, the biome ID conflicts have been addressed.
I hope biome IDs are replaced with names in the future. It's a lot easier to make sure biomes don't conflict by giving them names like EBXL_Marsh or HL_Highlands than to cross-reference a bunch of numbers.
I don't know if this was added, but what about lakes? As in fresh water oceans?
They haven't been added yet, but are being looked at for v4 along with other water type things we'd like to do. These would include things like delta's, lakes and better rivers.
As for where mobs spawn... isn't there a mod for that still or has it not been updated with the more recent versions of minecraft? You could set and control which mob spawned in which type of biome with it via an ingame setting menu via a key push.
In the event that anyone is wondering, no forge 1226 is not compatiable with extrabiomes as it does not fix the issue with desert (warm/dry) biomes not being able to be registered with MC for generation and fixes another graphics bug with some intel graphics cards.
As for where mobs spawn... isn't there a mod for that still or has it not been updated with the more recent versions of minecraft? You could set and control which mob spawned in which type of biome with it via an ingame setting menu via a key push.
Try Just Another Spawner, by the guy who does Project Zulu. The configuration is a bit complicated, and does not have a GUI, but it works.
forge 1229 came out... anyone tested it yet to see if extrabiomes works again with it?
No I haven't tested 1229, and it came out after the last time that I checked the change logs. That said I looked over at the change logs and although there is a tweak to some of the code that was broken it does not touch the part that breaks desert biomes. So in a word no it does not fix the issue. Please that the bug that was fixed in 1229 was pushed by azanor1 the maker of thaumcraft because 1224, the update that broke mods like ExtabiomesXL, was not even doing what it was intended to do in the first place. That particular part is now working but it is still not initializing the "desert biome" list object so that is not working.
If you look at the change forge log, then if it is fixed it will say something like:
ixed desert list initialization. Fixes #1447
OR
nitialize desert biomes.
Both are proposed, although looking at the proposed code changes the second one may be more correct, the both solve the NPE problem but the first one may not be registering vanilla biomes for generation, meaning that you may end up with ugly chunk borders.
Yes, and Shecky even made a very big point of it in the release post:
BDcraft.net BDcraft Web Admin
Scott and I couldn't justify creating our own solution as another mod could possibly run before we tried to apply our own fix in our code, so we just opted to not support forge 1224 as it breaks backwards compatibility, and our aim it to be able to run on forge recommended if at all possible, as it is there is a reason that it is recommended. EbXL is able to run on all versions of forge from forge recommended (1180) up to 1223, as they don't break backwards compatibility for anything that we use.
[EDIT]
And sniped by HanFox
That's because 1225 didn't have the relevant patch added. It just added PlayerWakeUpEvent. :\
BDcraft.net BDcraft Web Admin
I just added extrabiomesXL to an already existing SolitaryCraft 1.7.10 instance (SolitaryCraft 8-beta-1), and the new maps that I am generating now have twilight forest biomes spawning in them (rather prolifically). Prior to installing extrabiomesxl Twilight forest biomes only spawned in the twilight forest.
Hopefully this is something that is easy to address, however, as there is no crash I'm not sure what other information to provide. If the provided information is/was insufficient please specify what further information would be useful/required.
EDIT:
Forgot to add:
Is anyone else able to reproduce this bug?
As BlocklockCity said, it would be and ID conflict most likely causing this. There is always a Forge log generated as soon as you start the game. Posting that would be helpful for the guys to look at to make sure it is not something we are causing.
Yep, biome ID overlap it is, thank you. Odd thing is, I had biome ID conflicts between extrabiomes xl and other mods (chromacraft for example) and when those biome ID numbers conflicted I would get a crash with a message like:
Description: Initializing game
Reika.DragonAPI.Exception.IDConflictException: The mods were not installed correctly:
CONFLICT: Biome IDs: extrabiomes.module.summa.biome.BiomeAutumnWoods@7280ffab @ ID 117
Check your IDs and change them if possible.
This is NOT a mod bug. Do not post it to the mod website.
at Reika.DragonAPI.Auxiliary.BiomeCollisionTracker.onConflict(BiomeCollisionTracker.java:93)
at Reika.DragonAPI.Auxiliary.BiomeCollisionTracker.addBiomeID(BiomeCollisionTracker.java:62)
at Reika.ChromatiCraft.ChromatiCraft.preload(ChromatiCraft.java:198)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
and so on.
But it doesn't do that with extrabiomesxl and twilight forest, I had figured they would all crash with messages like that in the event of biome ID conflict..
Anyway, that was the issue, the biome ID conflicts have been addressed.
Thank you
They haven't been added yet, but are being looked at for v4 along with other water type things we'd like to do. These would include things like delta's, lakes and better rivers.
JurassiCraft enthusiast. Paleofreak, and all-time gamer. Oh and also supporter of awesome dinosaur mods
Try Just Another Spawner, by the guy who does Project Zulu. The configuration is a bit complicated, and does not have a GUI, but it works.
--<@ My collection of Actually Somewhat Useful Minecraft Modding Links @>--
My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
No I haven't tested 1229, and it came out after the last time that I checked the change logs. That said I looked over at the change logs and although there is a tweak to some of the code that was broken it does not touch the part that breaks desert biomes. So in a word no it does not fix the issue. Please that the bug that was fixed in 1229 was pushed by azanor1 the maker of thaumcraft because 1224, the update that broke mods like ExtabiomesXL, was not even doing what it was intended to do in the first place. That particular part is now working but it is still not initializing the "desert biome" list object so that is not working.
If you look at the change forge log, then if it is fixed it will say something like:
OR
Both are proposed, although looking at the proposed code changes the second one may be more correct, the both solve the NPE problem but the first one may not be registering vanilla biomes for generation, meaning that you may end up with ugly chunk borders.