Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 99a79bca --------
Generated 4/11/12 2:24 AM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_31, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce GTS 240/PCIe/SSE2 version 3.3.0, NVIDIA Corporation
java.lang.RuntimeException: Already decorating!!
at yg.a(BiomeDecorator.java:228)
at abn.a(BiomeGenBase.java:366)
at aly.a(SourceFile:460)
at ko.a(ChunkProvider.java:203)
at ack.a(Chunk.java:1138)
at ko.c(ChunkProvider.java:113)
at ko.b(ChunkProvider.java:126)
at xd.d(World.java:640)
at xd.a(World.java:555)
at WorldGenFirTree2.a(WorldGenFirTree2.java:44)
at yg.a(BiomeDecorator.java:457)
at yg.a(BiomeDecorator.java:236)
at abn.a(BiomeGenBase.java:366)
at aly.a(SourceFile:460)
at ko.a(ChunkProvider.java:203)
at ack.a(Chunk.java:1138)
at ko.c(ChunkProvider.java:113)
at ko.b(ChunkProvider.java:126)
at xd.d(World.java:640)
at xd.a(World.java:555)
at net.minecraft.client.Minecraft.e(Minecraft.java:2191)
at net.minecraft.client.Minecraft.a(Minecraft.java:2078)
at net.minecraft.client.Minecraft.a(Minecraft.java:2025)
at net.minecraft.client.Minecraft.a(Minecraft.java:1942)
at mw.c(SourceFile:171)
at mw.a(SourceFile:128)
at vp.a(SourceFile:74)
at vp.f(SourceFile:122)
at vp.i(SourceFile:110)
at net.minecraft.client.Minecraft.k(Minecraft.java:1561)
at net.minecraft.client.Minecraft.x(Minecraft.java:819)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT ed78cbad ----------
with just modloader and forge i got the Fir tree generation error again
I have many Mods installed. Like AmorStand, Better Enchanting, InvTweaks, Shelf, TooManyItems, Treecapitator, HD Textures/Font, Better Grass, Random Mobs, Custom Colors, and obviously the Forge and the ModLoader. But I think that these Mods don't cause this "error".
Yes, although people are saying the creatures won't spawn in the custom biomes. Others say it's only the hostile ones. It works, but to what extent we don't know.
Creating mods ain't easy, bro. Making them work with other people's code doesn't make it easier. And if you want to study an alien language, try regular expressions:
/([Hh])e(\w){2}(o)\sW\2r\3d/
Matches "Hello world" if no one's got it yet! =)
(Also seems like it would match "Herro worrd" or any other mispelling of the L's. Case is optional on the H.)
Damn, my signature was foiled by the wrong type of question! I suppose I should have seen this coming. My hubris will be an example for generations to come.
Not too sure about that. Being MLMP will now conflict with Forge, it is further separating the community into who has it installed or not. All mods that use ModloaderMP will no longer work with Forge users, unless someone manages to merge MLMP and FML together.
FML was very specifically engineered for two purposes:
1) To remove dependency on MLMP for Forge,
2) To remove everyone's dependency on MLMP in general, encouraging more people to migrate to Forge.
While quite characteristic for the attitude of the Forge devs, it still makes sense to me.
I'll probably have to restart my Minecraft build once RedPower and Thaumcraft update.
If anyone's playing SSP only, incidentally, and not using the new item rendering features that were introduced for, like, one person, then Forge #72 still works for SSP using the ExtraBiomes 1.2.4 build. I'll confirm whether that's also the case for the 1.2.5 build.
I'm still not sure why people are against the idea of most modders migrating to the Forge API. Maybe it's a pain in the ass to use; I don't know how to code, so I can't say.
But wouldn't having a unified modding API (which is what Mojang is gonna slowly try to do starting in 1.3, anyway) be a huge benefit for the modding community as a whole?
I'm still not sure why people are against the idea of most modders migrating to the Forge API. Maybe it's a pain in the ass to use; I don't know how to code, so I can't say.
But wouldn't having a unified modding API (which is what Mojang is gonna slowly try to do starting in 1.3, anyway) be a huge benefit for the modding community as a whole?
Yes, it is a huge benefit. People who don't like it typically don't like it either because they don't like having to install other mods for a certain mod to work, or it conflicts with another mod (In the case of Better Than Wolves).
Also, my add-on will be updated shortly. I'm just finishing up two new biomes, and then I'll be updating for 1.2.5.
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 99a79bca --------
Generated 11.04.12 12:13
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_04-ea, Oracle Corporation
VM: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: GeForce GTX 460/PCIe/SSE2 version 4.2.0, NVIDIA Corporation
java.lang.RuntimeException: Already decorating!!
at yg.a(BiomeDecorator.java:228)
at abn.a(BiomeGenBase.java:366)
at aly.a(SourceFile:460)
at ko.a(ChunkProvider.java:203)
at ack.a(Chunk.java:1128)
at ko.c(ChunkProvider.java:113)
at ko.b(ChunkProvider.java:126)
at xd.d(World.java:640)
at xd.a(World.java:555)
at WorldGenFirTree2.a(WorldGenFirTree2.java:44)
at yg.a(BiomeDecorator.java:457)
at yg.a(BiomeDecorator.java:236)
at abn.a(BiomeGenBase.java:366)
at aly.a(SourceFile:460)
at ko.a(ChunkProvider.java:203)
at ack.a(Chunk.java:1123)
at ko.c(ChunkProvider.java:113)
at ko.b(ChunkProvider.java:126)
at xd.d(World.java:640)
at xd.a(World.java:555)
at vf.a(SpawnerAnimals.java:204)
at vf.a(SpawnerAnimals.java:118)
at xd.c(World.java:2795)
at net.minecraft.client.Minecraft.k(Minecraft.java:1867)
at net.minecraft.client.Minecraft.x(Minecraft.java:819)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT ebef584b ----------
It would be great if someone has any idea how to fix it.
Zaraxxas
You're not the only person having the problem, it's been posted numerous times on the previous page and MisterFiber has said he's posting a fix tomorrow.
Yes, it is a huge benefit. People who don't like it typically don't like it either because they don't like having to install other mods for a certain mod to work, or it conflicts with another mod (In the case of Better Than Wolves).
Also, my add-on will be updated shortly. I'm just finishing up two new biomes, and then I'll be updating for 1.2.5.
Yeah, I remember hearing that FlowerChild liked to flip his **** over the idea of using Forge, but I never could find the posts where he explained why, and I figured he or his fans would rip me to shreds if I asked. It's a shame, too, because BTW really is a pretty ******* amazing mod.
Maybe there'll be a day where I won't have to choose between all my fantastic Forge mods and BTW
TDWP_FTW, I don't want to become intrusive - just a question, have you solved the error that (probably) was being caused by the Tropical Rainforest biome, yet? Would be nice if you could tell! I just can't wait until I can see it!
Yes, it was fixed in the latest release. Also, I think I might've fixed the other one as well (The NullPointerException). I found out that it actually had something to do with animal spawning, and I traced it back to wolves spawning in certain biomes, or so it seemed. This would also explain why if you go back in-game, the error won't happen again, which means it's not related to terrain generation, as it'd keep trying to generate it if it was.
So, I changed the code to be the same as the Taiga wolf spawning (There was an argument in the code that was different), so that might've been the problem.
Annnnnnnyway, the add-on has been updated for 1.2.5, and I'd added a few new features as well:
Crag - Insane mountains and drops made of "dirt rock" as I like to call it.
Orchard - A very cheerful biome with vibrant colors, as well as apple trees! Fruitful apple trees aren't as common as fruitless ones, but they're still common enough that it won't be hard to find one.
The only new blocks added were the "dirt rock" block, apple leaves, fruitless apple leaves, and apple tree sapling.
Also, thank you for the $10 donation, pero! I appreciate it a lot, and I'm glad you enjoy the add-on!
Heh, more block IDs! Oh well. I just wish the new blocks could be used in crafting. It'd be nice to be able to use red rock to create red stone bricks, y'know?
- Added hitbox to cover grass and sprouts.
- Allowed cat tails to be placed/generate next to mud.
- Allowed melons to generate in Mini Jungles and Temperate Jungles.
Hey TDWP, do cattails grow on their own, or are they a limited resource? Could I farm cattails like I do reeds or melons?
They're a limited resource. When you break a cat tail, it drops a cat tail item that is used to place it again. Although I guess I could change it so it has a chance of dropping 2 cat tail items, to allow for farming it.
How about some Magic Beans i'm going to raise the price of every time you buy them.
Mods loaded: 3
ModLoader 1.2.5
mod_MinecraftForge 3.0.1.75
mod_ExtraBiomesXL V1.15 for Minecraft 1.2.5
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT 99a79bca --------
Generated 4/11/12 2:24 AM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_31, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce GTS 240/PCIe/SSE2 version 3.3.0, NVIDIA Corporation
java.lang.RuntimeException: Already decorating!!
at yg.a(BiomeDecorator.java:228)
at abn.a(BiomeGenBase.java:366)
at aly.a(SourceFile:460)
at ko.a(ChunkProvider.java:203)
at ack.a(Chunk.java:1138)
at ko.c(ChunkProvider.java:113)
at ko.b(ChunkProvider.java:126)
at xd.d(World.java:640)
at xd.a(World.java:555)
at WorldGenFirTree2.a(WorldGenFirTree2.java:44)
at yg.a(BiomeDecorator.java:457)
at yg.a(BiomeDecorator.java:236)
at abn.a(BiomeGenBase.java:366)
at aly.a(SourceFile:460)
at ko.a(ChunkProvider.java:203)
at ack.a(Chunk.java:1138)
at ko.c(ChunkProvider.java:113)
at ko.b(ChunkProvider.java:126)
at xd.d(World.java:640)
at xd.a(World.java:555)
at net.minecraft.client.Minecraft.e(Minecraft.java:2191)
at net.minecraft.client.Minecraft.a(Minecraft.java:2078)
at net.minecraft.client.Minecraft.a(Minecraft.java:2025)
at net.minecraft.client.Minecraft.a(Minecraft.java:1942)
at mw.c(SourceFile:171)
at mw.a(SourceFile:128)
at vp.a(SourceFile:74)
at vp.f(SourceFile:122)
at vp.i(SourceFile:110)
at net.minecraft.client.Minecraft.k(Minecraft.java:1561)
at net.minecraft.client.Minecraft.x(Minecraft.java:819)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT ed78cbad ----------
with just modloader and forge i got the Fir tree generation error again
NOOOOOOOOOOOOOOOO
Saving Chunks... and then the minecraft closes.
I have many Mods installed. Like AmorStand, Better Enchanting, InvTweaks, Shelf, TooManyItems, Treecapitator, HD Textures/Font, Better Grass, Random Mobs, Custom Colors, and obviously the Forge and the ModLoader. But I think that these Mods don't cause this "error".
Bye
Yes, although people are saying the creatures won't spawn in the custom biomes. Others say it's only the hostile ones. It works, but to what extent we don't know.
What is the problem?
Read the above posts.
Matches "Hello world" if no one's got it yet! =)
(Also seems like it would match "Herro worrd" or any other mispelling of the L's. Case is optional on the H.)
Damn, my signature was foiled by the wrong type of question! I suppose I should have seen this coming. My hubris will be an example for generations to come.
FML was very specifically engineered for two purposes:
1) To remove dependency on MLMP for Forge,
2) To remove everyone's dependency on MLMP in general, encouraging more people to migrate to Forge.
While quite characteristic for the attitude of the Forge devs, it still makes sense to me.
I'll probably have to restart my Minecraft build once RedPower and Thaumcraft update.
If anyone's playing SSP only, incidentally, and not using the new item rendering features that were introduced for, like, one person, then Forge #72 still works for SSP using the ExtraBiomes 1.2.4 build. I'll confirm whether that's also the case for the 1.2.5 build.
But wouldn't having a unified modding API (which is what Mojang is gonna slowly try to do starting in 1.3, anyway) be a huge benefit for the modding community as a whole?
Yes, it is a huge benefit. People who don't like it typically don't like it either because they don't like having to install other mods for a certain mod to work, or it conflicts with another mod (In the case of Better Than Wolves).
Also, my add-on will be updated shortly. I'm just finishing up two new biomes, and then I'll be updating for 1.2.5.
You're not the only person having the problem, it's been posted numerous times on the previous page and MisterFiber has said he's posting a fix tomorrow.
Yeah, I remember hearing that FlowerChild liked to flip his **** over the idea of using Forge, but I never could find the posts where he explained why, and I figured he or his fans would rip me to shreds if I asked. It's a shame, too, because BTW really is a pretty ******* amazing mod.
Maybe there'll be a day where I won't have to choose between all my fantastic Forge mods and BTW
Yes, it was fixed in the latest release. Also, I think I might've fixed the other one as well (The NullPointerException). I found out that it actually had something to do with animal spawning, and I traced it back to wolves spawning in certain biomes, or so it seemed. This would also explain why if you go back in-game, the error won't happen again, which means it's not related to terrain generation, as it'd keep trying to generate it if it was.
So, I changed the code to be the same as the Taiga wolf spawning (There was an argument in the code that was different), so that might've been the problem.
Annnnnnnyway, the add-on has been updated for 1.2.5, and I'd added a few new features as well:
Crag - Insane mountains and drops made of "dirt rock" as I like to call it.
Orchard - A very cheerful biome with vibrant colors, as well as apple trees! Fruitful apple trees aren't as common as fruitless ones, but they're still common enough that it won't be hard to find one.
The only new blocks added were the "dirt rock" block, apple leaves, fruitless apple leaves, and apple tree sapling.
Also, thank you for the $10 donation, pero! I appreciate it a lot, and I'm glad you enjoy the add-on!
Plugins don't allow custom blocks, so not in that sense.
As for generation, it's feasible, but I'm sure you can wait for 1.3 for possible SMP support.
- Added hitbox to cover grass and sprouts.
- Allowed cat tails to be placed/generate next to mud.
- Allowed melons to generate in Mini Jungles and Temperate Jungles.
They're a limited resource. When you break a cat tail, it drops a cat tail item that is used to place it again. Although I guess I could change it so it has a chance of dropping 2 cat tail items, to allow for farming it.
EDIT: Added it. Re-download for the fix.