This was my idea (i had a long car trip today, time to waste... )
The procedural custom grass side texture with adjustable height isn't really necessary, just a thought...
The reason why i'd prefer this over MCPatcher's Better Grass is that i think that a bit of visible dirt here and there will look a lot better than just replacing an area of dirt with another uniform area of grass.
This is good, you should have boring car trips more often
I find that moving-window type of variable grass height interesting, but I don't want to clutter up the texture atlas with yet more stuff if not strictly necessary. It's pretty bad already, with just BoP+Natura+Forestry generating on the order of 100 leaf textures (all of them double size).
I think I'll do something like the bottom-left diagram. The problem with the right one is that I would have to scan the dirt/grass column all the way to the bottom, possibly causing significant slowdowns for certain terrain configurations. The left one is deterministic, only needing 6 block lookups at most (top, bottom, 4x bottom-sides) to handle all possible cases. Also, IMHO it looks better.
Is it planned to have tree specific falling leaves (sort of like how you can do rounded leaves)? i.e. /blocks/[modname]/falling_[blockname].png. Hopefully it isn't already implemented and I've just missed it or a post about it upcoming...
Most resourcepacks don't have one style of leaf so one style falling seems be a bit out-of-place.
Yes, it's planned, I was just impatient to get this feature out and get some feedback. I'm still deciding exactly how I want to do it. The manual override you described (as it is now for leaves) is definitely useful to have, but would probably be torture for texture pack developers if it's the only way - makes it really hard to support mods properly. Having just a handful of leaf types with some mapping file would be a lot more comfortable.
I seem to accumulate mapping files like a dog accumulates fleas
Rollback Post to RevisionRollBack
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
Anyway here's my problem: I don't have reeds in extreme hills biomes and do have corals in desert pools which is weird.
Can it be configured in your mod? The original one had lists of biome ids for each feature.
It's hardcoded right now, and can't be configured. Reeds won't be present in cold and/or arid biomes. In more specific terms: both temperature and humidity need to be 0.4 or higher. I could make it more flexible in the future, but that's low priority.
Rollback Post to RevisionRollBack
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
The thing on the top was just an additional idea - i had the default textures or resource packs without mod support in mind. But it's of course much better when you can really do something like variant 1 - would be even better than Better Grass!
(By the way, when would you need the other leaves?)
Okay, I did some tinkering with connected grass. Screenshot 1 shows what I ended up with. There are 2 mechanisms at work:
A
if the block next to and below of a grass block is also a grass block -> show full grass texture on face ("classic" connected grass) B
if the block below a grass block is a dirt block -> show full grass texture on all sides
if the block above a dirt block is a grass block -> render grass block instead of dirt (variant 1 on your picture)
Case A is easy peasy. However, there's a bit of a problem with case B if we consider the possibility of multiple grass & dirt types. There is no way to "automagically" know the corresponding grass block (and metadata) that will connect nicely with the dirt block, unless I add support for each and every type there is - either hardcoded or with some mapping file.
I may still do that, but for now I'm going to embrace the Dark Side on this, and simply render the grass block above as it is. In 99.9% of the cases this shouldn't pose a problem, as matching dirt and grass should generate together, but it is possible to make things weird. Screenshot 2 shows this: the dirt blocks underneath are all the same type, but the grass on top is different.
Finally some nice countryside on screenshots 3-4, just to show what it looks like under field conditions.
edit: oh, other leaves. As soon as you have some for me
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
Wouldn't it just be simpler/less resource intensive to not do side grass on a 2+ sheer face of dirt blocks? I think that's the way OF and BG did it. It looks odd to me. Maybe it's just because I haven't seen it done like that before.
EDIT: Also, thank you for running with my suggestion. I wasn't expecting that!
It's hardcoded right now, and can't be configured. Reeds won't be present in cold and/or arid biomes. In more specific terms: both temperature and humidity need to be 0.4 or higher. I could make it more flexible in the future, but that's low priority.
Ok. Your approach makes sense. I'll live with that. Anyway need to relocate the main base closer to greener pastures.
I recently discovered the better grass and leaves mod, only to find out it was discontinued, however I pushed onwards to find that it had been rebooted into this mod. You're a hero, mate.
It's so nice to see all the interest in the mod. It has already turned out more than I expected.
So, without further ado: 0.9.11-beta
added connected grass textures
ditched current config GUI for the built-in one in Forge
block classes are configurable
reed, algae, coral biomes are configurable
broke russian translation
The connected grass feature is in, the usual way of doing it is called "classic" mode, the method described by Meringue is "agressive" mode. Not much more to say about it.
The major new feature this time is the use of the Forge configuration GUI. The old one was already getting hard to maintain, and this one is so cool, I don't know how I lived without it before. It makes working with lists a lot less of a hassle, so this has a few unexpected benefits - see feature list above. Additionally, everything has moved into the main config file, so the file copy bug should be gone. You should delete your whole config/betterfoliage folder and start with a clean slate.
Unfortunately, the whole GUI stuff is completely different, so I already broke the brand new russian translation
Default biomes for reeds are ones with temperature and rainfall >= 0.4. For algae, everything "ocean" and "river". For coral, the same as algae plus "beach". The undo function is behaving a bit oddly sometimes in the biome lists, that'll be fixed.
Ok. Your approach makes sense. I'll live with that. Anyway need to relocate the main base closer to greener pastures.
Hope I didn't torpedo your relocation project
Rollback Post to RevisionRollBack
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
It's so nice to see all the interest in the mod. It has already turned out more than I expected.
So, without further ado: 0.9.11-beta
added connected grass textures
ditched current config GUI for the built-in one in Forge
block classes are configurable
reed, algae, coral biomes are configurable
broke russian translation
The connected grass feature is in, the usual way of doing it is called "classic" mode, the method described by Meringue is "agressive" mode. Not much more to say about it.
The major new feature this time is the use of the Forge configuration GUI. The old one was already getting hard to maintain, and this one is so cool, I don't know how I lived without it before. It makes working with lists a lot less of a hassle, so this has a few unexpected benefits - see feature list above. Additionally, everything has moved into the main config file, so the file copy bug should be gone. You should delete your whole config/betterfoliage folder and start with a clean slate.
Unfortunately, the whole GUI stuff is completely different, so I already broke the brand new russian translation
Default biomes for reeds are ones with temperature and rainfall >= 0.4. For algae, everything "ocean" and "river". For coral, the same as algae plus "beach". The undo function is behaving a bit oddly sometimes in the biome lists, that'll be fixed.
Animated textures are unfortunately not yet supported in the generators. I'll need to come up with a solution for that.
Oh no, This DIDN'T WORK!!!! I think it was because I edited the config file for this mod!!! I deleted everything and file shows blank!!! no new configs!!!! what do I do??
Oh no, This DIDN'T WORK!!!! I think it was because I edited the config file for this mod!!! I deleted everything and file shows blank!!! no new configs!!!! what do I do??
Now that is very strange... Could you post your logs/fml-client-latest.log?
Try upgrading Forge to the newest version. It that doesn't help either, you'll have to temporarily downgrade BF to the version that was already working for you. You can find the older releases on the GitHub page.
Can the others who also had problems with config files under 0.9.10b confirm that they have this as well?
Rollback Post to RevisionRollBack
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
It's not a bad suggestion, but I'll shelf it for later. WildCaves uses worldgen, while BF is a client-only mod, and I'd like to keep it that way - that means coming up for some rules where and how it should appear.
Plus, there are some improvement to existing stuff I have to do first (snowed leaves, multiple particle types), and even before that I need to figure out this config bug that has been plaguing me.
Rollback Post to RevisionRollBack
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
I think that the problem is not that grass spawns on gravel, but rather that grass with a snow layer on top tries to apply the grass texture to the side of the block, due to the new "connected grass textures" feature. I guess due to the snow the block has no grass color applying to it, so the side grass texture is missing the color, making it look a bit like gravel
AHA! Thank you my good sir, you hit the nail on the head. I was already looking every which way at gravel, and it refused to grow grass
I'll check if there's a way to get the non-snowy biome color for these blocks.
Rollback Post to RevisionRollBack
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
Hello, I tried the latest version of this mod but I crash on launch, all my mods are in this crashlog and it says betterfoliage 'errored'. Could you help me out please?
Your Forge version is too old. You'll need 1.7.2-10.12.2.1147 or later, that's when the config GUI got introduced.
Rollback Post to RevisionRollBack
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
Now that is very strange... Could you post your logs/fml-client-latest.log?
here ya go
---- Minecraft Crash Report ----
// Don't do that.
Time: 8/20/14 7:52 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: mods/betterfoliage/client/gui/BiomeListConfigEntry
at cpw.mods.fml.common.LoadController.transition(LoadController.java:162)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:694)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:288)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:527)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:815)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoClassDefFoundError: mods/betterfoliage/client/gui/BiomeListConfigEntry
at mods.betterfoliage.common.config.Config.getDefaultBiomes(Config.java:197)
at mods.betterfoliage.BetterFoliage.posInit(BetterFoliage.java:42)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
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:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
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:118)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:693)
... 10 more
Caused by: java.lang.ClassNotFoundException: mods.betterfoliage.client.gui.BiomeListConfigEntry
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:188)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
... 38 more
Caused by: java.lang.NoClassDefFoundError: mods/betterfoliage/client/gui/SelectListConfigEntry
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:637)
at java.lang.ClassLoader.defineClass(ClassLoader.java:621)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:180)
... 40 more
Caused by: java.lang.ClassNotFoundException: mods.betterfoliage.client.gui.SelectListConfigEntry
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:99)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
... 45 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Mac OS X (x86_64) version 10.9.2
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 101240368 bytes (96 MB) / 260407296 bytes (248 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.03 FML v7.2.211.1128 Minecraft Forge 10.12.2.1128 Optifine OptiFine_1.7.2_HD_D3 7 mods loaded, 7 mods active
mcp{9.03} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
FML{7.2.211.1128} [Forge Mod Loader] (forge-1.7.2-10.12.2.1128.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Forge{10.12.2.1128} [Minecraft Forge] (forge-1.7.2-10.12.2.1128.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
iChunUtil{3.3.0} [iChunUtil] (iChunUtil-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BackTools{3.0.1} [BackTools] (BackTools-3.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BetterFoliage{0.9.11b} [Better Foliage] (BetterFoliage-0.9.11b.jar) Unloaded->Constructed->Pre-initialized->Initialized->Errored
voxelmap{1.7.2} [VoxelMap] (voxelmap-1.7.2-1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Ah good, it's not as bad as I thought. You have the same problem as Cineminecraft, upgrade your Forge to 1147 or later.
Rollback Post to RevisionRollBack
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
It's not a bad suggestion, but I'll shelf it for later. WildCaves uses worldgen, while BF is a client-only mod, and I'd like to keep it that way - that means coming up for some rules where and how it should appear.
Plus, there are some improvement to existing stuff I have to do first (snowed leaves, multiple particle types), and even before that I need to figure out this config bug that has been plaguing me.
This is good, you should have boring car trips more often
I find that moving-window type of variable grass height interesting, but I don't want to clutter up the texture atlas with yet more stuff if not strictly necessary. It's pretty bad already, with just BoP+Natura+Forestry generating on the order of 100 leaf textures (all of them double size).
I think I'll do something like the bottom-left diagram. The problem with the right one is that I would have to scan the dirt/grass column all the way to the bottom, possibly causing significant slowdowns for certain terrain configurations. The left one is deterministic, only needing 6 block lookups at most (top, bottom, 4x bottom-sides) to handle all possible cases. Also, IMHO it looks better.
Yes, it's planned, I was just impatient to get this feature out and get some feedback. I'm still deciding exactly how I want to do it. The manual override you described (as it is now for leaves) is definitely useful to have, but would probably be torture for texture pack developers if it's the only way - makes it really hard to support mods properly. Having just a handful of leaf types with some mapping file would be a lot more comfortable.
I seem to accumulate mapping files like a dog accumulates fleas
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass
CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
It's hardcoded right now, and can't be configured. Reeds won't be present in cold and/or arid biomes. In more specific terms: both temperature and humidity need to be 0.4 or higher. I could make it more flexible in the future, but that's low priority.
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass
CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
Okay, I did some tinkering with connected grass. Screenshot 1 shows what I ended up with. There are 2 mechanisms at work:
A
if the block next to and below of a grass block is also a grass block -> show full grass texture on face ("classic" connected grass)
B
if the block below a grass block is a dirt block -> show full grass texture on all sides
if the block above a dirt block is a grass block -> render grass block instead of dirt (variant 1 on your picture)
Case A is easy peasy. However, there's a bit of a problem with case B if we consider the possibility of multiple grass & dirt types. There is no way to "automagically" know the corresponding grass block (and metadata) that will connect nicely with the dirt block, unless I add support for each and every type there is - either hardcoded or with some mapping file.
I may still do that, but for now I'm going to embrace the Dark Side on this, and simply render the grass block above as it is. In 99.9% of the cases this shouldn't pose a problem, as matching dirt and grass should generate together, but it is possible to make things weird. Screenshot 2 shows this: the dirt blocks underneath are all the same type, but the grass on top is different.
Finally some nice countryside on screenshots 3-4, just to show what it looks like under field conditions.
edit: oh, other leaves. As soon as you have some for me
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass
CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
EDIT: Also, thank you for running with my suggestion. I wasn't expecting that!
Ok. Your approach makes sense. I'll live with that. Anyway need to relocate the main base closer to greener pastures.
So, without further ado: 0.9.11-beta
The connected grass feature is in, the usual way of doing it is called "classic" mode, the method described by Meringue is "agressive" mode. Not much more to say about it.
The major new feature this time is the use of the Forge configuration GUI. The old one was already getting hard to maintain, and this one is so cool, I don't know how I lived without it before. It makes working with lists a lot less of a hassle, so this has a few unexpected benefits - see feature list above. Additionally, everything has moved into the main config file, so the file copy bug should be gone. You should delete your whole config/betterfoliage folder and start with a clean slate.
Unfortunately, the whole GUI stuff is completely different, so I already broke the brand new russian translation
Default biomes for reeds are ones with temperature and rainfall >= 0.4. For algae, everything "ocean" and "river". For coral, the same as algae plus "beach". The undo function is behaving a bit oddly sometimes in the biome lists, that'll be fixed.
Animated textures are unfortunately not yet supported in the generators. I'll need to come up with a solution for that.
Hope I didn't torpedo your relocation project
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass
CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
First one to use the version! XDDD I love this mod and I can't wait for its future. hey how about adding salagmite and stalactites in caves (need some help with texures? http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1442430-1-6-x-forge-wildcaves-3-v0-4-3-3 )
Now that is very strange... Could you post your logs/fml-client-latest.log?
Try upgrading Forge to the newest version. It that doesn't help either, you'll have to temporarily downgrade BF to the version that was already working for you. You can find the older releases on the GitHub page.
Can the others who also had problems with config files under 0.9.10b confirm that they have this as well?
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass
CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
It's not a bad suggestion, but I'll shelf it for later. WildCaves uses worldgen, while BF is a client-only mod, and I'd like to keep it that way - that means coming up for some rules where and how it should appear.
Plus, there are some improvement to existing stuff I have to do first (snowed leaves, multiple particle types), and even before that I need to figure out this config bug that has been plaguing me.
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass
CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
The relocation has been postponed
AHA! Thank you my good sir, you hit the nail on the head. I was already looking every which way at gravel, and it refused to grow grass
I'll check if there's a way to get the non-snowy biome color for these blocks.
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass
CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
Your Forge version is too old. You'll need 1.7.2-10.12.2.1147 or later, that's when the config GUI got introduced.
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass
CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
here ya go
---- Minecraft Crash Report ----
// Don't do that.
Time: 8/20/14 7:52 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: mods/betterfoliage/client/gui/BiomeListConfigEntry
at cpw.mods.fml.common.LoadController.transition(LoadController.java:162)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:694)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:288)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:527)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:815)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoClassDefFoundError: mods/betterfoliage/client/gui/BiomeListConfigEntry
at mods.betterfoliage.common.config.Config.getDefaultBiomes(Config.java:197)
at mods.betterfoliage.BetterFoliage.posInit(BetterFoliage.java:42)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
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:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
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:118)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:693)
... 10 more
Caused by: java.lang.ClassNotFoundException: mods.betterfoliage.client.gui.BiomeListConfigEntry
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:188)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
... 38 more
Caused by: java.lang.NoClassDefFoundError: mods/betterfoliage/client/gui/SelectListConfigEntry
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(ClassLoader.java:637)
at java.lang.ClassLoader.defineClass(ClassLoader.java:621)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:180)
... 40 more
Caused by: java.lang.ClassNotFoundException: mods.betterfoliage.client.gui.SelectListConfigEntry
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:99)
at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
... 45 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Mac OS X (x86_64) version 10.9.2
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 101240368 bytes (96 MB) / 260407296 bytes (248 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.03 FML v7.2.211.1128 Minecraft Forge 10.12.2.1128 Optifine OptiFine_1.7.2_HD_D3 7 mods loaded, 7 mods active
mcp{9.03} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
FML{7.2.211.1128} [Forge Mod Loader] (forge-1.7.2-10.12.2.1128.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Forge{10.12.2.1128} [Minecraft Forge] (forge-1.7.2-10.12.2.1128.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
iChunUtil{3.3.0} [iChunUtil] (iChunUtil-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BackTools{3.0.1} [BackTools] (BackTools-3.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BetterFoliage{0.9.11b} [Better Foliage] (BetterFoliage-0.9.11b.jar) Unloaded->Constructed->Pre-initialized->Initialized->Errored
voxelmap{1.7.2} [VoxelMap] (voxelmap-1.7.2-1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BetterFoliage (1.7.10, 1.8, 1.8.8, 1.8.9, 1.9, 1.9.4, 1.10) - Leafier leaves and grassier grass
CartLivery (1.6.4, 1.7.x) - Pimp your minecarts
For modders: simpledeobf - get OptiFine in your dev environment
Oooh!! What are the plans for the future then?