With the RTG-1.9.4-2.0.0-alpha.5 release on Forge #1965 I noticed this in the logs during post-initialization:
[20:10:24] [Client thread/ERROR] [FML/RTG]: [RTG-ERROR] No default value set for option 'Top block' in section 'worldFeature.waterFeatures'. That's not good
[20:10:24] [Client thread/ERROR] [FML/RTG]: [RTG-ERROR] No default value set for option 'Fill block' in section 'worldFeature.waterFeatures'. That's not good
This was spammed 57 times. Right after it came this:
[20:10:24] [Client thread/INFO] [FML/RTG]: [RTG-INFO] RTG could not find a realistic version of minecraft:hell (8). This is expected for non-overworld biomes
[20:10:24] [Client thread/INFO] [FML/RTG]: [RTG-INFO] RTG could not find a realistic version of minecraft:sky (9). This is expected for non-overworld biomes
[20:10:24] [Client thread/INFO] [FML/RTG]: [RTG-INFO] RTG could not find a realistic version of minecraft:void (127). This is expected for non-overworld biomes
The game seems to be fine, other than the slow generation that a couple other people have mentioned.
So if i turn off multithread in optifine it should be fixed aswell? Is RTG planning to remove this multithread problem one day?
We don't know. I don't have these problems in my relatively tame modpack. Something has made another chunk generator and that's not going to work. I'd suspect Optifine, obviously, but I can't be sure.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
(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?
Speaking about RTG trees, will biome adding mods like BOP, Highlands and many more get RTG stylish trees that you can switch on or off in the config? It would be nice to see somethings else instead of your typical BOP trees in RTG.
Biota is a major focus of BoP so I'd be disinclined to alter it any more than necessary. Their trees are more geometrical than my tastes, but I'd rather defer to their aesthetic judgement. We generally like the Highlands trees, but we did add some RTG-style trees to Autumn Woods and I'd like to make the Rainforest mix in the RTG tropical trees. Otherwise I don't see much reason to change them. EB and EBXL seem not to be under active development so they would be a low priority. Most of their trees I wouldn't change anyway.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Shells from Oceancraft seems never generate in RTG's beach,any possible to make them compatible ?
That is an OceanCraft issue. It's more than just shells, it's all surface decorations, including villager huts, and therefore the villagers also don't spawn. I'm not sure we can do a workaround without it being terribly ugly and hacky.
We were working closely with the author of OceanCraft on a fix for this issue, and we even supplied the necessary code that needs to be added to OC, but... it hasn't been added yet.
There is[/b][/i] a way that we could make RTG fully compatible with OC without him changing any code on his end, but it would mean doing some very 'hacky' stuff with our code, and that's not something we're willing to do at this stage as it could lead to compatibility issues with other mods.
Oh,it sounds a little pity,but it is very kind of you all to work so hard to solve this issue, thanks a lot!
There is the pastebin, and it seems to be a crash between RTG & TwilightForest. (The one I found earlier in the thread was Witchery, which we also have.) Are there any fixes to this?
Thanks so much for the amazing work though, guys! It's honestly been awesome see this mod improve over the last few months.
Thanks for the kind words mate! Yes, it's definitely been an awesome ride so far - can't believe how far it's come since last September!
As for the crash, it's being caused by a silly mistake on my part, but it will be fixed in the 1.0 release, which should be available in the next couple of hours.
.
No problem, you guys definitely deserve it! Keep up the amazing work! And I have to say I am extremely impressed by your mod support list.
No worries, mate! That's some fast work you've done with these updates too! Will we have to remove our previous configurations like before or has that been fixed as well? (I will of course back up our world regardless.) Thanks for the help as well.
I can grow a tree from a sapling if I'm in the right biome and spawn condition, and you gave the example of "near water" for one. Fine. But what if the spawn condition is "In water", or some other such case?
Yes, I am thinking of the water-logged swamp trees, because that's what I'm familiar with. The minecraft wiki lists several types of vanilla trees that cannot be regrown. I'm not familiar enough with your trees yet to know if there are other problem trees or not.
... By any chance, do you work properly with Ancient Trees, or EBXL + the EBXL giants? I'd like to assume yes, but I'm afraid to assume when it comes to cross-mods.
(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?
You guys are literally the best! Thank you so, so, soooooo much!
My question is (and it has probably been answered before and I apologize) what did you use to make those maps?!?! I absolutely love that. (and did the map have any other mods like Biomes o' Plenty in it by any chance?) It makes your mod look soooooo beautiful.
Thanks a million again for your awesome hard work guys. You deserve every ounce of respect.
Hey guys, I'm having a bit of an issue with RTG and GeographiCraft together on 1.9.4. Here's my crash report:
---- Minecraft Crash Report ----
WARNING: coremods are present:
FMLPlugin (InventoryTweaks-1.61-beta-54.jar)
LoadingPlugin (ChunkAnimator-MC1.9.4-1.2.jar)
Contact their authors BEFORE contacting forge
// You should try our sister game, Minceraft!
Time: 6/22/16 11:24 AM
Description: Exception generating new chunk
java.lang.NullPointerException: Exception generating new chunk
at teamrtg.rtg.core.world.ChunkProviderRTG.getNewerNoise(ChunkProviderRTG.java:689)
at teamrtg.rtg.core.world.ChunkProviderRTG.requestChunk(ChunkProviderRTG.java:602)
at teamrtg.rtg.core.world.BiomeProviderRTG.getBiomes(BiomeProviderRTG.java:279)
at teamrtg.rtg.core.world.BiomeProviderRTG.getBiomeGenAt(BiomeProviderRTG.java:113)
at teamrtg.rtg.core.world.BiomeProviderRTG.getRealisticAt(BiomeProviderRTG.java:117)
at teamrtg.rtg.core.world.ChunkProviderRTG.func_185932_a(ChunkProviderRTG.java:182)
at net.minecraft.world.gen.ChunkProviderServer.func_186025_d(ChunkProviderServer.java:143)
at net.minecraft.world.World.func_72964_e(World.java:301)
at net.minecraft.world.World.func_175726_f(World.java:296)
at net.minecraft.world.World.func_175672_r(World.java:1605)
at climateControl.DimensionManager.salvageSpawn(DimensionManager.java:533)
at climateControl.DimensionManager.onCreateSpawn(DimensionManager.java:307)
at climateControl.ClimateControl.onCreateSpawn(ClimateControl.java:155)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_67_ClimateControl_onCreateSpawn_CreateSpawnPosition.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:49)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:140)
at net.minecraftforge.event.ForgeEventFactory.onCreateWorldSpawn(ForgeEventFactory.java:423)
at net.minecraft.world.WorldServer.func_73052_b(WorldServer.java:927)
at net.minecraft.world.WorldServer.func_72963_a(WorldServer.java:871)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:84)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:196)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:429)
at java.lang.Thread.run(Thread.java:745)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Thread: Server thread
Stacktrace:
at teamrtg.rtg.core.world.ChunkProviderRTG.getNewerNoise(ChunkProviderRTG.java:689)
at teamrtg.rtg.core.world.ChunkProviderRTG.requestChunk(ChunkProviderRTG.java:602)
at teamrtg.rtg.core.world.BiomeProviderRTG.getBiomes(BiomeProviderRTG.java:279)
at teamrtg.rtg.core.world.BiomeProviderRTG.getBiomeGenAt(BiomeProviderRTG.java:113)
at teamrtg.rtg.core.world.BiomeProviderRTG.getRealisticAt(BiomeProviderRTG.java:117)
at teamrtg.rtg.core.world.ChunkProviderRTG.func_185932_a(ChunkProviderRTG.java:182)
-- Chunk to be generated --
Details:
Location: -19,8
Position hash: 38654705645
Generator: teamrtg.rtg.core.world.ChunkProviderRTG@4b25c915
Stacktrace:
at net.minecraft.world.gen.ChunkProviderServer.func_186025_d(ChunkProviderServer.java:143)
at net.minecraft.world.World.func_72964_e(World.java:301)
at net.minecraft.world.World.func_175726_f(World.java:296)
at net.minecraft.world.World.func_175672_r(World.java:1605)
at climateControl.DimensionManager.salvageSpawn(DimensionManager.java:533)
at climateControl.DimensionManager.onCreateSpawn(DimensionManager.java:307)
at climateControl.ClimateControl.onCreateSpawn(ClimateControl.java:155)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_67_ClimateControl_onCreateSpawn_CreateSpawnPosition.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:49)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:140)
at net.minecraftforge.event.ForgeEventFactory.onCreateWorldSpawn(ForgeEventFactory.java:423)
at net.minecraft.world.WorldServer.func_73052_b(WorldServer.java:927)
-- Affected level --
Details:
Level name: New World 3
All players: 0 total; []
Chunk stats: ServerChunkCache: 8 Drop: 6
Level seed: 1152845550107887111
Level generator: ID 07 - RTG, ver 0. Features enabled: true
Level generator options:
Level spawn location: World: (0,0,0), Chunk: (at 0,0,0 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 0 game time, 0 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.world.WorldServer.func_72963_a(WorldServer.java:871)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:84)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:196)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:429)
at java.lang.Thread.run(Thread.java:745)
Can we find out what wonderful seed you used to generate that picture? It would be awfully nice to see the mesa and savanna biomes so close together in a seed.
Sorry to ask silly questions: with the release of 1.0, what do we lose if we don't have Climate Control or BiomeTweaker installed? As far as I understand, this only affects biome distribution and size, as well as the ability to turn on and off specific biomes (say, from BoP). Is there anything else that doesn't work?
Sorry to ask silly questions: with the release of 1.0, what do we lose if we don't have Climate Control or BiomeTweaker installed? As far as I understand, this only affects biome distribution and size, as well as the ability to turn on and off specific biomes (say, from BoP). Is there anything else that doesn't work?
Everything works, you'll just get the exact biomes you do for the same seed in vanilla, apart from different rivers and mild coastline shifts. So no mod biomes (unless they can place themselves; TC can but I think BoP can't).
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
With the RTG-1.9.4-2.0.0-alpha.5 release on Forge #1965 I noticed this in the logs during post-initialization:
This was spammed 57 times. Right after it came this:
The game seems to be fine, other than the slow generation that a couple other people have mentioned.
Uhh.
I am the biggest lurker you've (n)ever seen.
We don't know. I don't have these problems in my relatively tame modpack. Something has made another chunk generator and that's not going to work. I'd suspect Optifine, obviously, but I can't be sure.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
RTG is using multi-threaded worldgen / decorations?
Nice -- how did you manage that without all the concurrent exceptions / "Already decortating" issues?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(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?
It was using it, semi-unintentionally, but we've had to minimize it for exactly those reasons.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Biota is a major focus of BoP so I'd be disinclined to alter it any more than necessary. Their trees are more geometrical than my tastes, but I'd rather defer to their aesthetic judgement. We generally like the Highlands trees, but we did add some RTG-style trees to Autumn Woods and I'd like to make the Rainforest mix in the RTG tropical trees. Otherwise I don't see much reason to change them. EB and EBXL seem not to be under active development so they would be a low priority. Most of their trees I wouldn't change anyway.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Geographicraft (ClimateControl for 1.8 and later) updated to 1.9.4. ZenoTechnology is not required for this version.
BoP biomes only work in the BoP or RTG worldtypes.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Shells from Oceancraft seems never generate in RTG's beach,any possible to make them compatible ?
That is an OceanCraft issue. It's more than just shells, it's all surface decorations, including villager huts, and therefore the villagers also don't spawn. I'm not sure we can do a workaround without it being terribly ugly and hacky.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Oh,it sounds a little pity,but it is very kind of you all to work so hard to solve this issue, thanks a lot!
I had thought this crash had been fixed when I tried doing some research on it, but I am not sure.
http://pastebin.com/1GMb23ZA
There is the pastebin, and it seems to be a crash between RTG & TwilightForest. (The one I found earlier in the thread was Witchery, which we also have.) Are there any fixes to this?
Thanks so much for the amazing work though, guys! It's honestly been awesome see this mod improve over the last few months.
No problem, you guys definitely deserve it! Keep up the amazing work! And I have to say I am extremely impressed by your mod support list.
No worries, mate! That's some fast work you've done with these updates too! Will we have to remove our previous configurations like before or has that been fixed as well? (I will of course back up our world regardless.) Thanks for the help as well.
Its very fun to watch the Github notification emails roll in during the day, seeing that a new release is being assembled (like the Avengers)
Just saw the 1.0 release, and the changelog.
I can grow a tree from a sapling if I'm in the right biome and spawn condition, and you gave the example of "near water" for one. Fine. But what if the spawn condition is "In water", or some other such case?
Yes, I am thinking of the water-logged swamp trees, because that's what I'm familiar with. The minecraft wiki lists several types of vanilla trees that cannot be regrown. I'm not familiar enough with your trees yet to know if there are other problem trees or not.
... By any chance, do you work properly with Ancient Trees, or EBXL + the EBXL giants? I'd like to assume yes, but I'm afraid to assume when it comes to cross-mods.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(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?
You guys are literally the best! Thank you so, so, soooooo much!
My question is (and it has probably been answered before and I apologize) what did you use to make those maps?!?! I absolutely love that. (and did the map have any other mods like Biomes o' Plenty in it by any chance?) It makes your mod look soooooo beautiful.
Thanks a million again for your awesome hard work guys. You deserve every ounce of respect.
So, the photo is just the mod without Climate Control, I love you guys too way much.
Hey guys, I'm having a bit of an issue with RTG and GeographiCraft together on 1.9.4. Here's my crash report:
---- Minecraft Crash Report ----
WARNING: coremods are present:
FMLPlugin (InventoryTweaks-1.61-beta-54.jar)
LoadingPlugin (ChunkAnimator-MC1.9.4-1.2.jar)
Contact their authors BEFORE contacting forge
// You should try our sister game, Minceraft!
Time: 6/22/16 11:24 AM
Description: Exception generating new chunk
java.lang.NullPointerException: Exception generating new chunk
at teamrtg.rtg.core.world.ChunkProviderRTG.getNewerNoise(ChunkProviderRTG.java:689)
at teamrtg.rtg.core.world.ChunkProviderRTG.requestChunk(ChunkProviderRTG.java:602)
at teamrtg.rtg.core.world.BiomeProviderRTG.getBiomes(BiomeProviderRTG.java:279)
at teamrtg.rtg.core.world.BiomeProviderRTG.getBiomeGenAt(BiomeProviderRTG.java:113)
at teamrtg.rtg.core.world.BiomeProviderRTG.getRealisticAt(BiomeProviderRTG.java:117)
at teamrtg.rtg.core.world.ChunkProviderRTG.func_185932_a(ChunkProviderRTG.java:182)
at net.minecraft.world.gen.ChunkProviderServer.func_186025_d(ChunkProviderServer.java:143)
at net.minecraft.world.World.func_72964_e(World.java:301)
at net.minecraft.world.World.func_175726_f(World.java:296)
at net.minecraft.world.World.func_175672_r(World.java:1605)
at climateControl.DimensionManager.salvageSpawn(DimensionManager.java:533)
at climateControl.DimensionManager.onCreateSpawn(DimensionManager.java:307)
at climateControl.ClimateControl.onCreateSpawn(ClimateControl.java:155)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_67_ClimateControl_onCreateSpawn_CreateSpawnPosition.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:49)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:140)
at net.minecraftforge.event.ForgeEventFactory.onCreateWorldSpawn(ForgeEventFactory.java:423)
at net.minecraft.world.WorldServer.func_73052_b(WorldServer.java:927)
at net.minecraft.world.WorldServer.func_72963_a(WorldServer.java:871)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:84)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:196)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:429)
at java.lang.Thread.run(Thread.java:745)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Thread: Server thread
Stacktrace:
at teamrtg.rtg.core.world.ChunkProviderRTG.getNewerNoise(ChunkProviderRTG.java:689)
at teamrtg.rtg.core.world.ChunkProviderRTG.requestChunk(ChunkProviderRTG.java:602)
at teamrtg.rtg.core.world.BiomeProviderRTG.getBiomes(BiomeProviderRTG.java:279)
at teamrtg.rtg.core.world.BiomeProviderRTG.getBiomeGenAt(BiomeProviderRTG.java:113)
at teamrtg.rtg.core.world.BiomeProviderRTG.getRealisticAt(BiomeProviderRTG.java:117)
at teamrtg.rtg.core.world.ChunkProviderRTG.func_185932_a(ChunkProviderRTG.java:182)
-- Chunk to be generated --
Details:
Location: -19,8
Position hash: 38654705645
Generator: teamrtg.rtg.core.world.ChunkProviderRTG@4b25c915
Stacktrace:
at net.minecraft.world.gen.ChunkProviderServer.func_186025_d(ChunkProviderServer.java:143)
at net.minecraft.world.World.func_72964_e(World.java:301)
at net.minecraft.world.World.func_175726_f(World.java:296)
at net.minecraft.world.World.func_175672_r(World.java:1605)
at climateControl.DimensionManager.salvageSpawn(DimensionManager.java:533)
at climateControl.DimensionManager.onCreateSpawn(DimensionManager.java:307)
at climateControl.ClimateControl.onCreateSpawn(ClimateControl.java:155)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_67_ClimateControl_onCreateSpawn_CreateSpawnPosition.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:49)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:140)
at net.minecraftforge.event.ForgeEventFactory.onCreateWorldSpawn(ForgeEventFactory.java:423)
at net.minecraft.world.WorldServer.func_73052_b(WorldServer.java:927)
-- Affected level --
Details:
Level name: New World 3
All players: 0 total; []
Chunk stats: ServerChunkCache: 8 Drop: 6
Level seed: 1152845550107887111
Level generator: ID 07 - RTG, ver 0. Features enabled: true
Level generator options:
Level spawn location: World: (0,0,0), Chunk: (at 0,0,0 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 0 game time, 0 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.world.WorldServer.func_72963_a(WorldServer.java:871)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:84)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:196)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:429)
at java.lang.Thread.run(Thread.java:745)
-- System Details --
Details:
Minecraft Version: 1.9.4
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1101106952 bytes (1050 MB) / 1848639488 bytes (1763 MB) up to 3817865216 bytes (3641 MB)
JVM Flags: 4 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx4096m -Xms256m -XX:PermSize=256m
IntCache: cache: 21, tcache: 0, allocated: 1, tallocated: 23
FML: MCP 9.28 Powered by Forge 12.17.0.1968 Optifine OptiFine_1.9.4_HD_U_B6 17 mods loaded, 17 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.9.4-12.17.0.1968.jar)
UCHIJAA Forge{12.17.0.1968} [Minecraft Forge] (forge-1.9.4-12.17.0.1968.jar)
UCHIJAA BetterAchievements{0.3.0.25} [Better Achievements] (BetterAchievements-1.9.4-0.3.0.25.jar)
UCHIJAA BiomesOPlenty{4.1.0.2029} [Biomes O' Plenty] (BiomesOPlenty-1.9.4-4.1.0.2029-universal.jar)
UCHIJAA ChunkAnimator{1.2} [Chunk Animator] (ChunkAnimator-MC1.9.4-1.2.jar)
UCHIJAA craftingtweaks{5.0.6} [Crafting Tweaks] (craftingtweaks-mc1.9.4-5.0.6.jar)
UCHIJAA geographicraft{0.7.1} [GeographiCraft] (GeographiCraft-1.9.4-0.7.1.jar)
UCHIJAA inventorytweaks{1.61-beta-54-009e843} [Inventory Tweaks] (InventoryTweaks-1.61-beta-54.jar)
UCHIJAA JEI{3.6.7.216} [Just Enough Items] (jei_1.9.4-3.6.7.216.jar)
UCHIJAA jeresources{0.4.6.35} [Just Enough Resources] (JustEnoughResources-1.9.4-0.4.6.35.jar)
UCHIJAA minemenu{1.4.3} [MineMenu] (MineMenu-1.9.X-1.4.3.B6-universal.jar)
UCHIJAA MouseTweaks{2.6.3} [Mouse Tweaks] (MouseTweaks-2.6.3-mc1.9.4.jar)
UCHIJAA Neat{GRADLE:VERSION-GRADLE:BUILD} [Neat] (Neat 1.2-9.jar)
UCHIJAA RTG{1.9.4-2.0.0-alpha.5} [Realistic Terrain Generation] (RTG-1.9.4-2.0.0-alpha.5.jar)
UCHIJAA Waila{1.7.0} [Waila] (Waila-1.7.0-B3_1.9.4.jar)
UCHIJAA WailaHarvestability{1.1.7} [Waila Harvestability] (WailaHarvestability-mc1.9-1.1.7.jar)
Loaded coremods (and transformers):
FMLPlugin (InventoryTweaks-1.61-beta-54.jar)
invtweaks.forge.asm.ContainerTransformer
LoadingPlugin (ChunkAnimator-MC1.9.4-1.2.jar)
lumien.chunkanimator.asm.ClassTransformer
GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
Profiler Position: N/A (disabled)
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
OptiFine Version: OptiFine_1.9.4_HD_U_B6
Render Distance Chunks: 16
Mipmaps: 4
Anisotropic Filtering: 1
Antialiasing: 0
Multitexture: false
Shaders: null
OpenGlVersion: 4.0.0 - Build 10.18.10.4276
OpenGlRenderer: Intel(R) HD Graphics 4000
OpenGlVendor: Intel
CpuCount: 4
Each mod alone works fine, but something in the interaction, appearing to me to be during spawn chunk generation, causes them to "explode".
@WhichOnesPink
Can we find out what wonderful seed you used to generate that picture? It would be awfully nice to see the mesa and savanna biomes so close together in a seed.
Hmm my Mesa biomes don't generate red sand. Is there a known incompatibility or something that prevents red sand?
Nether Biomes for 1.7.10: Netherlicious
Sorry to ask silly questions: with the release of 1.0, what do we lose if we don't have Climate Control or BiomeTweaker installed? As far as I understand, this only affects biome distribution and size, as well as the ability to turn on and off specific biomes (say, from BoP). Is there anything else that doesn't work?
Everything works, you'll just get the exact biomes you do for the same seed in vanilla, apart from different rivers and mild coastline shifts. So no mod biomes (unless they can place themselves; TC can but I think BoP can't).
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.