cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: paste
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:652)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:197)
at net.minecraft.client.Minecraft.a(Minecraft.java:469)
at net.minecraft.client.Minecraft.run(Minecraft.java:756)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoSuchFieldError: paste
at extrabiomes.module.fabrica.Fabrica.init(Fabrica.java:56)
at net.minecraftforge.event.ASMEventHandler_19_Fabrica_init_ModuleInitEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:35)
at net.minecraftforge.event.EventBus.post(EventBus.java:103)
at extrabiomes.Module.postEvent(Module.java:28)
at extrabiomes.Extrabiomes.init(Extrabiomes.java:65)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:440)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:651)
... 4 more
I'm using the 3.5.3 build- I had to, because otherwise I get a different error relating to trees. I apologize if it's not right to post crashes relating to development builds. I've tried this with both the latest version of Forge (6.4.1.425) and the earliest version my install requires (6.4.1.407) and got the same error each time. I really don't want to play without this mod, so if I could please be pointed in the right direction, I would appreciate it!
I believe I asked something similar to this before but didn't really get the answer I was looking for. Is there a plan to implement coding to keep the biomes from coming together and meeting abruptly?
I loved the options with this mod, but when some biomes came together at 4 corners, sometimes the ground level would be abruptly offset by like 10+ blocks. This made for very unrealistic and unpleasant game play IMO. If this got coded for biomes to meld together better, it'd be at the top of my list!
Per Scott:
Posted Yesterday, 11:30 AM Community Update
The Forge team has integrated a sweeping change that I put together that gives new power to modders to affect Overworld terrain generation. This change is currently in testing. When it is released, it will allow us to add some amazing features, including these:
Reduce the number of tree-specific biomes (like birch forest, or autumn woods) -- so that you can walk in a forest and stumble upon a cherry grove...or watch it change into a redwood forest as you move into colder territory...basically provide a more organic experience.
Add technical biomes that make the transitions between biomes more organic.
This should take care of the issue you are talking about.
cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: paste
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:652)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:197)
at net.minecraft.client.Minecraft.a(Minecraft.java:469)
at net.minecraft.client.Minecraft.run(Minecraft.java:756)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoSuchFieldError: paste
at extrabiomes.module.fabrica.Fabrica.init(Fabrica.java:56)
at net.minecraftforge.event.ASMEventHandler_19_Fabrica_init_ModuleInitEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:35)
at net.minecraftforge.event.EventBus.post(EventBus.java:103)
at extrabiomes.Module.postEvent(Module.java:28)
at extrabiomes.Extrabiomes.init(Extrabiomes.java:65)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:440)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:651)
... 4 more
I'm using the 3.5.3 build- I had to, because otherwise I get a different error relating to trees. I apologize if it's not right to post crashes relating to development builds. I've tried this with both the latest version of Forge (6.4.1.425) and the earliest version my install requires (6.4.1.407) and got the same error each time. I really don't want to play without this mod, so if I could please be pointed in the right direction, I would appreciate it!
Please refer to the OP and follow the instructions there regarding which error report we need and we will see what we can do to help.
This is just an addition or +1 if you will to the updating of the mod to a higher Forge build (not just dev builds). I really consider this mod a staple of any minecraft experience! Right now many many essential mods have updated to Forge 408+ and even higher (which I am sure you are well aware), where many of my personal, gamecrashing bugs have been fixed. Yet, I cannot update because I am am still having bugs that are related to XBXL only, with any forge greater than .411.
One example (I knew I should have taken a screen shot =( ugh, sorry): With Dev build 3.5.1, 3.5.2, 3.5.3 and Forge .424, all XBXL Trees, both wood and leaves had turned into different blocks from different mods. I re-ran the ID Resolver and nothing. I am running exactly 40 mods and out of those 40, XBXL is the only one that does not play well with Forge .408+.
Besides what sounds to be a rant, I want thank you for all the hard work. Also, ScottKillen, those screenshots you shared the other day of your WIP Project with the terrain being affected by the height of biomes (Snowy mountain tops with forests below), was SICK man, absolutely SICK! I cannot wait! Looks amazing!
Thank you for such a great mod and for all of your hard work.
One request for EB4 or even 3.6: please please please get all the wood in the ore dictionary. Lots of the new tree planks can't be made into any mod items. Thanks and keep up the good work!
All of our wood is in the ore dictionary. The ore dictionary requires two things: Mods needs to make their items available via the ore dictionary. Then...the mods must use ore dictionary recipes. Some mods choose not to use the ore dictionary for their recipes...this is the case with IC2 which was using it and changed back to not using it. Other mods, like Railcraft and Forestry, use ore dictionary recipes and therefore our items work in their recipes.
Would you please consider making it possible to place your custom saplings in flower pots?
The saplings look nice and especially the acacia sapling looks like a bonsai. And I'd like a bonsai or two in my home.
That has been considered, and was on the agenda at one time...but it is not as easy as it seems as it involves making a new custom flower pot block that can be that has to be swapped for the vanilla block. There are plans to fix this on a lower level within forge..so we removed it from our list.
I believe I asked something similar to this before but didn't really get the answer I was looking for. Is there a plan to implement coding to keep the biomes from coming together and meeting abruptly?
I loved the options with this mod, but when some biomes came together at 4 corners, sometimes the ground level would be abruptly offset by like 10+ blocks. This made for very unrealistic and unpleasant game play IMO. If this got coded for biomes to meld together better, it'd be at the top of my list!
What you are experiencing is what happens when you add the mod to a world generated without the mod, or enable and disable biomes after generating a world. The problem happens because vanilla terrain generator has a different number of biomes to choose from and therefore chooses a different biome than it would have chosen had number or order of biomes not changed...The terrain generator normally chooses biomes in a way that preserve the height of the land from chunk to chunk...but this gets all messed up when the number or order of biomes in the available biome list changes. this is not a problem with the mod...but is an artifact of modding the game.
cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: paste
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:652)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:197)
at net.minecraft.client.Minecraft.a(Minecraft.java:469)
at net.minecraft.client.Minecraft.run(Minecraft.java:756)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoSuchFieldError: paste
at extrabiomes.module.fabrica.Fabrica.init(Fabrica.java:56)
at net.minecraftforge.event.ASMEventHandler_19_Fabrica_init_ModuleInitEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:35)
at net.minecraftforge.event.EventBus.post(EventBus.java:103)
at extrabiomes.Module.postEvent(Module.java:28)
at extrabiomes.Extrabiomes.init(Extrabiomes.java:65)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:440)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:651)
... 4 more
I'm using the 3.5.3 build- I had to, because otherwise I get a different error relating to trees. I apologize if it's not right to post crashes relating to development builds. I've tried this with both the latest version of Forge (6.4.1.425) and the earliest version my install requires (6.4.1.407) and got the same error each time. I really don't want to play without this mod, so if I could please be pointed in the right direction, I would appreciate it!
To help, we really need more information including the full forge log.
This is just an addition or +1 if you will to the updating of the mod to a higher Forge build (not just dev builds). I really consider this mod a staple of any minecraft experience! Right now many many essential mods have updated to Forge 408+ and even higher (which I am sure you are well aware), where many of my personal, gamecrashing bugs have been fixed. Yet, I cannot update because I am am still having bugs that are related to XBXL only, with any forge greater than .411.
One example (I knew I should have taken a screen shot =( ugh, sorry): With Dev build 3.5.1, 3.5.2, 3.5.3 and Forge .424, all XBXL Trees, both wood and leaves had turned into different blocks from different mods. I re-ran the ID Resolver and nothing. I am running exactly 40 mods and out of those 40, XBXL is the only one that does not play well with Forge .408+.
Besides what sounds to be a rant, I want thank you for all the hard work. Also, ScottKillen, those screenshots you shared the other day of your WIP Project with the terrain being affected by the height of biomes (Snowy mountain tops with forests below), was SICK man, absolutely SICK! I cannot wait! Looks amazing!
Thank you for such a great mod and for all of your hard work.
I understand. There is a development version released last night that is going through its paces and we are close to releasing a new official release that will support the latest forge. Until now, no one has reported the problem you have. From what you describe, it sounds like the blockIDs were shuffled. The version of Forge that you are running (yes I know other mods require it) is not stable and the last official stable version of forge is build 397. (Which is one of the reasons we have not updated.) The big change in between that version and the version you are using is the config file handling. Should you open the config file you will notice that the format has changed considerably...I can't say for sure, but I feel it is likely that the blockIDs were shuffled in your case. I'm afraid the only hope for this is referring to a back u to restore the older blockIDs.
And thanks! About the screenshots...they were mock ups that someone had done on reddit and what we hope to achieve...but not screenshots of anything yet in development.
The Forge team has integrated a sweeping change that I put together that gives new power to modders to affect Overworld terrain generation. This change is currently in testing. When it is released, it will allow us to add some amazing features, including these:
Reduce the number of tree-specific biomes (like birch forest, or autumn woods) -- so that you can walk in a forest and stumble upon a cherry grove...or watch it change into a redwood forest as you move into colder territory...basically provide a more organic experience.
Add technical biomes that make the transitions between biomes more organic.
This should take care of the issue you are talking about.
I understand. There is a development version released last night that is going through its paces and we are close to releasing a new official release that will support the latest forge. Until now, no one has reported the problem you have. From what you describe, it sounds like the blockIDs were shuffled. The version of Forge that you are running (yes I know other mods require it) is not stable and the last official stable version of forge is build 397. (Which is one of the reasons we have not updated.) The big change in between that version and the version you are using is the config file handling. Should you open the config file you will notice that the format has changed considerably...I can't say for sure, but I feel it is likely that the blockIDs were shuffled in your case. I'm afraid the only hope for this is referring to a back u to restore the older blockIDs.
And thanks! About the screenshots...they were mock ups that someone had done on reddit and what we hope to achieve...but not screenshots of anything yet in development.
Ya, I was aware that forge didn't have an official stable build past .397. It's a double edged sword, because many of the bug fixes for other mods happened above .397 yet none above that are recommended lol..
I did do a fresh install of everything though and loaded my old world as well as created a new, so maybe it was the ID's being jumbled about. I thought ID Resolver would solve that though.. hmmm.. I honestly did try to fly outside of chunks that were already explored to see if it reoccured there as well, and it did. Not a biggie, didn't want to be one of those dime a dozen immature complainers that hate you for putting out a great mod but not fixing it to their liking lol...
No matter, it's not like it's the end of the world, me having toplay my normal world, which honestly works fine minus a few inconveniences. But, what is life without a few inconveniences?!
Thanks again, sorry about the misunderstanding with the screens. I am sure whatever you guys have in the works will be fantastic nonetheless!
Ya, I was aware that forge didn't have an official stable build past .397. It's a double edged sword, because many of the bug fixes for other mods happened above .397 yet none above that are recommended lol..
I did do a fresh install of everything though and loaded my old world as well as created a new, so maybe it was the ID's being jumbled about. I thought ID Resolver would solve that though.. hmmm.. I honestly did try to fly outside of chunks that were already explored to see if it reoccured there as well, and it did. Not a biggie, didn't want to be one of those dime a dozen immature complainers that hate you for putting out a great mod but not fixing it to their liking lol...
No matter, it's not like it's the end of the world, me having toplay my normal world, which honestly works fine minus a few inconveniences. But, what is life without a few inconveniences?!
Thanks again, sorry about the misunderstanding with the screens. I am sure whatever you guys have in the works will be fantastic nonetheless!
No problem, Riptiduh...
I wasn't meaning anything against you...I appreciate your dilemma...
Here is how you can test to make sure everything is set up right...If our blocks properly show up in NEI, or creative inventory...the the problem is definitely an ID shift...I don't know enough about IDResolver to understand why t would have happened.
I'd like to know if others are also experiencing this...I don't think I have...but I will check before making a public release.
It's the exact same items I was reporting missing a few pages back. Same ID's and everything. Tinkering with optifine didn't seem to resolve it for me either. No texture packs, Fully updated Forge, NEI, CCC, and XBXL (tried both recommended and dev versions).
Hi
I'm trying to install ExtrabiomesXL on a forge server. I have the server working with forge, but as soon as I paste the ExtrabiomeXL .jar into the 'mods' folder and try to run, my console starts throwing all sorts of errors at me:
I can tell that it cannot intialize properly because of the mod, but I cant read it well enough to understand why. Any help available?
Extra Info
Forge: minecraftforge-universal-1.4.5-6.4.1.426
Minecraft-server.jar is the latest version available on the minecraft.net website
Using the latest recommended version of Extrabiomes.XL
Wrong version of Forge. You have do downgrade forge, or switch to the Dev Extrabiomes XL
It's the exact same items I was reporting missing a few pages back. Same ID's and everything. Tinkering with optifine didn't seem to resolve it for me either. No texture packs, Fully updated Forge, NEI, CCC, and XBXL (tried both recommended and dev versions).
cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: paste
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:652)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:197)
at net.minecraft.client.Minecraft.a(Minecraft.java:469)
at net.minecraft.client.Minecraft.run(Minecraft.java:756)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NoSuchFieldError: paste
at extrabiomes.module.fabrica.Fabrica.init(Fabrica.java:56)
at net.minecraftforge.event.ASMEventHandler_19_Fabrica_init_ModuleInitEvent.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:35)
at net.minecraftforge.event.EventBus.post(EventBus.java:103)
at extrabiomes.Module.postEvent(Module.java:28)
at extrabiomes.Extrabiomes.init(Extrabiomes.java:65)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:440)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:651)
... 4 more
I'm using the 3.5.3 build- I had to, because otherwise I get a different error relating to trees. I apologize if it's not right to post crashes relating to development builds. I've tried this with both the latest version of Forge (6.4.1.425) and the earliest version my install requires (6.4.1.407) and got the same error each time. I really don't want to play without this mod, so if I could please be pointed in the right direction, I would appreciate it!
Per Scott:
Posted Yesterday, 11:30 AM
Community Update
The Forge team has integrated a sweeping change that I put together that gives new power to modders to affect Overworld terrain generation. This change is currently in testing. When it is released, it will allow us to add some amazing features, including these:
Please refer to the OP and follow the instructions there regarding which error report we need and we will see what we can do to help.
Forge 6.4.1.425
ChickenCodeCore 0.6.13
NotEnoughItems 1.4.3.2
ExtraBiomesXL 3.5.3
And the following items are invisible and unnamed:
Blocks 4092:5-4092:15 and 4093:8-4093:15.
Same thing with ExtraBiomesXL 3.5.4
This is just an addition or +1 if you will to the updating of the mod to a higher Forge build (not just dev builds). I really consider this mod a staple of any minecraft experience! Right now many many essential mods have updated to Forge 408+ and even higher (which I am sure you are well aware), where many of my personal, gamecrashing bugs have been fixed. Yet, I cannot update because I am am still having bugs that are related to XBXL only, with any forge greater than .411.
One example (I knew I should have taken a screen shot =( ugh, sorry): With Dev build 3.5.1, 3.5.2, 3.5.3 and Forge .424, all XBXL Trees, both wood and leaves had turned into different blocks from different mods. I re-ran the ID Resolver and nothing. I am running exactly 40 mods and out of those 40, XBXL is the only one that does not play well with Forge .408+.
Besides what sounds to be a rant, I want thank you for all the hard work. Also, ScottKillen, those screenshots you shared the other day of your WIP Project with the terrain being affected by the height of biomes (Snowy mountain tops with forests below), was SICK man, absolutely SICK! I cannot wait! Looks amazing!
Thank you for such a great mod and for all of your hard work.
All of our wood is in the ore dictionary. The ore dictionary requires two things: Mods needs to make their items available via the ore dictionary. Then...the mods must use ore dictionary recipes. Some mods choose not to use the ore dictionary for their recipes...this is the case with IC2 which was using it and changed back to not using it. Other mods, like Railcraft and Forestry, use ore dictionary recipes and therefore our items work in their recipes.
Ninja'd again by the lady ninja!
That has been considered, and was on the agenda at one time...but it is not as easy as it seems as it involves making a new custom flower pot block that can be that has to be swapped for the vanilla block. There are plans to fix this on a lower level within forge..so we removed it from our list.
What you are experiencing is what happens when you add the mod to a world generated without the mod, or enable and disable biomes after generating a world. The problem happens because vanilla terrain generator has a different number of biomes to choose from and therefore chooses a different biome than it would have chosen had number or order of biomes not changed...The terrain generator normally chooses biomes in a way that preserve the height of the land from chunk to chunk...but this gets all messed up when the number or order of biomes in the available biome list changes. this is not a problem with the mod...but is an artifact of modding the game.
To help, we really need more information including the full forge log.
We really need more information to help you.
I understand. There is a development version released last night that is going through its paces and we are close to releasing a new official release that will support the latest forge. Until now, no one has reported the problem you have. From what you describe, it sounds like the blockIDs were shuffled. The version of Forge that you are running (yes I know other mods require it) is not stable and the last official stable version of forge is build 397. (Which is one of the reasons we have not updated.) The big change in between that version and the version you are using is the config file handling. Should you open the config file you will notice that the format has changed considerably...I can't say for sure, but I feel it is likely that the blockIDs were shuffled in your case. I'm afraid the only hope for this is referring to a back u to restore the older blockIDs.
And thanks! About the screenshots...they were mock ups that someone had done on reddit and what we hope to achieve...but not screenshots of anything yet in development.
Please see the OP about which version of Forge to use with the development version of this mod...or revert to the stable version of this mod.
I was furious all week because your "developer's builds" link does not work on mobile browsers
at least, it didn't for me across three devices
Friggin' sweet! Cannot wait to see this!!!
yeah, mediafire tends to not work well in folder view in mobile anything
but I can download from regular mediafire links just fine otherwise
Ya, I was aware that forge didn't have an official stable build past .397. It's a double edged sword, because many of the bug fixes for other mods happened above .397 yet none above that are recommended lol..
I did do a fresh install of everything though and loaded my old world as well as created a new, so maybe it was the ID's being jumbled about. I thought ID Resolver would solve that though.. hmmm.. I honestly did try to fly outside of chunks that were already explored to see if it reoccured there as well, and it did. Not a biggie, didn't want to be one of those dime a dozen immature complainers that hate you for putting out a great mod but not fixing it to their liking lol...
No matter, it's not like it's the end of the world, me having toplay my normal world, which honestly works fine minus a few inconveniences. But, what is life without a few inconveniences?!
Thanks again, sorry about the misunderstanding with the screens. I am sure whatever you guys have in the works will be fantastic nonetheless!
Pastebin: http://pastebin.com/qE8zpSww
Screenshot: http://i.imgur.com/4O3B4.png
No problem, Riptiduh...
I wasn't meaning anything against you...I appreciate your dilemma...
Here is how you can test to make sure everything is set up right...If our blocks properly show up in NEI, or creative inventory...the the problem is definitely an ID shift...I don't know enough about IDResolver to understand why t would have happened.
I'd like to know if others are also experiencing this...I don't think I have...but I will check before making a public release.
It's the exact same items I was reporting missing a few pages back. Same ID's and everything. Tinkering with optifine didn't seem to resolve it for me either. No texture packs, Fully updated Forge, NEI, CCC, and XBXL (tried both recommended and dev versions).
I got that with 353---just backed it down to 352 again. Will try 354 later.
OK...those items aren't anything, but they are annoying...I'll work on it tonight. Thanks!