I seem to have issues with this mod crashing here and there on land exploration. I have a feeling might be causing issues with the threading on generation. But I'm no programmer just taking an educated guess.
---- Minecraft Crash Report ----
// Don't be sad. I'll do better next time, I promise!
Time: 9/19/12 9:52 AM
Description: Exception in server tick loop
java.util.ConcurrentModificationException
at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
at java.util.ArrayList$Itr.next(Unknown Source)
at go.b(SourceFile:154)
at gr.b(WorldServer.java:129)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:620)
at ft.q(DedicatedServer.java:241)
at net.minecraft.server.MinecraftServer.p(MinecraftServer.java:560)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:466)
at ep.run(SourceFile:539)
Relevant Details:
- Minecraft Version: 1.3.2
- Operating System: Linux (amd64) version 2.6.32-131.0.15.el6.x86_64
- Java Version: 1.7.0_04-ea, Oracle Corporation
- Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
- Memory: 156206848 bytes (148 MB) / 503775232 bytes (480 MB) up to 6372720640 bytes (6077 MB)
- JVM Flags: 2 total; -Xincgc -Xmx6G
- FML: ~ERROR~ NullPointerException: null
- Is Modded: Definitely; 'forge,fml'
- Profiler Position: N/A (disabled)
- Player Count: 2 / 100; [gu['Kane_Hart'/234, l='world', x=-988.20, y=74.00, z=-2705.71], gu['ElectroBot'/28037, l='world', x=-498.83, y=63.00, z=912.51]]
- World world Entities: 0 total; []
- World world Players: 0 total; []
- World world Chunk Stats: ServerChunkCache: 0 Drop: 0
- Type: Dedicated Server
We don't use any of the code shown, so it may be something else. The crash report doesn't really show enough to help, please post your Forge logs to pastebin.com and then post inks to them. those will contain the information we need.
In SMP I can't place any red rock related blocks onto the ground without them disappearing instantly, also movement in quicksand is buggy. Did I install it incorrectly?
I dunno. You haven't provided enough information for me to say. Please post your log file to pastebin.com and then post link to it here.
Unrelated... but thanks for pointing Isabella II out for me Scott. I'm in love! Already working on support for various mods (bonemouse had already handled EBXL and Bunyan)
And great work on the release. Was a very pleasant surprise when I got home for work for my daily check-in. Only Problem I've seen is the flowers problem.
Large Biomes + Extrabiomes = Possibly the best thing ever! (and a good way to get new screens for the wiki )
I do not play without Isabella. Period. Bonemouse is a genius.
I just added links to the download section of the OP.
I have the CI configured so that it builds every time we complete a feature and move it to the master branch and also whenever Forge is rebuilt. The adventurous among you can get the latest bleeding edge development builds as they come fresh of the press if you are so inclined...just keep in mind that those builds can be risky and you probably on't get a lot of hearty support for them...but if you use them and report problems, it will help our beta testing process.
Thanks!
Here's the download section:
Downloads
Extrabiomes is delivered as one "universal" download that can be used for both SSP and SMP.
Infinite Loop in InitDimension... We don't use that code, but I saw on Mystcraft's site that it does not work with Forge build #252. Maybe that is it.
Maybe that's it, I thought it worked fine before installing EBXL, but I'll see if uninstalling helps.
Rollback Post to RevisionRollBack
Let’s play good guys against bad guys… Yes. Let’s play that. Are you ready? You’re the bad guy. And when you’re bad, you just run. That’s fine right? Well… Shall we play?
So after discovering that imgur and Noscript do not like each other, and turning off noscript ... I got blasted by Youtubes showing up all at once in lots of background windows when I restarted firefox.
(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?
(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?
I walk around in these amazing, stunning, beautiful vistas and environments and everytime I stumble across yet another astounding invention of that world generator ... I just ask myself... why in the world wouldn't I want to implement at the very least some of this in the vanilla, standard Minecraft world generator to make it more interesting and more varied?
I'm serious, has Jeb ever seen this mod at work? Has somebody properly presented this to him? Wouldn't he be just drooling over some of this and want to put it into Minecraft just like seen here? I know I would!
So when it says "optifine for 90% compatibility", what is not compatible?
(Still using default texture pack.)
Optifine hasn't implemented every feature of MCPatcher. On the other hand, Optifine is more compatible than MCPatcher. Isabella supports all of MCPatcher's features.
Isabella is my texture pack of choice. I test the mod using the default and I cringe every time I find day-glow reeds growing near the water...but I only play with Isabella installed.
Wow. That is like the most amazing texture pack I've ever seen. One or two years back, I've used Quandary and I loved it, but I don't really like it anymore. Don't know if it's different or that my taste has changed, but Isabella really reminds me of what Quandary was then. No wonder it was an "inspiration" for Isabella!
But with ExtraBiomesXL, Metallurgy and soon also Trees++ and (hopefully, one day) Mo' Creatures installed, I don't know if I should use the pack. I hate to NOT use it, but what I hate even more is things that aren't complete. It would drive me absolutely crazy if some textures weren't in the same style as others. That's why I always keep using the vanilla textures (that, and because of the fact I don't like 99.999% of the texture packs).
My experience is that Isabella II goes pretty well most textures designed to go with vanilla, such as Industrialcraft, etc.
I know for a fact that bonemouse has done some unofficial work on both extrabiomes and trees++ textures. (My take on Isabella textures for Extrabiomes is here with PhotoShop files available as well.) Bonemouse did most of the textures for Bunyan, a mod that we will be folding into Extrabiomes soon -- so those textures fit well with Isabella, also.
If you haven't already, be sure to drop a comment on the Isabella thread about how you like the pack and mention that you'd be interested in support for those mods. Bonemouse is a very cool guy!
I know that question was asked, but i can't find it now when i need it. So: how to disable wasteland growth? (You could put that in FAQ for future generations). Also: are villages supposed to spawn in mountain ranges? I have that and it is interesting situation, almost no wood around, except housing. Luckily chest in blacksmith had 3 saplings...so now i grow a little orchard there.
I can confirm that it was definitely EBXL that didn't want to load worlds, as it works fine without EBXL and doesn't with. What remains is checking for conflicts with GUI API, NEI, CodeChickenCore, and ID Resolver. Ah, the crash I gave you seemed to be for some reason other than why I usually get crashes. I managed to retrieve one that's positively what's causing my crashes:
---- Minecraft Crash Report ----
// Hey, that tickles! Hehehe!
Time: 9/19/12 12:22 PM
Description: Exception in server tick loop
java.lang.NullPointerException
at extrabiomes.plugin.flora.WorldGenMetadataFlowers.a(WorldGenMetadataFlowers.java:33)
at extrabiomes.plugin.flora.FlowerGenerator.generate(FlowerGenerator.java:82)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:82)
at gq.a(ChunkProviderServer.java:219)
at wl.a(Chunk.java:1184)
at gq.c(ChunkProviderServer.java:118)
at gq.d(ChunkProviderServer.java:131)
at up.e(World.java:370)
at up.a(World.java:275)
at up.c(World.java:288)
at up.b(World.java:262)
at xc.a(WorldProvider.java:84)
at gr.b(WorldServer.java:662)
at gr.a(WorldServer.java:626)
at up.<init>(World.java:225)
at gr.<init>(WorldServer.java:58)
at axv.a(IntegratedServer.java:54)
at axv.b(IntegratedServer.java:83)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:428)
at ep.run(SourceFile:539)
Relevant Details:
- Minecraft Version: 1.3.2
- Operating System: Mac OS X (x86_64) version 10.7.4
- Java Version: 1.6.0_35, Apple Inc.
- Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
- Memory: 974869792 bytes (929 MB) / 1065025536 bytes (1015 MB) up to 1065025536 bytes (1015 MB)
- JVM Flags: 2 total; -Xms1024m -Xmx1024m
- FML: FML v3.1.15.378 Minecraft Forge 4.1.2.265 13 mods loaded, 13 mods active
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ExtrabiomesXL [ExtrabiomesXL] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLCrackedSand [ExtrabiomesXL Cracked Sand Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLFlora [ExtrabiomesXL Flora Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLModSupport [EExtrabiomesXL Mod Support Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLQuicksand [ExtrabiomesXL Quicksand Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLRedRock [ExtrabiomesXL Red Rock Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLScarecrow [ExtrabiomesXL Scarecrow Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLTree [ExtrabiomesXL Custom Trees Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_IDResolver [mod_IDResolver] (IDResolver_1.3.2_COREMOD_PRE2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
- Is Modded: Definitely; 'forge,fml'
- Profiler Position: N/A (disabled)
- Player Count: 0 / 8; []
- Type: Integrated Server
Rollback Post to RevisionRollBack
Let’s play good guys against bad guys… Yes. Let’s play that. Are you ready? You’re the bad guy. And when you’re bad, you just run. That’s fine right? Well… Shall we play?
Back from the Nether after digging Mineshafts to see how they would look like. I tried looking for a fortress so we can see them next to each other, but it seems they never really spawn when you really need one.
8 Screenshots in here:
They look quite nice if I'm allowed to say so myself... they also look more or less like I imagined them. Being the Nether, there arent many ways of "decorating" the Nethershafts so I went with bricks since I think they look similar enough to netherbricks to pass as "clean" netherbricks or something. Other then that I kept them very empty. No lightsources at all except for the glowing Lava you can see outside the windows and unless they are buried under tons of Netherrack you should always have enough light to see. Some of the Nethershafts were below the Lava-sealevel since I was curious how they'd look like. Lets hope nobody is crazy enough to break the windows^^
Biggest problem so far are access-points. Normal Mineshafts are basically a 3x3 blocks of air with fences and planks at regular intervals, which makes them easy to enter and leave. Nethershafts are supposed to be like tunnels, so you either need to have some kind of door somewhere, or you break them open. A you can see in the screenshots, I decided to break them since I dont know enough about Minecrafts automatic structure generation to know how doors or similar accesspoints can be generated.
Therefore I tried to keep the construction of the Nethershafts as simple as I could.
Size is 5x5 with the inner 3x3 blocks being air. The blocks in the middle of the floor are normal bricks and due to their color they make it easy to see where the Nethershafts split into new directions.
Windows will/should be "blast resistant glass" (Recipe: Soulsand in Furnace) to prevent Ghasts from blowing them up.
How is this for Netherstructures? There are one or two construction mistakes on the pics, but they shouldn't be anything big. I also thought about adding Rooms (like the overworld dungeons) somewhere, but again, I dont know enough about structure generation to decide on that.
A while back, I actually went all-out for that pack. Even downloaded compatibility packs for the mods I was using. Unfortunately, despite having an Isabella pack, I found that Thaumcraft2 doesn't like MCPatcher's HD texture support, which is needed for the custom water and lava, so I ended up going with custom mix of Painterly textures instead.
@Namorax Those Nether shafts look pretty good. However, to be consistent with the architectural standard for Nether structures, the windows should probably be either iron bars or nether brick fence.
I can confirm that it was definitely EBXL that didn't want to load worlds, as it works fine without EBXL and doesn't with. What remains is checking for conflicts with GUI API, NEI, CodeChickenCore, and ID Resolver. Ah, the crash I gave you seemed to be for some reason other than why I usually get crashes. I managed to retrieve one that's positively what's causing my crashes:
---- Minecraft Crash Report ----
// Hey, that tickles! Hehehe!
Time: 9/19/12 12:22 PM
Description: Exception in server tick loop
java.lang.NullPointerException
at extrabiomes.plugin.flora.WorldGenMetadataFlowers.a(WorldGenMetadataFlowers.java:33)
at extrabiomes.plugin.flora.FlowerGenerator.generate(FlowerGenerator.java:82)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:82)
at gq.a(ChunkProviderServer.java:219)
at wl.a(Chunk.java:1184)
at gq.c(ChunkProviderServer.java:118)
at gq.d(ChunkProviderServer.java:131)
at up.e(World.java:370)
at up.a(World.java:275)
at up.c(World.java:288)
at up.b(World.java:262)
at xc.a(WorldProvider.java:84)
at gr.b(WorldServer.java:662)
at gr.a(WorldServer.java:626)
at up.<init>(World.java:225)
at gr.<init>(WorldServer.java:58)
at axv.a(IntegratedServer.java:54)
at axv.b(IntegratedServer.java:83)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:428)
at ep.run(SourceFile:539)
Relevant Details:
- Minecraft Version: 1.3.2
- Operating System: Mac OS X (x86_64) version 10.7.4
- Java Version: 1.6.0_35, Apple Inc.
- Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Apple Inc.
- Memory: 974869792 bytes (929 MB) / 1065025536 bytes (1015 MB) up to 1065025536 bytes (1015 MB)
- JVM Flags: 2 total; -Xms1024m -Xmx1024m
- FML: FML v3.1.15.378 Minecraft Forge 4.1.2.265 13 mods loaded, 13 mods active
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ExtrabiomesXL [ExtrabiomesXL] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLCrackedSand [ExtrabiomesXL Cracked Sand Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLFlora [ExtrabiomesXL Flora Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLModSupport [EExtrabiomesXL Mod Support Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLQuicksand [ExtrabiomesXL Quicksand Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLRedRock [ExtrabiomesXL Red Rock Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLScarecrow [ExtrabiomesXL Scarecrow Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLTree [ExtrabiomesXL Custom Trees Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_IDResolver [mod_IDResolver] (IDResolver_1.3.2_COREMOD_PRE2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
- Is Modded: Definitely; 'forge,fml'
- Profiler Position: N/A (disabled)
- Player Count: 0 / 8; []
- Type: Integrated Server
Yes, Craftiyan, this crash happened in Extrabiomes. The errant line is WorldGenMetadataFlowers.java line 33 but it is actng on a World object that was passed in and world is never supposed to be null. You are always in a world of some sort. I could patch this so it doesn't crash but that wouldn't help much because that would only mask whatever problem is causing the world to be null--again indicating some problem with the multi-dimension code (I feel like I am on a spaceship saying that. )
All of the code before the crash is vanilla minecraft code, with the exception of FlowerGenerator.java line 82 and FML's Gameregistry.java line 82, both of which only pass on to the next guy the world object given to them, without ever using the object for anything. Something is causing the vanilla code to pass a null World object to the modded code. It finally crashes because Extrabiomes tries to plant flowers in a null world, and everybody know that only makes sense in a universe parallel to our own.
This seems related to the prior crash you posted. the only thing that seems likely to me is some kind of savegame corruption.
So, I could add code here to say "Ignore any requests to plant flowers in the void" and Extrabiomes will do what I say, but then something else I don't have control over will break...
Yes, Craftiyan, this crash happened in Extrabiomes. The errant line is WorldGenMetadataFlowers.java line 33 but it is actng on a World object that was passed in and world is never supposed to be null. You are always in a world of some sort. I could patch this so it doesn't crash but that wouldn't help much because that would only mask whatever problem is causing the world to be null--again indicating some problem with the multi-dimension code (I feel like I am on a spaceship saying that. )
All of the code before the crash is vanilla minecraft code, with the exception of FlowerGenerator.java line 82 and FML's Gameregistry.java line 82, both of which only pass on to the next guy the world object given to them, without ever using the object for anything. Something is causing the vanilla code to pass a null World object to the modded code. It finally crashes because Extrabiomes tries to plant flowers in a null world, and everybody know that only makes sense in a universe parallel to our own.
This seems related to the prior crash you posted. the only thing that seems likely to me is some kind of savegame corruption.
So, I could add code here to say "Ignore any requests to plant flowers in the void" and Extrabiomes will do what I say, but then something else I don't have control over will break...
I wish I could do more to help!
Thanks. I'll try to see if launching with nothing but Forge lets me open a world, then see what exactly is causing the incompatibility.
Rollback Post to RevisionRollBack
Let’s play good guys against bad guys… Yes. Let’s play that. Are you ready? You’re the bad guy. And when you’re bad, you just run. That’s fine right? Well… Shall we play?
The incompatibility has positively been identified as ID Resolver, and for some reason, this time, I'm getting yet another crash:
---- Minecraft Crash Report ----
// I bet Cylons wouldn't have this problem.
Time: 9/19/12 2:06 PM
Description: Exception in server tick loop
java.lang.NullPointerException
at wl.a(Chunk.java:690)
at up.a(World.java:400)
at up.c(World.java:378)
at xy.a(SourceFile:32)
at extrabiomes.trees.WorldGenFirTree.a(WorldGenFirTree.java:85)
at vo.a(SourceFile:96)
at vo.a(SourceFile:27)
at vk.a(SourceFile:213)
at xn.a(SourceFile:452)
at gq.a(ChunkProviderServer.java:218)
at wl.a(Chunk.java:1189)
at gq.c(ChunkProviderServer.java:118)
at net.minecraft.server.MinecraftServer.d(MinecraftServer.java:279)
at axv.a(IntegratedServer.java:67)
at axv.b(IntegratedServer.java:83)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:428)
at ep.run(SourceFile:539)
Relevant Details:
- Minecraft Version: 1.3.2
- Operating System: Mac OS X (x86_64) version 10.7.4
- Java Version: 1.6.0_35, Apple Inc.
- Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
- Memory: 977082896 bytes (931 MB) / 1065025536 bytes (1015 MB) up to 1065025536 bytes (1015 MB)
- JVM Flags: 2 total; -Xms1024m -Xmx1024m
- FML: FML v3.1.15.378 Minecraft Forge 4.1.2.265 13 mods loaded, 13 mods active
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ExtrabiomesXL [ExtrabiomesXL] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLCrackedSand [ExtrabiomesXL Cracked Sand Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLFlora [ExtrabiomesXL Flora Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLModSupport [EExtrabiomesXL Mod Support Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLQuicksand [ExtrabiomesXL Quicksand Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLRedRock [ExtrabiomesXL Red Rock Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLScarecrow [ExtrabiomesXL Scarecrow Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLTree [ExtrabiomesXL Custom Trees Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_IDResolver [mod_IDResolver] (IDResolver_1.3.2_COREMOD_PRE2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
- Is Modded: Definitely; 'forge,fml'
- Profiler Position: N/A (disabled)
- Player Count: 0 / 8; []
- World New World Entities: 0 total; []
- World New World Players: 0 total; []
- World New World Chunk Stats: ServerChunkCache: 0 Drop: 0
- Type: Integrated Server
Very weird. I really don't know whether to complain to you or ShaRose.
Rollback Post to RevisionRollBack
Let’s play good guys against bad guys… Yes. Let’s play that. Are you ready? You’re the bad guy. And when you’re bad, you just run. That’s fine right? Well… Shall we play?
Hey I just had to finally comment on this amazing mod! Thanks for making my Minecraft experience 100% better. But there is one problem I am using the dev release and cannot find the seed for a world I created when I press f3, other than that it's been my fav mod since it was first released!
I'm seeing some pretty straight borders between biomes sometimes, here's one :-
The world generators for with and without EBXL are totally different, so if you have it render EBXL terrain in a world that was previously normal, it's going to invoke the new generator, which gives you weird transitions.
Rollback Post to RevisionRollBack
Let’s play good guys against bad guys… Yes. Let’s play that. Are you ready? You’re the bad guy. And when you’re bad, you just run. That’s fine right? Well… Shall we play?
We don't use any of the code shown, so it may be something else. The crash report doesn't really show enough to help, please post your Forge logs to pastebin.com and then post inks to them. those will contain the information we need.
I dunno. You haven't provided enough information for me to say. Please post your log file to pastebin.com and then post link to it here.
Try the other door.
I do not play without Isabella. Period. Bonemouse is a genius.
Although I am hassling XCompWiz about finishing his API so I can do some interesting things!
I have the CI configured so that it builds every time we complete a feature and move it to the master branch and also whenever Forge is rebuilt. The adventurous among you can get the latest bleeding edge development builds as they come fresh of the press if you are so inclined...just keep in mind that those builds can be risky and you probably on't get a lot of hearty support for them...but if you use them and report problems, it will help our beta testing process.
Thanks!
Here's the download section:
Maybe that's it, I thought it worked fine before installing EBXL, but I'll see if uninstalling helps.
You have not followed the install instructions found in the first post. The mod does not go in minecraft.jar.
So after discovering that imgur and Noscript do not like each other, and turning off noscript ... I got blasted by Youtubes showing up all at once in lots of background windows when I restarted firefox.
Once I got that under control ...
** The Cracked Sand invasion album!
http://imgur.com/a/2gKCa
Showing what happens when this scenic spawn point
... gets invaded by cracked sand (picture taken after about 8 hours) ...
... and it spreads (20 hours) ...
... and spreads (1.25 days) ...
... and -- surprise??? A three block vertical climb???
More pictures for your amusement at that link.
Server will continue to be eaten "alive" until the server-safe CS release ... "real soon now" I hope.
* 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?
Isabella.
Very nice album.
So when it says "optifine for 90% compatibility", what is not compatible?
(Still using default texture pack.)
* 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?
I don't know if he has seen it...
Optifine hasn't implemented every feature of MCPatcher. On the other hand, Optifine is more compatible than MCPatcher. Isabella supports all of MCPatcher's features.
Isabella is my texture pack of choice. I test the mod using the default and I cringe every time I find day-glow reeds growing near the water...but I only play with Isabella installed.
My experience is that Isabella II goes pretty well most textures designed to go with vanilla, such as Industrialcraft, etc.
I know for a fact that bonemouse has done some unofficial work on both extrabiomes and trees++ textures. (My take on Isabella textures for Extrabiomes is here with PhotoShop files available as well.) Bonemouse did most of the textures for Bunyan, a mod that we will be folding into Extrabiomes soon -- so those textures fit well with Isabella, also.
If you haven't already, be sure to drop a comment on the Isabella thread about how you like the pack and mention that you'd be interested in support for those mods. Bonemouse is a very cool guy!
I made an FAQ entry per your suggestion. Also one for villages.
On a side note, anyone can edit our wiki pages, meaning the community can add texture packs, FAQs, screenshots, banners, etc!
// Hey, that tickles! Hehehe!
Time: 9/19/12 12:22 PM
Description: Exception in server tick loop
java.lang.NullPointerException
at extrabiomes.plugin.flora.WorldGenMetadataFlowers.a(WorldGenMetadataFlowers.java:33)
at extrabiomes.plugin.flora.FlowerGenerator.generate(FlowerGenerator.java:82)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:82)
at gq.a(ChunkProviderServer.java:219)
at wl.a(Chunk.java:1184)
at gq.c(ChunkProviderServer.java:118)
at gq.d(ChunkProviderServer.java:131)
at up.e(World.java:370)
at up.a(World.java:275)
at up.c(World.java:288)
at up.b(World.java:262)
at xc.a(WorldProvider.java:84)
at gr.b(WorldServer.java:662)
at gr.a(WorldServer.java:626)
at up.<init>(World.java:225)
at gr.<init>(WorldServer.java:58)
at axv.a(IntegratedServer.java:54)
at axv.b(IntegratedServer.java:83)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:428)
at ep.run(SourceFile:539)
Relevant Details:
- Minecraft Version: 1.3.2
- Operating System: Mac OS X (x86_64) version 10.7.4
- Java Version: 1.6.0_35, Apple Inc.
- Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
- Memory: 974869792 bytes (929 MB) / 1065025536 bytes (1015 MB) up to 1065025536 bytes (1015 MB)
- JVM Flags: 2 total; -Xms1024m -Xmx1024m
- FML: FML v3.1.15.378 Minecraft Forge 4.1.2.265 13 mods loaded, 13 mods active
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ExtrabiomesXL [ExtrabiomesXL] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLCrackedSand [ExtrabiomesXL Cracked Sand Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLFlora [ExtrabiomesXL Flora Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLModSupport [EExtrabiomesXL Mod Support Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLQuicksand [ExtrabiomesXL Quicksand Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLRedRock [ExtrabiomesXL Red Rock Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLScarecrow [ExtrabiomesXL Scarecrow Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLTree [ExtrabiomesXL Custom Trees Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_IDResolver [mod_IDResolver] (IDResolver_1.3.2_COREMOD_PRE2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
- Is Modded: Definitely; 'forge,fml'
- Profiler Position: N/A (disabled)
- Player Count: 0 / 8; []
- Type: Integrated Server
8 Screenshots in here:
They look quite nice if I'm allowed to say so myself... they also look more or less like I imagined them. Being the Nether, there arent many ways of "decorating" the Nethershafts so I went with bricks since I think they look similar enough to netherbricks to pass as "clean" netherbricks or something. Other then that I kept them very empty. No lightsources at all except for the glowing Lava you can see outside the windows and unless they are buried under tons of Netherrack you should always have enough light to see. Some of the Nethershafts were below the Lava-sealevel since I was curious how they'd look like. Lets hope nobody is crazy enough to break the windows^^
Biggest problem so far are access-points. Normal Mineshafts are basically a 3x3 blocks of air with fences and planks at regular intervals, which makes them easy to enter and leave. Nethershafts are supposed to be like tunnels, so you either need to have some kind of door somewhere, or you break them open. A you can see in the screenshots, I decided to break them since I dont know enough about Minecrafts automatic structure generation to know how doors or similar accesspoints can be generated.
Therefore I tried to keep the construction of the Nethershafts as simple as I could.
Size is 5x5 with the inner 3x3 blocks being air. The blocks in the middle of the floor are normal bricks and due to their color they make it easy to see where the Nethershafts split into new directions.
Windows will/should be "blast resistant glass" (Recipe: Soulsand in Furnace) to prevent Ghasts from blowing them up.
How is this for Netherstructures? There are one or two construction mistakes on the pics, but they shouldn't be anything big. I also thought about adding Rooms (like the overworld dungeons) somewhere, but again, I dont know enough about structure generation to decide on that.
Extrabiomes does not determine biome boundaries in any way. Vanilla minecraft bug.
A while back, I actually went all-out for that pack. Even downloaded compatibility packs for the mods I was using. Unfortunately, despite having an Isabella pack, I found that Thaumcraft2 doesn't like MCPatcher's HD texture support, which is needed for the custom water and lava, so I ended up going with custom mix of Painterly textures instead.
@Namorax Those Nether shafts look pretty good. However, to be consistent with the architectural standard for Nether structures, the windows should probably be either iron bars or nether brick fence.
Yes, Craftiyan, this crash happened in Extrabiomes. The errant line is WorldGenMetadataFlowers.java line 33 but it is actng on a World object that was passed in and world is never supposed to be null. You are always in a world of some sort. I could patch this so it doesn't crash but that wouldn't help much because that would only mask whatever problem is causing the world to be null--again indicating some problem with the multi-dimension code (I feel like I am on a spaceship saying that. )
All of the code before the crash is vanilla minecraft code, with the exception of FlowerGenerator.java line 82 and FML's Gameregistry.java line 82, both of which only pass on to the next guy the world object given to them, without ever using the object for anything. Something is causing the vanilla code to pass a null World object to the modded code. It finally crashes because Extrabiomes tries to plant flowers in a null world, and everybody know that only makes sense in a universe parallel to our own.
This seems related to the prior crash you posted. the only thing that seems likely to me is some kind of savegame corruption.
So, I could add code here to say "Ignore any requests to plant flowers in the void" and Extrabiomes will do what I say, but then something else I don't have control over will break...
I wish I could do more to help!
https://github.com/ExtrabiomesXL/ExtrabiomesXL/issues/85
I just checked the code. Snowy rainforest has always generated the default trees--just more of them. There has been no change.
EDIT: That being said...I see the picture on the wiki so at some point thee were different trees...so I need to make a change.
Thanks. I'll try to see if launching with nothing but Forge lets me open a world, then see what exactly is causing the incompatibility.
// I bet Cylons wouldn't have this problem.
Time: 9/19/12 2:06 PM
Description: Exception in server tick loop
java.lang.NullPointerException
at wl.a(Chunk.java:690)
at up.a(World.java:400)
at up.c(World.java:378)
at xy.a(SourceFile:32)
at extrabiomes.trees.WorldGenFirTree.a(WorldGenFirTree.java:85)
at vo.a(SourceFile:96)
at vo.a(SourceFile:27)
at vk.a(SourceFile:213)
at xn.a(SourceFile:452)
at gq.a(ChunkProviderServer.java:218)
at wl.a(Chunk.java:1189)
at gq.c(ChunkProviderServer.java:118)
at net.minecraft.server.MinecraftServer.d(MinecraftServer.java:279)
at axv.a(IntegratedServer.java:67)
at axv.b(IntegratedServer.java:83)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:428)
at ep.run(SourceFile:539)
Relevant Details:
- Minecraft Version: 1.3.2
- Operating System: Mac OS X (x86_64) version 10.7.4
- Java Version: 1.6.0_35, Apple Inc.
- Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
- Memory: 977082896 bytes (931 MB) / 1065025536 bytes (1015 MB) up to 1065025536 bytes (1015 MB)
- JVM Flags: 2 total; -Xms1024m -Xmx1024m
- FML: FML v3.1.15.378 Minecraft Forge 4.1.2.265 13 mods loaded, 13 mods active
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ExtrabiomesXL [ExtrabiomesXL] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLCrackedSand [ExtrabiomesXL Cracked Sand Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLFlora [ExtrabiomesXL Flora Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLModSupport [EExtrabiomesXL Mod Support Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLQuicksand [ExtrabiomesXL Quicksand Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLRedRock [ExtrabiomesXL Red Rock Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLScarecrow [ExtrabiomesXL Scarecrow Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EBXLTree [ExtrabiomesXL Custom Trees Plugin] (extrabiomesxl-universal-3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_IDResolver [mod_IDResolver] (IDResolver_1.3.2_COREMOD_PRE2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
- Is Modded: Definitely; 'forge,fml'
- Profiler Position: N/A (disabled)
- Player Count: 0 / 8; []
- World New World Entities: 0 total; []
- World New World Players: 0 total; []
- World New World Chunk Stats: ServerChunkCache: 0 Drop: 0
- Type: Integrated Server
Very weird. I really don't know whether to complain to you or ShaRose.
The world generators for with and without EBXL are totally different, so if you have it render EBXL terrain in a world that was previously normal, it's going to invoke the new generator, which gives you weird transitions.