As far as I know if you use the 1.6.4 versions of both mods they have continued to be compatible. I don't use BoP so can't say for sure, but I know I've seen other people post about using both. As far as 1.7 version, I would think they would still be compatible. We will be adding our own world type at some point, but I don't think that will matter as I have seen people use BoP and Highlands, both of which have their own world type. I think the most important thing will be to make sure you aren't duplicating any biome ID's. I know that BoP does use a lot of them, so you will probably have to do some ID changes in the config files.
Thanks for replying but i'm kinda confused if both used there own world type i wouldn't be able to have 1 world with biomes from both mods right? Sorry im kinda new at mods
I'm not sure if anyone has brought this up (or even noticed it), but setting the ID of "Strawberry," presumably the block ID, to 0 causes an odd glitch wherein the strawberry plant blocks become invisible,, and it is impossible to place blocks at any y-value other than that at which the strawberry plants generated.
I'm getting a crash that seems to be due to a 3-way mod conflict. When using Extrabiomes XL (5.13.7) and Extra Utilities (1.0.3c) and Crafting Manager (0.3.2) I get this crash when attempting to start Minecraft:
Any two of those mods together do not crash. It's only the combination of all three, even though Extra Utilities isn't mentioned in the stacktrace. I haven't got any idea which mod is doing something wrong, so I'm reporting it to each one.
I had a sneaky-peek at the cited line of code in Extrabiomes and it appears that somehow, somewhere, Crafting Manager is asking for the 7th member of an Extrabiomes array that has 5 entries? Is this a legit case in need of extra array-length safety checks in Extrabiomes, or is one of the other mods (probably Extra Utilities) messing it up?
I'm getting a crash that seems to be due to a 3-way mod conflict. When using Extrabiomes XL (5.13.7) and Extra Utilities (1.0.3c) and Crafting Manager (0.3.2) I get this crash when attempting to start Minecraft:
Any two of those mods together do not crash. It's only the combination of all three, even though Extra Utilities isn't mentioned in the stacktrace. I haven't got any idea which mod is doing something wrong, so I'm reporting it to each one.
I had a sneaky-peek at the cited line of code in Extrabiomes and it appears that somehow, somewhere, Crafting Manager is asking for the 7th member of an Extrabiomes array that has 5 entries? Is this a legit case in need of extra array-length safety checks in Extrabiomes, or is one of the other mods (probably Extra Utilities) messing it up?
</work>
Extrabiomes is not specifying the size of the array. The array is the 'values' array of an enum, which is created by Java and always contains the members of the enum. There are five saplings in the enum...so the array has length 5. We could put an error check here...but the problem is being caused by something in Crafting Manager (maybe a bad recipe...or maybe bad handling of wildcard recipes)
EDIT: What I mean by "bad handling" is that Crafting Manager could anticipate this kind of error when dealing with wildcards and catch the exception.
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Good morning (afternoon, evening),
I'm trying to start up a modded server with a friend, and we're running into an issue with EBXL (and just EBXL).
2014-03-25 11:59:07 [SEVERE] [ForgeModLoader] Caught exception from ExtrabiomesXL
java.lang.IllegalAccessError
at net.minecraftforge.common.BiomeManager.addVillageBiome(BiomeManager.java:25)
at extrabiomes.handlers.BiomeHandler.enableBiomes(BiomeHandler.java:61)
at extrabiomes.Extrabiomes.preInit(Extrabiomes.java:136)
Everything works fine in single-player, and everything is up to date. I've run out of ideas for solving this one, and any help would be greatly appreciated.
Nothing on the strawberry bug then, or is that something that only I'm dealing with? It would be appreciated if at least one other person could comment on what happens when they set the strawberry ID to 0.
Sorry if I seem impatient, but this is one of the only major snags in me setting up a private modpack I've been working on. It wouldn't be an issue if strawberry plants themselves could be broken and farmed, but they are impossible to break unless you break the block below them.
Nothing on the strawberry bug then, or is that something that only I'm dealing with? It would be appreciated if at least one other person could comment on what happens when they set the strawberry ID to 0.
Sorry if I seem impatient, but this is one of the only major snags in me setting up a private modpack I've been working on. It wouldn't be an issue if strawberry plants themselves could be broken and farmed, but they are impossible to break unless you break the block below them.
Yes, the strawberries are not breakable in the current version. They were put in mainly as a test of our crop generation and growth. They will work properly in the farming mod as a crop than can be grown and will be in the 1.7 release of the core as a wild plant (that will be breakable) although they will be nerfed considerably as far as their regrowth of fruit and how much it heals.
Which version are you using? The setting of ID's to 0 was fixed several releases ago, so I am needing to know if you are using version 3.15.4 or later, so we know if we still have an issue.
I'm trying to start up a modded server with a friend, and we're running into an issue with EBXL (and just EBXL).
2014-03-25 11:59:07 [SEVERE] [ForgeModLoader] Caught exception from ExtrabiomesXL
java.lang.IllegalAccessError
at net.minecraftforge.common.BiomeManager.addVillageBiome(BiomeManager.java:25)
at extrabiomes.handlers.BiomeHandler.enableBiomes(BiomeHandler.java:61)
at extrabiomes.Extrabiomes.preInit(Extrabiomes.java:136)
Everything works fine in single-player, and everything is up to date. I've run out of ideas for solving this one, and any help would be greatly appreciated.
Thanks.
I don't think this is something we are causing as we do nothing with village generation other than to allow them to generate in our biomes. I have asked one of the guys to take a look at your error report though to make sure and will respond to you as soon as they have a free moment.
I'm trying to start up a modded server with a friend, and we're running into an issue with EBXL (and just EBXL).
2014-03-25 11:59:07 [SEVERE] [ForgeModLoader] Caught exception from ExtrabiomesXL
java.lang.IllegalAccessError
at net.minecraftforge.common.BiomeManager.addVillageBiome(BiomeManager.java:25)
at extrabiomes.handlers.BiomeHandler.enableBiomes(BiomeHandler.java:61)
at extrabiomes.Extrabiomes.preInit(Extrabiomes.java:136)
Everything works fine in single-player, and everything is up to date. I've run out of ideas for solving this one, and any help would be greatly appreciated.
says that Minecraft Forge is throwing the exception.
No idea why it works in single player...no idea why it is crashing...but it should crash in all cases as this code is called the same way in every case.
Nothing on the strawberry bug then, or is that something that only I'm dealing with? It would be appreciated if at least one other person could comment on what happens when they set the strawberry ID to 0.
Sorry if I seem impatient, but this is one of the only major snags in me setting up a private modpack I've been working on. It wouldn't be an issue if strawberry plants themselves could be broken and farmed, but they are impossible to break unless you break the block below them.
I'm glad I'm not the only one irritated by that behavior...
says that Minecraft Forge is throwing the exception.
No idea why it works in single player...no idea why it is crashing...but it should crash in all cases as this code is called the same way in every case.
I had my guy run more tests, and discovered that the exact same error happens with only Biomes o' Plenty installed (didn't test Highlands), but only with his Linux installation. I was able to start up a local server on my Windows PC with both EBXL and BoP just fine.
Disabling all village generation in the EBXL config allowed us to get his Linux server up and running, so I'm throwing my hands up and calling it a Linux-Forge thing. And made plans for a zombie villager reclamation compound.
Annysia said: Which version are you using? The setting of ID's to 0 was fixed several releases ago, so I am needing to know if you are using version 3.15.4 or later, so we know if we still have an issue.
I am using v3.15.7, and the only issue seems to arise with Strawberries. Everything else works perfectly when disabled, but Strawberry plants seem to become a world-locking block when disabled. Setting their ID back to what it initially was fixes the issue, but it's rather annoying to have invisible blocks sitting around in your world preventing you from building above a given y-coordinate.
I am using v3.15.7, and the only issue seems to arise with Strawberries. Everything else works perfectly when disabled, but Strawberry plants seem to become a world-locking block when disabled. Setting their ID back to what it initially was fixes the issue, but it's rather annoying to have invisible blocks sitting around in your world preventing you from building above a given y-coordinate.
I will talk with Allaryin about this. I am not sure there will be a fix though until after 1.7 comes out since it will be back ported to 1.6.4. One of us will respond to you about this though to let you know.
Sorry for the question, it was not my intention to spam. Was due to misunderstand my English as it is not my native language and I use a translator ... for the next few questions will try to write better so they do not misunderstand.
Thank you to the EBXL team for looking into this. I wouldn't worry about it, but having unbreakable plants running amock in our worlds isn't too desirable...
Thanks for replying but i'm kinda confused if both used there own world type i wouldn't be able to have 1 world with biomes from both mods right? Sorry im kinda new at mods
Yes, we removed the spreading a couple of years ago.
http://pastebin.com/6qbGBJC3
Any two of those mods together do not crash. It's only the combination of all three, even though Extra Utilities isn't mentioned in the stacktrace. I haven't got any idea which mod is doing something wrong, so I'm reporting it to each one.
I had a sneaky-peek at the cited line of code in Extrabiomes and it appears that somehow, somewhere, Crafting Manager is asking for the 7th member of an Extrabiomes array that has 5 entries? Is this a legit case in need of extra array-length safety checks in Extrabiomes, or is one of the other mods (probably Extra Utilities) messing it up?
</work>
Extrabiomes is not specifying the size of the array. The array is the 'values' array of an enum, which is created by Java and always contains the members of the enum. There are five saplings in the enum...so the array has length 5. We could put an error check here...but the problem is being caused by something in Crafting Manager (maybe a bad recipe...or maybe bad handling of wildcard recipes)
EDIT: What I mean by "bad handling" is that Crafting Manager could anticipate this kind of error when dealing with wildcards and catch the exception.
I hope this helps.
<work>
These forums are dumb and break my links. I'm bubbleawsome on steam too.
We are glad that you are enjoying it. =)
I'm trying to start up a modded server with a friend, and we're running into an issue with EBXL (and just EBXL).
java.lang.IllegalAccessError
at net.minecraftforge.common.BiomeManager.addVillageBiome(BiomeManager.java:25)
at extrabiomes.handlers.BiomeHandler.enableBiomes(BiomeHandler.java:61)
at extrabiomes.Extrabiomes.preInit(Extrabiomes.java:136)
Full crashlog is here: https://clbin.com/yFK6M
Everything works fine in single-player, and everything is up to date. I've run out of ideas for solving this one, and any help would be greatly appreciated.
Thanks.
Sorry if I seem impatient, but this is one of the only major snags in me setting up a private modpack I've been working on. It wouldn't be an issue if strawberry plants themselves could be broken and farmed, but they are impossible to break unless you break the block below them.
Yes, the strawberries are not breakable in the current version. They were put in mainly as a test of our crop generation and growth. They will work properly in the farming mod as a crop than can be grown and will be in the 1.7 release of the core as a wild plant (that will be breakable) although they will be nerfed considerably as far as their regrowth of fruit and how much it heals.
Which version are you using? The setting of ID's to 0 was fixed several releases ago, so I am needing to know if you are using version 3.15.4 or later, so we know if we still have an issue.
I don't think this is something we are causing as we do nothing with village generation other than to allow them to generate in our biomes. I have asked one of the guys to take a look at your error report though to make sure and will respond to you as soon as they have a free moment.
This line:
says that Minecraft Forge is throwing the exception.
No idea why it works in single player...no idea why it is crashing...but it should crash in all cases as this code is called the same way in every case.
I'm glad I'm not the only one irritated by that behavior...
I had my guy run more tests, and discovered that the exact same error happens with only Biomes o' Plenty installed (didn't test Highlands), but only with his Linux installation. I was able to start up a local server on my Windows PC with both EBXL and BoP just fine.
Disabling all village generation in the EBXL config allowed us to get his Linux server up and running, so I'm throwing my hands up and calling it a Linux-Forge thing. And made plans for a zombie villager reclamation compound.
I am using v3.15.7, and the only issue seems to arise with Strawberries. Everything else works perfectly when disabled, but Strawberry plants seem to become a world-locking block when disabled. Setting their ID back to what it initially was fixes the issue, but it's rather annoying to have invisible blocks sitting around in your world preventing you from building above a given y-coordinate.
I will talk with Allaryin about this. I am not sure there will be a fix though until after 1.7 comes out since it will be back ported to 1.6.4. One of us will respond to you about this though to let you know.
Sorry for my English.
Greetings.