I made a portal, and was given this error when I jumped in.
java.lang.ArrayIndexOutOfBoundsException: -1
at twilightforest.TFWorldChunkManager.a(TFWorldChunkManager.java:85)
at vn.<init>(SourceFile:28)
at vm.a(SourceFile:58)
at vm.b(SourceFile:67)
at twilightforest.TFWorldChunkManager.a(TFWorldChunkManager.java:65)
at wl.a(Chunk.java:1424)
at up.a(World.java:155)
at up.a(World.java:1599)
at auw.h(EntityRenderer.java:1451)
at auw.a(EntityRenderer.java:972)
at auw.b(EntityRenderer.java:886)
at net.minecraft.client.Minecraft.J(Minecraft.java:871)
at net.minecraft.client.Minecraft.run(Minecraft.java:764)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT e2894e ----------
I get the same random crash while just exploring the twilight forest
java.lang.ArrayIndexOutOfBoundsException: -1
at twilightforest.TFWorldChunkManager.a(TFWorldChunkManager.java:85)
at vn.<init>(SourceFile:28)
at vm.a(SourceFile:58)
at vm.b(SourceFile:67)
at twilightforest.TFWorldChunkManager.a(TFWorldChunkManager.java:65)
at wl.a(Chunk.java:1428)
at up.getBiomeGenForCoordsBody(World.java:166)
at xc.getBiomeGenForCoords(WorldProvider.java:368)
at up.a(World.java:155)
at ve.a(SourceFile:147)
at agb.b(BlockGrass.java:110)
at avg.q(RenderBlocks.java:3772)
at avg.b(RenderBlocks.java:382)
at aus.a(WorldRenderer.java:218)
at avb.a(RenderGlobal.java:1468)
at auw.a(EntityRenderer.java:1005)
at auw.b(EntityRenderer.java:886)
at net.minecraft.client.Minecraft.J(Minecraft.java:882)
at net.minecraft.client.Minecraft.run(Minecraft.java:775)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT deec39c2 ----------
I have a problem where all new blocks from the twighlight forest get there textures messed up. The wood on the really large trees look like smooth stone but when I hit them the particals look like they are from the wood. When I walk on it and hit it it sounds like wood. I have this problem with every twighlight forest specific block. I know its not my texture pack because I tried with default textures. There was something on the download page that said you might have to change the block id's which I know how to do but I dont know what to change them to. Any help would be appreciated.
An apparent regression/bug regarding the TF portal:
In the past, falling through the TF portal would put you at the other end with no momentum, and no fall damage.
In 1.11.8, you still take fall damage after going through the portal.
Additionally, after your death, some of your items will be in the portal, and apparently unretrievable. You teleport before picking up items, and the items do not teleport with you.
(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 get the same random crash while just exploring the twilight forest
java.lang.ArrayIndexOutOfBoundsException: -1
at twilightforest.TFWorldChunkManager.a(TFWorldChunkManager.java:85)
at vn.<init>(SourceFile:28)
at vm.a(SourceFile:58)
at vm.b(SourceFile:67)
at twilightforest.TFWorldChunkManager.a(TFWorldChunkManager.java:65)
at wl.a(Chunk.java:1428)
at up.getBiomeGenForCoordsBody(World.java:166)
at xc.getBiomeGenForCoords(WorldProvider.java:368)
at up.a(World.java:155)
at ve.a(SourceFile:147)
at agb.b(BlockGrass.java:110)
at avg.q(RenderBlocks.java:3772)
at avg.b(RenderBlocks.java:382)
at aus.a(WorldRenderer.java:218)
at avb.a(RenderGlobal.java:1468)
at auw.a(EntityRenderer.java:1005)
at auw.b(EntityRenderer.java:886)
at net.minecraft.client.Minecraft.J(Minecraft.java:882)
at net.minecraft.client.Minecraft.run(Minecraft.java:775)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT deec39c2 ----------
That's that weird error where the biome generator is giving junk data instead of the correct biomes. I went through the generation code again, and I fixed a few inconsistencies, but it's hard to tell if it did anything. The problem is that the error only seems to happen every so often, so I don't have any way to consistently replicate it. Thus, it's hard to know if I actually fixed anything or if the error has just gone into hiding.
I think that with all of the ideas Mojang has been getting from mods, they need to maybe start consulting you about adding this into the Vanilla game. This Mod is simply breathtaking.
...
Specifically, I am looking to add either Better Ore Distribution or Custom Ore Generation.
...
Now, I know that you have a custom version of this for the dark hills, and you may have a custom version for this just to deal with the different ground height. So, the simple question:
Will either of these work properly with your forest? ("Unknown" is a perfectly valid answer :-).
I can confirm that Custom Ore Generation works just fine with TF. Specifically, COG generates ores in the overworld, and myst ages, while TF generates in TF -- including the dark hills.
(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 have a lower than normal ground height. Do you alter the heights at which ores generate to compensate?
Specifically, I am looking to add either Better Ore Distribution or Custom Ore Distribution. When I asked about how they differed, and interacted with Mystcraft, I got this response:
Now, I know that you have a custom version of this for the dark hills, and you may have a custom version for this just to deal with the different ground height. So, the simple question:
Will either of these work properly with your forest? ("Unknown" is a perfectly valid answer :-).
I have a custom "decorator" but I don't alter any of the ore generation routines. Theoretically, there shouldn't be a conflict between this mod and a mod that changes ore generation. Practically though, it depends on how successfully we've both managed to restrict our changes to only the necessary areas.
I installed the latest forge, standard optifine, and the twilight forest mos. the error is this:
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Unexpected error
This error has been saved to C:\Users\bence\AppData\Roaming\.minecraft\crash-reports\crash-2012-09-30_15.34.50-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT 190f5ac8 --------
Generated 2012.09.30. 15:34
java.lang.NoSuchFieldError: randomMobsSkinSet
at com.pclewis.mcpatcher.mod.MobRandomizer.randomTexture(MobRandomizer.java:45)
at com.pclewis.mcpatcher.mod.MobRandomizer.randomTexture(MobRandomizer.java:38)
at awm.a(SourceFile:186)
at awm.a(SourceFile:78)
at awq.a(SourceFile:20)
at awq.a(SourceFile:6)
at avy.a(SourceFile:168)
at avy.a(SourceFile:161)
at avb.a(RenderGlobal.java:468)
at auw.a(EntityRenderer.java:1320)
at auw.b(EntityRenderer.java:1043)
at net.minecraft.client.Minecraft.J(SourceFile:607)
at net.minecraft.client.Minecraft.run(SourceFile:535)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT b301da52 ----------
I don't know about that error. The error's happening in a part of the code that MCPatcher added, specifically the random mob skin part, not from any of my code, apparently. I don't have any alternate skins for my mobs, but last time I checked, MCPatcher didn't error out because of that.
I have a problem where all new blocks from the twighlight forest get there textures messed up. The wood on the really large trees look like smooth stone but when I hit them the particals look like they are from the wood. When I walk on it and hit it it sounds like wood. I have this problem with every twighlight forest specific block. I know its not my texture pack because I tried with default textures. There was something on the download page that said you might have to change the block id's which I know how to do but I dont know what to change them to. Any help would be appreciated.
That sounds like you need to update Optifine to the most recent version, which is B3, IIRC.
Is it always twilight there? Cause that would be cool to have it always be day and night at the same time, mobs would spawn eternally with there still being sufficient light
Oh geez. I had that on for testing. Okay, I've just updated the download file without bumping the version number. Let me know if there's any more glitchiness with the maps.
I seem to have a problem with my Magic Maps. I can create one in the TF, and it'll show the terrain, but not the icons for the HHs and the mob lairs, nor will it show an arrow. If I hold it then teleport to the overworld, all the usual magic map icons show up, as does the arrow. The arrow will point in the right direction, but won't actually move when the player moves. Going back to the TF with the magic map still shows the icons that first would only show up in the overworld, but the arrow is completely gone.
Is it always twilight there? Cause that would be cool to have it always be day and night at the same time, mobs would spawn eternally with there still being sufficient light
It is always twilight, but most outdoor areas don't have monsters spawning. Early in the mod's development monsters would spawn anywhere, but that led to a creeper behind every tree. It wasn't exactly fun.
I seem to have a problem with my Magic Maps. I can create one in the TF, and it'll show the terrain, but not the icons for the HHs and the mob lairs, nor will it show an arrow. If I hold it then teleport to the overworld, all the usual magic map icons show up, as does the arrow. The arrow will point in the right direction, but won't actually move when the player moves. Going back to the TF with the magic map still shows the icons that first would only show up in the overworld, but the arrow is completely gone.
Are you using Mystcraft? Mystcraft changes the base map class so that it can handle more than 255 dimensions, but it does so in a way that makes it very hard for me to access that data. I think this should be resolved in the next Mystcraft release.
Are you using Mystcraft? Mystcraft changes the base map class so that it can handle more than 255 dimensions, but it does so in a way that makes it very hard for me to access that data. I think this should be resolved in the next Mystcraft release.
I had Mystcraft previously but since removed it. I use MultiMC and simply took Mystcraft out of the jar, and this issue actually popped up after I removed Mystcraft. When I had 1.11.7 and Mystcraft, I didn't have this problem, only when I updated TF to 1.11.8.
I'll try making a clean instance in MultiMC and see what's up then report back. I just started using Forge 295 so it might be a Forge issue.
EDIT: Yup, appears to be something in Forge that changed. Made a fresh instance with only Forge 295 in the jar and TF 1.11.8 in the mods folder. Same problem. Made another instance with only Forge 287 and TF 1.11.8, and the maps work normally.
The only major change I know of between 287 and 295 is that chunkloading hooks were put back in, but the Forge team may have tweaked dimensions too.
I installed the new Twilight Forest and many of the block textures are erroneous. The trees are made of seemingly random materials (dirt, flowers, etc.) The only other mod I installed was TMI, and the new materials?blocks don't showup there. I've uninstalled and reinstalled several times with the same results. I have Optifine. What's happening? I've seen a few other people name this same problem, but I haven't seen a solution...Thanks
I installed the new Twilight Forest and many of the block textures are erroneous. The trees are made of seemingly random materials (dirt, flowers, etc.) The only other mod I installed was TMI, and the new materials?blocks don't showup there. I've uninstalled and reinstalled several times with the same results. I have Optifine. What's happening? I've seen a few other people name this same problem, but I haven't seen a solution...Thanks
Update/change your Optifine, I believe that's the issue.
I installed the new Twilight Forest and many of the block textures are erroneous. The trees are made of seemingly random materials (dirt, flowers, etc.) The only other mod I installed was TMI, and the new materials?blocks don't showup there. I've uninstalled and reinstalled several times with the same results. I have Optifine. What's happening? I've seen a few other people name this same problem, but I haven't seen a solution...Thanks
Its optifine, happened with me first time i tried it, i reinstalled and worked fine
EDIT: Yup, appears to be something in Forge that changed. Made a fresh instance with only Forge 295 in the jar and TF 1.11.8 in the mods folder. Same problem. Made another instance with only Forge 287 and TF 1.11.8, and the maps work normally.
The only major change I know of between 287 and 295 is that chunkloading hooks were put back in, but the Forge team may have tweaked dimensions too.
Hope that helps, great mod dude!
It does help. It looks like the most recent Forge builds have kind of the same changes Mystcraft had, presumably in preparation for Mystcraft moving out of the .jar file. Well, I'll have to figure something out.
I installed the new Twilight Forest and many of the block textures are erroneous. The trees are made of seemingly random materials (dirt, flowers, etc.) The only other mod I installed was TMI, and the new materials?blocks don't showup there. I've uninstalled and reinstalled several times with the same results. I have Optifine. What's happening? I've seen a few other people name this same problem, but I haven't seen a solution...Thanks
As a few people mentioned, you can solve this by updating Optifine.
It does help. It looks like the most recent Forge builds have kind of the same changes Mystcraft had, presumably in preparation for Mystcraft moving out of the .jar file. Well, I'll have to figure something out.
Just a heads-up, but Forge just released a new recommended build that has much of the new changes: Forge 298. I'll update to 298 and see if it magically fixes my issue, but I'm not holding my breath. At least you could possibly use the new recommended build as a platform for updates from here on out.
I installed the new Twilight Forest and many of the block textures are erroneous. The trees are made of seemingly random materials (dirt, flowers, etc.) The only other mod I installed was TMI, and the new materials?blocks don't showup there. I've uninstalled and reinstalled several times with the same results. I have Optifine. What's happening? I've seen a few other people name this same problem, but I haven't seen a solution...Thanks
Same issue here after updating TF and using old save. The problem is that several Block IDs have been changed and the only fix is to manually update the IDs to match. Big job but hopefully someone out there does it....
I get the same random crash while just exploring the twilight forest
In the past, falling through the TF portal would put you at the other end with no momentum, and no fall damage.
In 1.11.8, you still take fall damage after going through the portal.
Additionally, after your death, some of your items will be in the portal, and apparently unretrievable. You teleport before picking up items, and the items do not teleport with you.
* 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?
If it stays that way for a long time, there's probably an error. If you post the error here, someone may be able to help.
That's that weird error where the biome generator is giving junk data instead of the correct biomes. I went through the generation code again, and I fixed a few inconsistencies, but it's hard to tell if it did anything. The problem is that the error only seems to happen every so often, so I don't have any way to consistently replicate it. Thus, it's hard to know if I actually fixed anything or if the error has just gone into hiding.
I can confirm that Custom Ore Generation works just fine with TF. Specifically, COG generates ores in the overworld, and myst ages, while TF generates in TF -- including the dark hills.
* 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 have a custom "decorator" but I don't alter any of the ore generation routines. Theoretically, there shouldn't be a conflict between this mod and a mod that changes ore generation. Practically though, it depends on how successfully we've both managed to restrict our changes to only the necessary areas.
I don't know about that error. The error's happening in a part of the code that MCPatcher added, specifically the random mob skin part, not from any of my code, apparently. I don't have any alternate skins for my mobs, but last time I checked, MCPatcher didn't error out because of that.
That sounds like you need to update Optifine to the most recent version, which is B3, IIRC.
The lich towers? Definitely not, but with random generation it's always possible to be randomly unlucky.
I seem to have a problem with my Magic Maps. I can create one in the TF, and it'll show the terrain, but not the icons for the HHs and the mob lairs, nor will it show an arrow. If I hold it then teleport to the overworld, all the usual magic map icons show up, as does the arrow. The arrow will point in the right direction, but won't actually move when the player moves. Going back to the TF with the magic map still shows the icons that first would only show up in the overworld, but the arrow is completely gone.
It is always twilight, but most outdoor areas don't have monsters spawning. Early in the mod's development monsters would spawn anywhere, but that led to a creeper behind every tree. It wasn't exactly fun.
Are you using Mystcraft? Mystcraft changes the base map class so that it can handle more than 255 dimensions, but it does so in a way that makes it very hard for me to access that data. I think this should be resolved in the next Mystcraft release.
I had Mystcraft previously but since removed it. I use MultiMC and simply took Mystcraft out of the jar, and this issue actually popped up after I removed Mystcraft. When I had 1.11.7 and Mystcraft, I didn't have this problem, only when I updated TF to 1.11.8.
I'll try making a clean instance in MultiMC and see what's up then report back. I just started using Forge 295 so it might be a Forge issue.
EDIT: Yup, appears to be something in Forge that changed. Made a fresh instance with only Forge 295 in the jar and TF 1.11.8 in the mods folder. Same problem. Made another instance with only Forge 287 and TF 1.11.8, and the maps work normally.
The only major change I know of between 287 and 295 is that chunkloading hooks were put back in, but the Forge team may have tweaked dimensions too.
Hope that helps, great mod dude!
Update/change your Optifine, I believe that's the issue.
Its optifine, happened with me first time i tried it, i reinstalled and worked fine
It does help. It looks like the most recent Forge builds have kind of the same changes Mystcraft had, presumably in preparation for Mystcraft moving out of the .jar file. Well, I'll have to figure something out.
As a few people mentioned, you can solve this by updating Optifine.
Oh thanks. I noticed that in testing, but then forgot about it sometime along the way. I'll have to fix that.
Just a heads-up, but Forge just released a new recommended build that has much of the new changes: Forge 298. I'll update to 298 and see if it magically fixes my issue, but I'm not holding my breath. At least you could possibly use the new recommended build as a platform for updates from here on out.
Same issue here after updating TF and using old save. The problem is that several Block IDs have been changed and the only fix is to manually update the IDs to match. Big job but hopefully someone out there does it....