0-127 are main biomes, they are the ones that can spawn anytime
128-254 are sub and can only spawn inside a biome from 0-127 in the following way:
128 can only spawn inside 0
129 can only spawn inside 1
etc
if you don't have enough biome ID's free to get all of TF biomes to be below 128, simply pair TF biomes up
IE, have one be 100 and a second be 228, or whatever you have free
do not let any TF biomes ID be 128 above a Biome ID for a vanilla biome. this will alow it to spawn inside the overworld.
If you want news of the mod's progress, go check the day-by-day changelog in the wiki, latest post was from 2 december.
Thanks for that. So not dead, just slowish. I wish I could hit the lottery so I could afford to pay some of these guys to take a couple months off their real jobs and mod.
all that means is you go into the config file and change the ID number for the TF biome, you will have to find an empty slot for it/them.
Biome ID's are a bit tricky in that 0-127 are considered main biomes and can spawn at any time in the overworld and 128-255 are considered sub biomes of the ones 128 below them and can only spawn within the main biome. You may have to pair up TF biomes if you don't have enough free main biome IDs.
Eh, the big part being, would they even want to do it for money? Modders mod for various reasons, and some of them are incompatible with that.
No, I assume that they don't get in to modding to make cash... I assume that they do it because they want to. At some point though, you need cash to do the things you want... that's where I was coming from.
Try using Anti-ID conflict. Just toss it into your mod folder, run MC, when it crashes(which is intentional, it won't let you start if it finds a conflict) look for the "conflictedIds" text file in your config/AntiIDConflict folder, and that should show any conflicts. There's also an "AvailableID's" file in the same folder, so it's pretty simple to figure out what's wrong and what to move things to.
Rollback Post to RevisionRollBack
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery,Enviromine,andLycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
I have minecraft 1.7.10 with liteloader and forge and many other mods.
Twilight forest works, but if i shot with the icebow a mob, the game crashes. All other bows works, its only the icebow, that cause the crash with this report:
---- Minecraft Crash Report ----
// I let you down. Sorry
Time: 20.12.15 18:24
Description: Rendering entity in world
java.lang.NoSuchMethodError:
net.minecraft.client.renderer.RenderBlocks.getInstance()Lnet/minecraft/client/renderer/RenderBlocks;
at twilightforest.client.TFClientEvents.renderIcedEntity(TFClientEvents.java:100)
at twilightforest.client.TFClientEvents.renderLivingPost(TFClientEvents.java:45)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_78_TFClientEvents_renderLivingPost_Post.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:140)
at net.minecraft.client.renderer.entity.RendererLivingEntity.func_76986_a(RendererLivingEntity.java:281)
at net.minecraft.client.renderer.entity.RenderLiving.func_76986_a(SourceFile:23)
at net.minecraft.client.renderer.entity.RenderBiped.func_76986_a(RenderBiped.java:164)
at net.minecraft.client.renderer.entity.RenderZombie.func_76986_a(SourceFile:49)
at net.minecraft.client.renderer.entity.RenderZombie.func_76986_a(SourceFile:8)
at net.minecraft.client.renderer.entity.RenderManager.func_147939_a(RenderManager.java:293)
at net.minecraft.client.renderer.entity.RenderManager.func_147936_a(RenderManager.java:271)
at net.minecraft.client.renderer.entity.RenderManager.func_147937_a(RenderManager.java:244)
at net.minecraft.client.renderer.RenderGlobal.func_147589_a(RenderGlobal.java:712)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1557)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1305)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1001)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
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 net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at twilightforest.client.TFClientEvents.renderIcedEntity(TFClientEvents.java:100)
at twilightforest.client.TFClientEvents.renderLivingPost(TFClientEvents.java:45)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_78_TFClientEvents_renderLivingPost_Post.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:140)
at net.minecraft.client.renderer.entity.RendererLivingEntity.func_76986_a(RendererLivingEntity.java:281)
at net.minecraft.client.renderer.entity.RenderLiving.func_76986_a(SourceFile:23)
at net.minecraft.client.renderer.entity.RenderBiped.func_76986_a(RenderBiped.java:164)
at net.minecraft.client.renderer.entity.RenderZombie.func_76986_a(SourceFile:49)
at net.minecraft.client.renderer.entity.RenderZombie.func_76986_a(SourceFile:8)
Location: 16,61,-10,70,16,85 - World: (16,-11,16), Chunk: (at 0,-1,0 in
1,1; contains blocks 16,0,16 to 31,255,31), Region: (0,0; contains
chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Rotation: 29.53125
Delta: 0.14914215
Stacktrace:
at net.minecraft.client.renderer.entity.RenderManager.func_147939_a(RenderManager.java:293)
at net.minecraft.client.renderer.entity.RenderManager.func_147936_a(RenderManager.java:271)
at net.minecraft.client.renderer.entity.RenderManager.func_147937_a(RenderManager.java:244)
at net.minecraft.client.renderer.RenderGlobal.func_147589_a(RenderGlobal.java:712)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1557)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['Sony98'/1788, l='MpServer', x=762,20, y=81,09, z=-233,04]]
Chunk stats: MultiplayerChunkCache: 1084, 1093
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (68,64,256), Chunk: (at 4,4,0 in 4,16;
contains blocks 64,0,256 to 79,255,271), Region: (0,0; contains chunks
0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 114872 game time, 61519 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
No, it's not quite dead, it's development has just slowed down a lot. I'm guessing Benimatic is just simply too busy with real life to work on TF much right now. The last entry on the day-to-day changelog was on the 2nd of this month so I doubt it's died out completely.
And I think you're being dramatic. This is a HUGE update that is being worked on after all. It is the FINAL Plateau... the culmination of all our struggles in this mysterious realm. It needs to act like it, and that's not going to happen with just a snap of Benimatic's fingers. .. so be patient, and quit trying to cause a riot by declaring the mod dead.
0-127 are main biomes, they are the ones that can spawn anytime
128-254 are sub and can only spawn inside a biome from 0-127 in the following way:
128 can only spawn inside 0
129 can only spawn inside 1
etc
if you don't have enough biome ID's free to get all of TF biomes to be below 128, simply pair TF biomes up
IE, have one be 100 and a second be 228, or whatever you have free
do not let any TF biomes ID be 128 above a Biome ID for a vanilla biome. this will alow it to spawn inside the overworld.
Last post by the dev looks to have been in May... any word on if or when the "preview" area might be polished out?
Thanks for that. So not dead, just slowish. I wish I could hit the lottery so I could afford to pay some of these guys to take a couple months off their real jobs and mod.
I have no idea how to fix it. I know nothing about biome ID. Anyone?
all that means is you go into the config file and change the ID number for the TF biome, you will have to find an empty slot for it/them.
Biome ID's are a bit tricky in that 0-127 are considered main biomes and can spawn at any time in the overworld and 128-255 are considered sub biomes of the ones 128 below them and can only spawn within the main biome. You may have to pair up TF biomes if you don't have enough free main biome IDs.
And I don't know what exactly biome...
A log from my server:
NEI has an option to dump a Biome ID list, set it to all and you should be able to find your conflicting biomes.
No, I assume that they don't get in to modding to make cash... I assume that they do it because they want to. At some point though, you need cash to do the things you want... that's where I was coming from.
trying to find the cherry blossom biome is such a hassle
Are you sure you're not thinking of a different mod? Last I knew there were no biomes like that.
Yeah I think you should be looking in the overworld with Biomes o' Plenty installed, not in the Twilight Forest.
I can't find conflicting biomes. Please, help.
http://pastebin.com/BnxKVv6N
try dumping all not just used.
and compare the TF ones listed to what the TF config file shows.
Try using Anti-ID conflict. Just toss it into your mod folder, run MC, when it crashes(which is intentional, it won't let you start if it finds a conflict) look for the "conflictedIds" text file in your config/AntiIDConflict folder, and that should show any conflicts. There's also an "AvailableID's" file in the same folder, so it's pretty simple to figure out what's wrong and what to move things to.
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery, Enviromine, and Lycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
In addition, fans of the old Myth games may want to check out my map of Myth's world.
try using the recommended version of forge.
I think this great mod died...
No, it's not quite dead, it's development has just slowed down a lot. I'm guessing Benimatic is just simply too busy with real life to work on TF much right now. The last entry on the day-to-day changelog was on the 2nd of this month so I doubt it's died out completely.
And I think you're being dramatic. This is a HUGE update that is being worked on after all. It is the FINAL Plateau... the culmination of all our struggles in this mysterious realm. It needs to act like it, and that's not going to happen with just a snap of Benimatic's fingers. .. so be patient, and quit trying to cause a riot by declaring the mod dead.
First of all, what huge update?
Second: I haven't seen a actual update in months, so I thought it was dead.
Third: I wasn't trying to cause a riot.
Here's a link to the progress notes. See for yourself.