Hi Annyisa I fell like I'am watching an episode of The Weather Channel's show Storm Chasers with you Kyrodragon talking about tornados. oh well at lest it's something cool to talk about.
I am putting together a modpack (no name... yet) and after carefully adding one by one, I came to your mod (which is just awesome) and... this happened. I double checked that I had the most recent version and Forge is up to date. Is there something I'm missing, perhaps? Or is there a fix I'm not seeing?
Great work, by the by!
---- Minecraft Crash Report ----
// Quite honestly, I wouldn't worry myself about that.
Time: 5/13/14 10:32 AM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: sealevel
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:523)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.NoSuchFieldError: sealevel
at ttftcuts.atg.config.configfiles.ATGMainConfig.init(ATGMainConfig.java:187)
at ttftcuts.atg.config.configfiles.ATGConfigFiles.init(ATGConfigFiles.java:17)
at ttftcuts.atg.ATG.preInit(ATG.java:57)
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:545)
at sun.reflect.GeneratedMethodAccessor1.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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
... 10 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
So, having the issue others were having when you disable strawberry's in the config. Locks your world completely and doesn't let you place anything at all.
Back in April is see mention of a fix being pushed "next week". As it's May now, is that bug-fix still incoming?
The strawberries are wayyyy OP when used in conjunction with Hunger Overhaul/Harvest Craft, as one strawberry can remove my hunger by 1 full step, while other food from vanilla/HC takes 3 or 4 to do so.
I am putting together a modpack (no name... yet) and after carefully adding one by one, I came to your mod (which is just awesome) and... this happened. I double checked that I had the most recent version and Forge is up to date. Is there something I'm missing, perhaps? Or is there a fix I'm not seeing?
Great work, by the by!
This part of the log:
Caused by: java.lang.NoSuchFieldError: sealevel
at ttftcuts.atg.config.configfiles.ATGMainConfig.init(ATGMainConfig.java:187)
at ttftcuts.atg.config.configfiles.ATGConfigFiles.init(ATGConfigFiles.java:17)
at ttftcuts.atg.ATG.preInit(ATG.java:57)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
indicates that the crash is happening in the ATG mod.
Caused by: java.lang.NoSuchFieldError: sealevel
at ttftcuts.atg.config.configfiles.ATGMainConfig.init(ATGMainConfig.java:187)
at ttftcuts.atg.config.configfiles.ATGConfigFiles.init(ATGConfigFiles.java:17)
at ttftcuts.atg.ATG.preInit(ATG.java:57)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
indicates that the crash is happening in the ATG mod.
As I mentioned a few posts above yours, we've had some slow downs with updates to do real life issues with members of the team, which has pretty much cut us down to one person coding currently. As he has a full time job and other responsibilities as well as being sick off and on the past few weeks, it leaves a limited amount of time to code. That being said, the last time I spoke with him he said he just needed to do some testing in a server environment to make sure things were working correctly. I am hoping the update will be up soon.
The other option is to just dig out the block under them and that will break the plant. With regards to it being OP, the addition of the strawberry was mainly as a test for the crops we will be adding via our farming add-on. There will be a few "wild" plants left in the core part of the mod to help people out exploring or just starting world, but the amount they heal for is something we will be looking at and maybe adjusting, although it is my understanding that you can make adjustments like that within Hunger Overhaul. Personally I like that they heal for one heart.
As I mentioned a few posts above yours, we've had some slow downs with updates to do real life issues with members of the team, which has pretty much cut us down to one person coding currently. As he has a full time job and other responsibilities as well as being sick off and on the past few weeks, it leaves a limited amount of time to code. That being said, the last time I spoke with him he said he just needed to do some testing in a server environment to make sure things were working correctly. I am hoping the update will be up soon.
You and the EBXL Team need to take care of business - that is completely understandable.
However long the wait is, it is always worth it for a mod of this caliber!
As I mentioned a few posts above yours, we've had some slow downs with updates to do real life issues with members of the team, which has pretty much cut us down to one person coding currently. As he has a full time job and other responsibilities as well as being sick off and on the past few weeks, it leaves a limited amount of time to code. That being said, the last time I spoke with him he said he just needed to do some testing in a server environment to make sure things were working correctly. I am hoping the update will be up soon.
The other option is to just dig out the block under them and that will break the plant. With regards to it being OP, the addition of the strawberry was mainly as a test for the crops we will be adding via our farming add-on. There will be a few "wild" plants left in the core part of the mod to help people out exploring or just starting world, but the amount they heal for is something we will be looking at and maybe adjusting, although it is my understanding that you can make adjustments like that within Hunger Overhaul. Personally I like that they heal for one heart.
I do have hunger overhaul installed, and hunger overhaul for some reason doesn't recognize it as "food", so it doesn't automatically give it a food type "morsel", "snack" etc. So I am assuming this is why it isn't altering it's hunger amount to be 4 times lower (as it does to everything else.). The only reason it's even an issue is because I am going to making a "True" survival let's play series, and with the strawberries spawning, it's not "survival" anymore. XD But I understand fully your time constraints and life distractions, I too had them recently.Haven't made a video in like 6 months. :-/
When you do get back to updating, can you add an option in the config to completely disable wild crops in generation? I'd prefer to just stick to the Harvestcraft crops, but keep the new biomes.
I do have hunger overhaul installed, and hunger overhaul for some reason doesn't recognize it as "food", so it doesn't automatically give it a food type "morsel", "snack" etc. So I am assuming this is why it isn't altering it's hunger amount to be 4 times lower (as it does to everything else.). The only reason it's even an issue is because I am going to making a "True" survival let's play series, and with the strawberries spawning, it's not "survival" anymore. XD But I understand fully your time constraints and life distractions, I too had them recently.Haven't made a video in like 6 months. :-/
When you do get back to updating, can you add an option in the config to completely disable wild crops in generation? I'd prefer to just stick to the Harvestcraft crops, but keep the new biomes.
Yes, all of our items will be configurable, and I will bring it up to the rest of the team that Hunger Overhaul isn't recognizing our items as food. Have you by chance tried crafting the chocolate strawberry to see if it recognizes that?
The wild plants that will remain in the core mod once the farming add-on is released, will only heal for a small amount and I believe in our last team discussion we decided that the wild plants will break after you gather the fruit, so you can't keep harvesting from them. The ones in the farming add-on you will be able to plant and grow similar to how the strawberries work now. However with the farming add-on you will have to deal with food quality and preservation, which should make things much more interesting.
Well I know it will be more than a week. Shecky's unavailable to code at the moment do to his brother-in-law being in an accident at work and with Allaryin already unable to code for the time being, things are moving slowly. We are looking at taking on some additional coders to help keep things more steady and consistent as we move forward, but of course, it will take time to bring them up to speed with our code and where we are at with things once we do add people. I would hope that it would not be longer than a month from now, but I can't promise anything.
Regarding the amplified world, that I do not know as I have not played 1.7 at all and am not sure how that works. I have asked Scott to respond to that part of your question. =)
Edit: Also, I only play on the AMPLIFIED minecraft world type, as I find the normal terrain to be a bit bland. Would the biomes of this mod show up in AMPLIFIED world types? And if so, would they too be all AMPLIFIED and what not? I'm not very familiar on how the world type does what it does, so I'm curious as to how things will work.
Assuming we continue to add biomes to the vanilla terrain generator the amplifier should work as it amplifies the waveform from the noise generator that is being input into the vanilla terrain generator.
Not trying to hedge the answer, but there has been some discussion of possible rolling our own terrain generator.
Well Annyisa it looks like the last mod that I use that needs to be updated to 1.7.2 is exterbiomiesxl.Oh well that just means it will be done very well done when the update comes.:)
The problem of only 255 biome ID's has become really bad in 1.7 - it was bad enough in 1.6.4 but now its ridiculous, with so many mods expanding hugely on the number of biomes they want to add.
So, a question - if a user doesn't want to use a particular biome for any reason, is there a way it could be set in config for it to never appear and NOT claim a biome ID number? Quite simply, I'm running out of Biome ID's (255 is a ridiculous amount)
For the first time I'm having to discard mods I've always used together, because there are not enough available biome ID's to go around.
Shecky and I were talking about this a while back since vanilla added so many new biomes and took up so many more of the ID's in 1.7. He was thinking that you can go in the negative range with ID's but we haven't tested that out yet. It really does cause issues because the number of ID's available are so few to begin with. This is one reason we plan on removing some of our biomes like the redwood/fir forests. We have several and they all basically look the same, so we will leave one and change the others to different types of biomes, which will free up some biome ID's that we can use for new biomes we have planned.
You can of course change biome ID's. Some vanilla biomes are hard coded and cannot be shut off, although I'm not sure how that works for 1.7. I know that we have the option in our config to shut off any of our biomes as well as the vanilla biomes that are not hard coded. If you turn off any of our biomes then then that ID can be used for another.
I will ask Shecky and/or Scott to look at your post, as they can probably respond to your question much better than I can.
Hi Annyisa I was wondering if someone on you'r team could take a look at this crash.This is the first time I have had a world crash and I have no idea what's wrong.
---- Minecraft Crash Report ----
// Ooh. Shiny.
Time: 5/25/14 8:32 AM
Description: Ticking memory connection
java.lang.IllegalStateException: java.io.EOFException
at com.google.common.io.ByteStreams$ByteArrayDataInputStream.readInt(ByteStreams.java:377)
at src.train.common.core.handlers.PacketHandler.onPacketData(PacketHandler.java:98)
at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:255)
at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:245)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:85)
at net.minecraft.network.NetServerHandler.func_72501_a(NetServerHandler.java:1130)
at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(SourceFile:61)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:691)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
Caused by: java.io.EOFException
at java.io.DataInputStream.readInt(Unknown Source)
at com.google.common.io.ByteStreams$ByteArrayDataInputStream.readInt(ByteStreams.java:375)
... 15 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.google.common.io.ByteStreams$ByteArrayDataInputStream.readInt(ByteStreams.java:377)
at src.train.common.core.handlers.PacketHandler.onPacketData(PacketHandler.java:98)
at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:255)
at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:245)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:85)
at net.minecraft.network.NetServerHandler.func_72501_a(NetServerHandler.java:1130)
at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(SourceFile:61)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141)
-- Ticking connection --
Details:
Connection: net.minecraft.network.NetServerHandler@d9ef94
Stacktrace:
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:691)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_55, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
Memory: 140704936 bytes (134 MB) / 518979584 bytes (494 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
AABB Pool Size: 6716 (376096 bytes; 0 MB) allocated, 5815 (325640 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 12, allocated: 1, tallocated: 49
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 10 mods loaded, 10 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
lionking{v1.13 for Minecraft 1.6.4} [The Lion King Mod] ([1.6.4] The Lion King Mod v1.13.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
LOTR{Beta v15.0 for Minecraft 1.6.4} [The Lord of the Rings Mod] ([1.6.4] The Lord of the Rings Mod Public Beta 15.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_ReiMinimap{v3.4_01 [1.6.2]} [mod_ReiMinimap] ([1.6.4]ReiMinimap_v3.4_01.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Railcraft{8.4.0.0} [Railcraft] (Railcraft_1.6.4-8.4.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
row{1.6.4-013.10.21-1} [Rails of War] (RoW-013X21b.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TooMuchTNT{2.6} [TooMuchTNT] (TooMuchTNT v2.6) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TC{4.1.4_024} [Traincraft] (traincraft-4.1.4_024.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 313 (17528 bytes; 0 MB) allocated, 234 (13104 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['nickWTN'/245, l='LOR and LK world', x=-14.33, y=64.00, z=-361.92]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
Please don't take the post as a criticism of EBXL adding new biomes, don't get me wrong, I'm not in favour of modders being limited in the number of biomes they can add. The more choice, the better the game possibilities.
Its the 255 limit that's the problem - and a secondary problem that every biome a modder lists as a possibility automatically demands an ID number whether its turned on or off by the user. If there was some way that when a biome was "false" in config it did not demand an ID number, that would go three quarters of the way to resolving the situation.
I raised the issue on the Forge forum and got a decent response and acknowledgement of the problem from Lex Manos, but Forge doesn't have a solution in sight yet: "The problem is, amung other things, this section of code right here:
as you can see, the biome data is sent as a byte array to the client, bytes can only hold 256 values {0-255} If we were to increase this limit anything that stored biomes as byte arrays would need to be modified which would break compatibility with the network, with world saves, and the like. Biome IDs are something that I want to address and have been talking to Mojang on and off about, But nothing has come out of it and I don't want to break compatibility with things just for this."
So then I asked: "Is there any merit then in excluding biomes by config method from taking an ID number? Something like if user sets biome to -1 instead of false, it simply isn't assigned a number. That way the user could determine the mix of his 255 biomes. Is this also impossible?"
To which he responded: "Yes, but that's all on the modder's end, not ours." if (idFromConfig != -1) { createBiome(idFromConfig); }
So, is there anything you guys can do about it? Its not as if we are talking about a large number of mods - using just six at the moment puts me 40+ above the 255 limit, and that's NOT using all three of the major biome mods - by which I mean EBXL, Highlands and BOP. These are dimensional biomes and biomes thrown in by other mods - most of which are pretty crappy and I would gladly turn off, because its the other aspects - world gen / mobs etc that I use them for. I know from discussion lots of people are having this problem and its much worse in 1.7
The fact that we thought it would be worse in 1.7 is why we started looking at if we could go negative with the ID's, as no one uses those right now. Of course that would mean reassigning all of our ID's, but would be worth it since if between the large number of ID's taken up by vanilla and BoP, you would be close to the max number of biomes allowed. I'm glad that the issue is at least being acknowledged and hopefully a solution to the limited number of ID's can be found in the future.
Changing our ID's is something that we are looking into and if possible, we will be doing. I have asked Shecky or Scott to respond, but I'm sure the guys are busy enjoying family time over the holiday weekend, so it could be Tuesday, before one of them responds. =)
Hi Annyisa I was wondering if someone on you'r team could take a look at this crash.This is the first time I have had a world crash and I have no idea what's wrong.
---- Minecraft Crash Report ---- // Ooh. Shiny. Time: 5/25/14 8:32 AM Description: Ticking memory connection java.lang.IllegalStateException: java.io.EOFException at com.google.common.io.ByteStreams$ByteArrayDataInputStream.readInt(ByteStreams.java:377) at src.train.common.core.handlers.PacketHandler.onPacketData(PacketHandler.java:98) at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:255) at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:245) at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:85) at net.minecraft.network.NetServerHandler.func_72501_a(NetServerHandler.java:1130) at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(SourceFile:61) at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89) at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141) at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54) at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:691) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484) at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583) Caused by: java.io.EOFException at java.io.DataInputStream.readInt(Unknown Source) at com.google.common.io.ByteStreams$ByteArrayDataInputStream.readInt(ByteStreams.java:375) ... 15 more A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Stacktrace: at com.google.common.io.ByteStreams$ByteArrayDataInputStream.readInt(ByteStreams.java:377) at src.train.common.core.handlers.PacketHandler.onPacketData(PacketHandler.java:98) at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:255) at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:245) at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:85) at net.minecraft.network.NetServerHandler.func_72501_a(NetServerHandler.java:1130) at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(SourceFile:61) at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89) at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141) -- Ticking connection -- Details: Connection: net.minecraft.network.NetServerHandler@d9ef94 Stacktrace: at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54) at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109) at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:691) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484) at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583) -- System Details -- Details: Minecraft Version: 1.6.4 Operating System: Windows 7 (x86) version 6.1 Java Version: 1.7.0_55, Oracle Corporation Java VM Version: Java HotSpot™ Client VM (mixed mode, sharing), Oracle Corporation Memory: 140704936 bytes (134 MB) / 518979584 bytes (494 MB) up to 518979584 bytes (494 MB) JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M AABB Pool Size: 6716 (376096 bytes; 0 MB) allocated, 5815 (325640 bytes; 0 MB) used Suspicious classes: FML and Forge are installed IntCache: cache: 0, tcache: 12, allocated: 1, tallocated: 49 FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 10 mods loaded, 10 mods active mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available lionking{v1.13 for Minecraft 1.6.4} [The Lion King Mod] ([1.6.4] The Lion King Mod v1.13.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available LOTR{Beta v15.0 for Minecraft 1.6.4} [The Lord of the Rings Mod] ([1.6.4] The Lord of the Rings Mod Public Beta 15.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available mod_ReiMinimap{v3.4_01 [1.6.2]} [mod_ReiMinimap] ([1.6.4]ReiMinimap_v3.4_01.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Railcraft{8.4.0.0} [Railcraft] (Railcraft_1.6.4-8.4.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available row{1.6.4-013.10.21-1} [Rails of War] (RoW-013X21b.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available TooMuchTNT{2.6} [TooMuchTNT] (TooMuchTNT v2.6) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available TC{4.1.4_024} [Traincraft] (traincraft-4.1.4_024.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available Profiler Position: N/A (disabled) Vec3 Pool Size: 313 (17528 bytes; 0 MB) allocated, 234 (13104 bytes; 0 MB) used Player Count: 1 / 8; [EntityPlayerMP['nickWTN'/245, l='LOR and LK world', x=-14.33, y=64.00, z=-361.92]] Type: Integrated Server (map_client.txt) Is Modded: Definitely; Client brand changed to 'fml,forge'
Please post your Forge 0 log, as it contains more information that will help to determine what the issue is.
The fact that we thought it would be worse in 1.7 is why we started looking at if we could go negative with the ID's, as no one uses those right now. Of course that would mean reassigning all of our ID's, but would be worth it since if between the large number of ID's taken up by vanilla and BoP, you would be close to the max number of biomes allowed. I'm glad that the issue is at least being acknowledged and hopefully a solution to the limited number of ID's can be found in the future.
Changing our ID's is something that we are looking into and if possible, we will be doing. I have asked Shecky or Scott to respond, but I'm sure the guys are busy enjoying family time over the holiday weekend, so it could be Tuesday, before one of them responds. =)
Please post your Forge 0 log, as it contains more information that will help to determine what the issue is.
Please don't take the post as a criticism of EBXL adding new biomes, don't get me wrong, I'm not in favour of modders being limited in the number of biomes they can add. The more choice, the better the game possibilities.
Its the 255 limit that's the problem - and a secondary problem that every biome a modder lists as a possibility automatically demands an ID number whether its turned on or off by the user. If there was some way that when a biome was "false" in config it did not demand an ID number, that would go three quarters of the way to resolving the situation.
I raised the issue on the Forge forum and got a decent response and acknowledgement of the problem from Lex Manos, but Forge doesn't have a solution in sight yet:
"The problem is, amung other things, this section of code right here:
As you can see, the biome data is sent as a byte array to the client, bytes can only hold 256 values {0-255}
If we were to increase this limit anything that stored biomes as byte arrays would need to be modified which would break compatibility with the network, with world saves, and the like.
Biome IDs are something that I want to address and have been talking to Mojang on and off about, But nothing has come out of it and I don't want to break compatibility with things just for this."
So then I asked:
"Is there any merit then in excluding biomes by config method from taking an ID number? Something like if user sets biome to -1 instead of false, it simply isn't assigned a number. That way the user could determine the mix of his 255 biomes. Is this also impossible?"
To which he responded:
"Yes, but that's all on the modder's end, not ours."
if (idFromConfig != -1) {
createBiome(idFromConfig);
}
So, is there anything you guys can do about it?
Its not as if we are talking about a large number of mods - using just six at the moment puts me 40+ above the 255 limit, and that's NOT using all three of the major biome mods - by which I mean EBXL, Highlands and BOP. These are dimensional biomes and biomes thrown in by other mods - most of which are pretty crappy and I would gladly turn off, because its the other aspects - world gen / mobs etc that I use them for.
I know from discussion lots of people are having this problem and its much worse in 1.7
Hey Mohawk!
You are absolutely right about this problem...and there are now more mods that add biomes and more biomes from Mojang...and Mojang has not given a lot of love to biome modders.
You cannot use negative biomes id's because the ids index an array and therefore, as you have said must be from 0 to the length of the array (255).
I *think* I have a solution for you (at least for EBXL biomes). It requires a bit of hackery and kludging, but here goes: (*YMMV)
Step 1: Change the dependencies in your mod's mcmod.info file so that EBXL loads *before* the mod that contains the biomes you want to use.
Step 2: Assign the replacement biomes the same id as a biome in EBXL that you do not want.
Step 3: Disable the biome in the ebxl configs.
The reason this works is that because Forge hasn't done anything with biomeIDs and so mods can overwrite them with a biome of the same id without consequence (at least the last time I checked)
A while back MrFibre and I toyed with the idea of removing biomes from the mod completely, but this ability could render savegames completely unusable and/or produce mysterious crashes when the save game contained biomesID that had no corresponding biome. I agree that Mojang will need to give this area some attention, like they have with block Ids. (There is no reason why biome information can't be stored in a save game...so that the game only uses the default/modded biome list during world creation...but if Mojang is listening to me, I don't know about it! :D)
EDIT: I would also add that I think you touched on another problem: Biome misuse (of which ebxl shares some guilt) IMHO, Biomes should be used only to set temperature/humidity and general terrain shape (interpretation of the worldgen noise waveform)
Modx may add an "autumn forest" and thus create a biome for it, but such things can be generated by piggy-backing on existing biomes and/or using a system similar to the way villages are generated. (You will note that villages only generate in certain biomes and span heterogeneous biomes and multiple chunks.
Great work, by the by!
// Quite honestly, I wouldn't worry myself about that.
Time: 5/13/14 10:32 AM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: sealevel
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:523)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.NoSuchFieldError: sealevel
at ttftcuts.atg.config.configfiles.ATGMainConfig.init(ATGMainConfig.java:187)
at ttftcuts.atg.config.configfiles.ATGConfigFiles.init(ATGConfigFiles.java:17)
at ttftcuts.atg.ATG.preInit(ATG.java:57)
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:545)
at sun.reflect.GeneratedMethodAccessor1.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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
... 10 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_55, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode, sharing), Oracle Corporation
Memory: 92042736 bytes (87 MB) / 320778240 bytes (305 MB) up to 518979584 bytes (494 MB)
JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M -Xmx512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 73 mods loaded, 73 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
AppliedEnergistics-Core{rv14.finale3} [AppliedEnergistics Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
CodeChickenCore{0.9.0.8} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
Evoc{1.0.0} [Evoc] (minecraft.jar) Unloaded->Constructed->Pre-initialized
TConstruct-Preloader{0.0.1} [Tinkers Corestruct] (minecraft.jar) Unloaded->Constructed->Pre-initialized
DC1{2.4.0.12} [DukeCore] ([1.6.4] DukeCore v2.4.0.12.jar) Unloaded->Constructed->Pre-initialized
AS1{2.4.5.21} [Arcane Scrolls] ([1.6.4] ArcaneScrolls v2.4.5.21.jar) Unloaded->Constructed->Pre-initialized
bspkrsCore{v5.3(1.6.4)} [bspkrsCore] ([1.6.4]bspkrsCorev5.3.zip) Unloaded->Constructed->Pre-initialized
ArmorStatusHUD{v1.15(1.6.4)} [ArmorStatusHUD] ([1.6.4]ArmorStatusHUDv1.15.zip) Unloaded->Constructed->Pre-initialized
GrimoireGaia2{1.8.2} [§2Grimoire of Gaia 2] ([1.6.4]GrimoireofGaia2(1.8.2c).zip) Unloaded->Constructed->Pre-initialized
MoreWolvesMod{1.6.2} [MoreWolvesMod] ([1.6.4]MoreWolvesMod.zip) Unloaded->Constructed->Pre-initialized
StatusEffectHUD{v1.19(1.6.4)} [StatusEffectHUD] ([1.6.4]StatusEffectHUDv1.19.zip) Unloaded->Constructed->Pre-initialized
TreeCapitator{Forge 1.6.4.r09} [Treecapitator] ([1.6.4]TreeCapitator.Forge.1.6.4.r09.Universal.zip) Unloaded->Constructed->Pre-initialized
advancedgenetics{v1.4.2} [Advanced Genetics] (advancedgenetics-1.4.2-1.6.jar) Unloaded->Constructed->Pre-initialized
arsmagica2{1.1.2b} [Ars Magica 2] (AM2_1.1.2b.zip) Unloaded->Constructed->Pre-initialized
AnimationAPI{1.1.1} [AnimationAPI] (AnimationAPI v1.1.2 mc1.6.4.zip) Unloaded->Constructed->Pre-initialized
ForgeMultipart{1.0.0.219} [Forge Multipart] (ForgeMultipart-universal-1.6.4-1.0.0.219.jar) Unloaded->Constructed->Pre-initialized
TConstruct{1.6.X_1.5.5.7} [Tinkers' Construct] (TConstruct_mc1.6.4_1.5.5.7.jar) Unloaded->Constructed->Pre-initialized
aobd{1.4.0} [Another One Bites The Dust] (AOBD v1.4.0.jar) Unloaded->Constructed->Pre-initialized
AppliedEnergistics{rv14.finale3} [Applied Energistics] (appeng-rv14-finale3-mc16x.jar) Unloaded->Constructed->Pre-initialized
ArchimedesShipsMod{1.6.4 v1.4.5} [Archimedes' Ships] (ArchimedesShips.zip) Unloaded->Constructed->Pre-initialized
Artifice{1.6.4R1.1.3} [Artifice] (Artifice-1.1.3-243.jar) Unloaded->Constructed->Pre-initialized
ArtificeCompat|EE3{1.6.4R1.1.3} [Artifice Compat: EE3] (Artifice-1.1.3-243.jar) Unloaded->Constructed->Pre-initialized
BiomesOPlenty{1.2.1} [Biomes O' Plenty] (BiomesOPlenty-universal-1.6.4-1.2.1.416.jar) Unloaded->Constructed->Pre-initialized
ExtrabiomesXL{3.15.7} [ExtrabiomesXL] (ExtrabiomesXL-universal-1.6.4-3.15.7.zip) Unloaded->Constructed->Pre-initialized
BuildCraft|Core{4.2.2} [BuildCraft] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
Forestry{2.3.1.1} [Forestry for Minecraft] (forestry-A-2.3.1.1.jar) Unloaded->Constructed->Pre-initialized
ArtificeCompat|Forestry{1.6.4R1.1.3} [Artifice Compat: Forestry] (Artifice-1.1.3-243.jar) Unloaded->Constructed->Pre-initialized
ArtificeCompat|Vanilla{1.6.4R1.1.3} [Artifice Compat: Vanilla] (Artifice-1.1.3-243.jar) Unloaded->Constructed->Pre-initialized
ArtificeCompat|MFR{1.6.4R1.1.3} [Artifice Compat: MFR] (Artifice-1.1.3-243.jar) Unloaded->Constructed->Pre-initialized
ArtificeCompat|Buildcraft{1.6.4R1.1.3} [Artifice Compat: Buildcraft] (Artifice-1.1.3-243.jar) Unloaded->Constructed->Pre-initialized
ArtificeCompat|ForgeMicroblock{1.6.4R1.1.3} [Artifice Compat: ForgeMicroblock] (Artifice-1.1.3-243.jar) Unloaded->Constructed->Pre-initialized
ArtificeCompat|Thaumcraft{1.6.4R1.1.3} [Artifice Compat: Thaumcraft] (Artifice-1.1.3-243.jar) Unloaded->Constructed->Pre-initialized
ATG{0.9.5} [Alternate Terrain Generation] (ATG-1.6.4-0.9.5.jar) Unloaded->Constructed->Errored
Backpack{1.28.37} [Backpack] (backpack-1.28.37-1.6.x.jar) Unloaded->Constructed->Pre-initialized
betterstorage{0.8.0.43} [BetterStorage] (BetterStorage-1.6.4-0.8.0.45.jar) Unloaded->Constructed->Pre-initialized
BiblioCraft{1.5.5} [BiblioCraft] (BiblioCraft[v1.5.5].zip) Unloaded->Constructed->Pre-initialized
BiblioWoodsBoP{1.3} [BiblioWoods Biomes O'Plenty Edition] (BiblioWoods[BiomesOPlenty][v1.3].zip) Unloaded->Constructed->Pre-initialized
BiblioWoodsEBXL{1.1} [BiblioWoods ExtraBiomesXL Edition] (BiblioWoods[ExtraBiomesXL][v1.1].zip) Unloaded->Constructed->Pre-initialized
BiblioWoodsForestry{1.3} [BiblioWoods Forestry Edition] (BiblioWoods[Forestry][v1.3].zip) Unloaded->Constructed->Pre-initialized
BiblioWoodsNatura{1.1} [BiblioWoods Natura Edition] (BiblioWoods[Natura][v1.1].zip) Unloaded->Constructed->Pre-initialized
BinnieCore{1.8.0} [Binnie Core] (binnie-mods-1.8.0.jar) Unloaded->Constructed->Pre-initialized
ExtraBees{1.8.0} [Extra Bees] (binnie-mods-1.8.0.jar) Unloaded->Constructed->Pre-initialized
ExtraTrees{1.8.0} [Extra Trees] (binnie-mods-1.8.0.jar) Unloaded->Constructed->Pre-initialized
AWWayofTime{v1.0.1d} [Blood Magic: Alchemical Wizardry] (Blood Magic v1.0.1d.zip) Unloaded->Constructed->Pre-initialized
BuildCraft|Builders{4.2.2} [BC Builders] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Energy{4.2.2} [BC Energy] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Errored
BuildCraft|Factory{4.2.2} [BC Factory] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Transport{4.2.2} [BC Transport] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
BuildCraft|Silicon{4.2.2} [BC Silicon] (buildcraft-A-1.6.4-4.2.2.jar) Unloaded->Constructed->Pre-initialized
CarpentersBlocks{2.0.8} [Carpenter's Blocks] (Carpenter's Blocks v2.0.8 - MC 1.6+.zip) Unloaded->Constructed->Pre-initialized
ChickenChunks{1.3.3.4} [ChickenChunks] (ChickenChunks 1.3.3.4.jar) Unloaded->Constructed->Pre-initialized
CoFHCore{2.0.0.5} [CoFH Core] (CoFHCore-2.0.0.5.jar) Unloaded->Constructed->Pre-initialized
CoFHLoot{2.0.0.5} [CoFH Loot] (CoFHCore-2.0.0.5.jar) Unloaded->Constructed->Pre-initialized
CoFHMasquerade{2.0.0.5} [CoFH Masquerade] (CoFHCore-2.0.0.5.jar) Unloaded->Constructed->Pre-initialized
CoFHSocial{2.0.0.5} [CoFH Social] (CoFHCore-2.0.0.5.jar) Unloaded->Constructed->Pre-initialized
CoFHWorld{2.0.0.5} [CoFH World] (CoFHCore-2.0.0.5.jar) Unloaded->Constructed->Pre-initialized
DragonAPI{release} [DragonAPI] (DragonAPI 1.6 V22.zip) Unloaded->Constructed->Pre-initialized
CritterPet{beta} [Critter Pet] (CritterPet 1.6 V22.zip) Unloaded->Constructed->Pre-initialized
DungeonPack{1.6.4} [DungeonPack] (DungeonPack 1.6.4.zip) Unloaded->Constructed->Pre-initialized
DyeTrees{beta} [Dye Trees] (DyeTrees 1.6 V22.zip) Unloaded->Constructed->Errored
dynamictanks{1.0} [Dynamic Liquid Tanks 2] (DynamicTanks2_v0.0.8a.jar) Unloaded->Constructed->Pre-initialized
RotaryCraft{Gamma} [RotaryCraft] (RotaryCraft 1.6 V22.zip) Unloaded->Constructed->Pre-initialized
ElectriCraft{beta} [ElectriCraft] (ElectriCraft 1.6 V22.zip) Unloaded->Constructed->Pre-initialized
eplus{1.14.6} [Enchanting Plus] (EnchantingPlus-1.14.6.jar) Unloaded->Constructed->Pre-initialized
EnderForest{beta} [Ender Forest] (EnderForest 1.6 V22.zip) Unloaded->Constructed->Errored
EnhancedCore{1.1.3} [EnhancedCore] (EnhancedCore_1.1.3.jar) Unloaded->Constructed->Pre-initialized
EnhancedPortals3{1.6.4-3.0.0b5e} [EnhancedPortals] (EnhancedPortals-1.6.4-3.0.0b5e.jar) Unloaded->Constructed->Pre-initialized
Minimapsync{b0.3.2} [Minimapsync] (Minimapsync_1.6.4_b0.3.2.jar) Unloaded->Constructed->Pre-initialized
McMultipart{1.0.0.219} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.4-1.0.0.219.jar) Unloaded->Constructed->Pre-initialized
ForgeMicroblock{1.0.0.219} [Forge Microblocks] (ForgeMultipart-universal-1.6.4-1.0.0.219.jar) Unloaded->Constructed->Pre-initialized
TConstruct Environment: Sane and ready for action. Bugs may be reported.
Back in April is see mention of a fix being pushed "next week". As it's May now, is that bug-fix still incoming?
The strawberries are wayyyy OP when used in conjunction with Hunger Overhaul/Harvest Craft, as one strawberry can remove my hunger by 1 full step, while other food from vanilla/HC takes 3 or 4 to do so.
This part of the log:
indicates that the crash is happening in the ATG mod.
So if I remove that, it could fix the issue?
The other option is to just dig out the block under them and that will break the plant. With regards to it being OP, the addition of the strawberry was mainly as a test for the crops we will be adding via our farming add-on. There will be a few "wild" plants left in the core part of the mod to help people out exploring or just starting world, but the amount they heal for is something we will be looking at and maybe adjusting, although it is my understanding that you can make adjustments like that within Hunger Overhaul. Personally I like that they heal for one heart.
You and the EBXL Team need to take care of business - that is completely understandable.
However long the wait is, it is always worth it for a mod of this caliber!
It should.
I do have hunger overhaul installed, and hunger overhaul for some reason doesn't recognize it as "food", so it doesn't automatically give it a food type "morsel", "snack" etc. So I am assuming this is why it isn't altering it's hunger amount to be 4 times lower (as it does to everything else.). The only reason it's even an issue is because I am going to making a "True" survival let's play series, and with the strawberries spawning, it's not "survival" anymore. XD But I understand fully your time constraints and life distractions, I too had them recently.Haven't made a video in like 6 months. :-/
When you do get back to updating, can you add an option in the config to completely disable wild crops in generation? I'd prefer to just stick to the Harvestcraft crops, but keep the new biomes.
Yes, all of our items will be configurable, and I will bring it up to the rest of the team that Hunger Overhaul isn't recognizing our items as food. Have you by chance tried crafting the chocolate strawberry to see if it recognizes that?
The wild plants that will remain in the core mod once the farming add-on is released, will only heal for a small amount and I believe in our last team discussion we decided that the wild plants will break after you gather the fruit, so you can't keep harvesting from them. The ones in the farming add-on you will be able to plant and grow similar to how the strawberries work now. However with the farming add-on you will have to deal with food quality and preservation, which should make things much more interesting.
Regarding the amplified world, that I do not know as I have not played 1.7 at all and am not sure how that works. I have asked Scott to respond to that part of your question. =)
Assuming we continue to add biomes to the vanilla terrain generator the amplifier should work as it amplifies the waveform from the noise generator that is being input into the vanilla terrain generator.
Not trying to hedge the answer, but there has been some discussion of possible rolling our own terrain generator.
Shecky and I were talking about this a while back since vanilla added so many new biomes and took up so many more of the ID's in 1.7. He was thinking that you can go in the negative range with ID's but we haven't tested that out yet. It really does cause issues because the number of ID's available are so few to begin with. This is one reason we plan on removing some of our biomes like the redwood/fir forests. We have several and they all basically look the same, so we will leave one and change the others to different types of biomes, which will free up some biome ID's that we can use for new biomes we have planned.
You can of course change biome ID's. Some vanilla biomes are hard coded and cannot be shut off, although I'm not sure how that works for 1.7. I know that we have the option in our config to shut off any of our biomes as well as the vanilla biomes that are not hard coded. If you turn off any of our biomes then then that ID can be used for another.
I will ask Shecky and/or Scott to look at your post, as they can probably respond to your question much better than I can.
// Ooh. Shiny.
Time: 5/25/14 8:32 AM
Description: Ticking memory connection
java.lang.IllegalStateException: java.io.EOFException
at com.google.common.io.ByteStreams$ByteArrayDataInputStream.readInt(ByteStreams.java:377)
at src.train.common.core.handlers.PacketHandler.onPacketData(PacketHandler.java:98)
at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:255)
at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:245)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:85)
at net.minecraft.network.NetServerHandler.func_72501_a(NetServerHandler.java:1130)
at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(SourceFile:61)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:691)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
Caused by: java.io.EOFException
at java.io.DataInputStream.readInt(Unknown Source)
at com.google.common.io.ByteStreams$ByteArrayDataInputStream.readInt(ByteStreams.java:375)
... 15 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.google.common.io.ByteStreams$ByteArrayDataInputStream.readInt(ByteStreams.java:377)
at src.train.common.core.handlers.PacketHandler.onPacketData(PacketHandler.java:98)
at cpw.mods.fml.common.network.NetworkRegistry.handlePacket(NetworkRegistry.java:255)
at cpw.mods.fml.common.network.NetworkRegistry.handleCustomPacket(NetworkRegistry.java:245)
at cpw.mods.fml.common.network.FMLNetworkHandler.handlePacket250Packet(FMLNetworkHandler.java:85)
at net.minecraft.network.NetServerHandler.func_72501_a(NetServerHandler.java:1130)
at net.minecraft.network.packet.Packet250CustomPayload.func_73279_a(SourceFile:61)
at net.minecraft.network.MemoryConnection.func_74428_b(MemoryConnection.java:89)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:141)
-- Ticking connection --
Details:
Connection: net.minecraft.network.NetServerHandler@d9ef94
Stacktrace:
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:54)
at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:109)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:691)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:587)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_55, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
Memory: 140704936 bytes (134 MB) / 518979584 bytes (494 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
AABB Pool Size: 6716 (376096 bytes; 0 MB) allocated, 5815 (325640 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 12, allocated: 1, tallocated: 49
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 10 mods loaded, 10 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
lionking{v1.13 for Minecraft 1.6.4} [The Lion King Mod] ([1.6.4] The Lion King Mod v1.13.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
LOTR{Beta v15.0 for Minecraft 1.6.4} [The Lord of the Rings Mod] ([1.6.4] The Lord of the Rings Mod Public Beta 15.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
mod_ReiMinimap{v3.4_01 [1.6.2]} [mod_ReiMinimap] ([1.6.4]ReiMinimap_v3.4_01.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Railcraft{8.4.0.0} [Railcraft] (Railcraft_1.6.4-8.4.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
row{1.6.4-013.10.21-1} [Rails of War] (RoW-013X21b.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TooMuchTNT{2.6} [TooMuchTNT] (TooMuchTNT v2.6) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
TC{4.1.4_024} [Traincraft] (traincraft-4.1.4_024.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 313 (17528 bytes; 0 MB) allocated, 234 (13104 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['nickWTN'/245, l='LOR and LK world', x=-14.33, y=64.00, z=-361.92]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
The fact that we thought it would be worse in 1.7 is why we started looking at if we could go negative with the ID's, as no one uses those right now. Of course that would mean reassigning all of our ID's, but would be worth it since if between the large number of ID's taken up by vanilla and BoP, you would be close to the max number of biomes allowed. I'm glad that the issue is at least being acknowledged and hopefully a solution to the limited number of ID's can be found in the future.
Changing our ID's is something that we are looking into and if possible, we will be doing. I have asked Shecky or Scott to respond, but I'm sure the guys are busy enjoying family time over the holiday weekend, so it could be Tuesday, before one of them responds. =)
Please post your Forge 0 log, as it contains more information that will help to determine what the issue is.
Hey Mohawk!
You are absolutely right about this problem...and there are now more mods that add biomes and more biomes from Mojang...and Mojang has not given a lot of love to biome modders.
You cannot use negative biomes id's because the ids index an array and therefore, as you have said must be from 0 to the length of the array (255).
I *think* I have a solution for you (at least for EBXL biomes). It requires a bit of hackery and kludging, but here goes: (*YMMV)
Step 1: Change the dependencies in your mod's mcmod.info file so that EBXL loads *before* the mod that contains the biomes you want to use.
Step 2: Assign the replacement biomes the same id as a biome in EBXL that you do not want.
Step 3: Disable the biome in the ebxl configs.
The reason this works is that because Forge hasn't done anything with biomeIDs and so mods can overwrite them with a biome of the same id without consequence (at least the last time I checked)
A while back MrFibre and I toyed with the idea of removing biomes from the mod completely, but this ability could render savegames completely unusable and/or produce mysterious crashes when the save game contained biomesID that had no corresponding biome. I agree that Mojang will need to give this area some attention, like they have with block Ids. (There is no reason why biome information can't be stored in a save game...so that the game only uses the default/modded biome list during world creation...but if Mojang is listening to me, I don't know about it! :D)
EDIT: I would also add that I think you touched on another problem: Biome misuse (of which ebxl shares some guilt) IMHO, Biomes should be used only to set temperature/humidity and general terrain shape (interpretation of the worldgen noise waveform)
Modx may add an "autumn forest" and thus create a biome for it, but such things can be generated by piggy-backing on existing biomes and/or using a system similar to the way villages are generated. (You will note that villages only generate in certain biomes and span heterogeneous biomes and multiple chunks.
I created a (dated) proof of concept here that illustrates some of these concepts: https://github.com/BlockAcquisitionConsortium/ScottishBiomes-Reference-Implementation#scottishbiomes