java.lang.IllegalStateException: Already tesselating!
at ave.b(Tessellator.java:504)
at ave.b(Tessellator.java:494)
at aub.a(EffectRenderer.java:126)
at auw.a(EntityRenderer.java:1327)
at auw.b(EntityRenderer.java:1043)
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)
(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?
At this point, no one on the Forge team has even indicated that they are aware of the problem. There is one mention on the forge forums of the problem, but no official response. One of the responses from a forum user claims that the server is back up, but I have not found that to be the case.
Apart from the crash, update your Java immediately! You are using 1.6 which is the version with the big security hole! Update it to 1.7!
Ironically, it's actually 1.7 that's been having the ongoing huge security problems for awhile now, while 1.6 is safer. 1.7u7 is completely vulnerable and is the most up to date version of 1.7. Security experts are recommending that people completely disable Java rather than run 1.7 right now.
umm... why do my trees look like half slabs and tnt?
no texture pack
ID conflict. Delete your extrabiomes.cfg file. It is located in \.minecraft\config\extrabiomes. Once you've done that fire up MC. The file will regenerate.
Properly installed forge, ran minecraft, copied extrabiomesxl to the mod folder, ran minecraft, ran minecraft again and created a world... it only seems to have vanilla biomes.
I had biomes o plenty running before, but started clean to try this mod as I like the look of it a little more. Any ideas?
Also, assuming I can get the mod to work, do you know of any good village/villager mods that would work with this? It sounds like millenaire might, but it would require editing the config files for that mod to make it spawn villages in the new biomes. Any idea on that?
Properly installed forge, ran minecraft, copied extrabiomesxl to the mod folder, ran minecraft, ran minecraft again and created a world... it only seems to have vanilla biomes.
I had biomes o plenty running before, but started clean to try this mod as I like the look of it a little more. Any ideas?
Also, assuming I can get the mod to work, do you know of any good village/villager mods that would work with this? It sounds like millenaire might, but it would require editing the config files for that mod to make it spawn villages in the new biomes. Any idea on that?
Thanks in advance!
Symon
I see nothing of Forge in your error report but I do see Modloader. Did you install both? If so then that is likely part of the problem.
I see nothing of Forge in your error report but I do see Modloader. Did you install both? If so then that is likely part of the problem.
Hmmm. Perhaps I ought to get some sleep and reinstall forge in the morning. I think I had modloader and forgot or never realized they were two different things. lol
Thanks! Sorry for the stupid question. Hopefully that'll fix it.
With new recomended Forge 4.1.4.298 the problems with cut biomes seems to have disappeared. But the problem with marsh biome, which I also wrote earlier stayed. Marsh biome is always at the strip. Top to bottom. And is very long.
To see it you can start new game with seed 7338299143734661230 and go to the coordinates from screens.
Do not be surprised - my English is Google translate. I never play Minecraft without these mods:
ExtraBiomesXl, Industrial Craft, Build Craft, LCTrees++, Metallurgy, Railcraft, Smart Moving, Forestry, Jammy Furniture Mod, Kaevator Super Slopes, Xtra Blocks, ReiMinimap, CraftGuide.
With new recomended Forge 4.1.4.298 the problems with cut biomes seems to have disappeared. But the problem with marsh biome, which I also wrote earlier stayed. Marsh biome is always at the strip. Top to bottom. And is very long.
To see it you can start new game with seed 7338299143734661230 and go to the coordinates from screens.
Can't confirm I still get this with the updated Forge yet, but I can confirm I noticed abnormal marshes that match Chandler's description when I had Forge 263. Sorry I forgot to mention it!
EDIT: How the heck I can find what seed is generated when I randomly generate a world? Used to be that MC would show the long string of numbers along with the other info when pressing F3, but I don't see that anymore nor can I seem to find an option in the menu to show the seed.
Can't confirm I still get this with the updated Forge yet, but I can confirm I noticed abnormal marshes that match Chandler's description when I had Forge 263. Sorry I forgot to mention it!
EDIT: How the heck I can find what seed is generated when I randomly generate a world? Used to be that MC would show the long string of numbers, but I don't see that anymore nor can I seem to find an option in the menu to show the seed.
I using cjb mods for this info (CJB_main.zip+CJB_MOREINFO.zip)
Start Minecraft - singleplayer-create new world - more world options - seed for the world - paste 7338299143734661230 - create new world
And you can find this broken Marsh near the start point.
Do not be surprised - my English is Google translate. I never play Minecraft without these mods:
ExtraBiomesXl, Industrial Craft, Build Craft, LCTrees++, Metallurgy, Railcraft, Smart Moving, Forestry, Jammy Furniture Mod, Kaevator Super Slopes, Xtra Blocks, ReiMinimap, CraftGuide.
I using cjb mods for this info (CJB_main.zip+CJB_MOREINFO.zip)
Start Minecraft - singleplayer-create new world - more world options - seed for the world - paste 7338299143734661230 - create new world
And you can find this broken Marsh near the start point.
How the heck I can find what seed is generated when I randomly generate a world? Used to be that MC would show the long string of numbers along with the other info when pressing F3, but I don't see that anymore nor can I seem to find an option in the menu to show the seed.
With new recomended Forge 4.1.4.298 the problems with cut biomes seems to have disappeared. But the problem with marsh biome, which I also wrote earlier stayed. Marsh biome is always at the strip. Top to bottom. And is very long.
To see it you can start new game with seed 7338299143734661230 and go to the coordinates from screens.
I can see in your screen shots that it is not the biome that is propagating in that way, but the marsh generator generating the marsh terrain feature even in other biomes.
Thanks for this info.
Question for everyone
I am of the opinion that marsh might actually fit better as a terrain feature rather than its current status as a biome. Actually, right now it is simply a biome completely filled with a terrain gen feature--which means that is goes against the grain in terms of the design of the rest of the mod. I have been thinking about this and if I make it a terrain feature, I have figured out a way for marshes to appear in logical places in other biomes. I might even give them another grass--I live near marshes and they are not patchy expanses of green grass (See below). So my question is: How would you guys feel about this? Marshes would be smaller, but they would be placed in more logical places (meaning that they would be randomly spawned in river biomes with increased chance near rivers / ocean junctions.)
That is a suggestion for XCompWiz sounds like.
http://www.minecraft...090288-#SUPPORT
But I was not able to make it persuasive enough.
If you have a mod that needs that feature, you might have better luck requesting that.
* 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?
At this point, no one on the Forge team has even indicated that they are aware of the problem. There is one mention on the forge forums of the problem, but no official response. One of the responses from a forum user claims that the server is back up, but I have not found that to be the case.
Ironically, it's actually 1.7 that's been having the ongoing huge security problems for awhile now, while 1.6 is safer. 1.7u7 is completely vulnerable and is the most up to date version of 1.7. Security experts are recommending that people completely disable Java rather than run 1.7 right now.
I would get the 1.6u35 JDK. In fact I have.
Read about it here - Oracles Fix actually opened up even more vulnerabilities
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
sorry Scott, but that link is dead
although, I suspect that its something you have said before.
what its like being a broken record.
No, they do not spread.
I'm having trouble getting the mod to load.
Properly installed forge, ran minecraft, copied extrabiomesxl to the mod folder, ran minecraft, ran minecraft again and created a world... it only seems to have vanilla biomes.
Here's my error log: http://pastebin.com/JXwJNkvC
I had biomes o plenty running before, but started clean to try this mod as I like the look of it a little more. Any ideas?
Also, assuming I can get the mod to work, do you know of any good village/villager mods that would work with this? It sounds like millenaire might, but it would require editing the config files for that mod to make it spawn villages in the new biomes. Any idea on that?
Thanks in advance!
Symon
Hmmm. Perhaps I ought to get some sleep and reinstall forge in the morning. I think I had modloader and forgot or never realized they were two different things. lol
Thanks! Sorry for the stupid question. Hopefully that'll fix it.
ExtraBiomesXl, Industrial Craft, Build Craft, LCTrees++, Metallurgy, Railcraft, Smart Moving, Forestry, Jammy Furniture Mod, Kaevator Super Slopes, Xtra Blocks, ReiMinimap, CraftGuide.
Can't confirm I still get this with the updated Forge yet, but I can confirm I noticed abnormal marshes that match Chandler's description when I had Forge 263. Sorry I forgot to mention it!
EDIT: How the heck I can find what seed is generated when I randomly generate a world? Used to be that MC would show the long string of numbers along with the other info when pressing F3, but I don't see that anymore nor can I seem to find an option in the menu to show the seed.
I using cjb mods for this info (CJB_main.zip+CJB_MOREINFO.zip)
Start Minecraft - singleplayer-create new world - more world options - seed for the world - paste 7338299143734661230 - create new world
And you can find this broken Marsh near the start point.
ExtraBiomesXl, Industrial Craft, Build Craft, LCTrees++, Metallurgy, Railcraft, Smart Moving, Forestry, Jammy Furniture Mod, Kaevator Super Slopes, Xtra Blocks, ReiMinimap, CraftGuide.
CJB mods? I'll have to check that out thanks.
I can see in your screen shots that it is not the biome that is propagating in that way, but the marsh generator generating the marsh terrain feature even in other biomes.
Thanks for this info.
Question for everyone
I am of the opinion that marsh might actually fit better as a terrain feature rather than its current status as a biome. Actually, right now it is simply a biome completely filled with a terrain gen feature--which means that is goes against the grain in terms of the design of the rest of the mod. I have been thinking about this and if I make it a terrain feature, I have figured out a way for marshes to appear in logical places in other biomes. I might even give them another grass--I live near marshes and they are not patchy expanses of green grass (See below). So my question is: How would you guys feel about this? Marshes would be smaller, but they would be placed in more logical places (meaning that they would be randomly spawned in river biomes with increased chance near rivers / ocean junctions.)