1. Thank you both first for making this fantastic mod, and 2, making it Forge compatible. It really takes Minecraft in a whole new direction... the massive amounts of time and energy spent on making this happen is well recieved and appreciated. Once word gets out that this is now Forge compatible, I'm sure the hits on this thread will skyrocket. 2. I will post a request to Dr. Zhark to look into the Mo Creatures compatibility. It works in all base Minecraft Biomes, so it's obviously not your problem. I see the sea creatures in the Oceans, so I know it's working. 3. Once that does work... I run Flan's Weapons mod, so I always 'pack heat' wherever I go in your Biomes. To have animals running around in this Mod would be completely insane... like the greatest virtual hunting trip ever concieved! 4. If you have not tried using the "Ruins" mod with this... do so... it's freakin' fantastic! That mod, coupled with the Biomes O' Plenty makes the best atmosphere of any open-ended game I have ever played. Skyrim is graphically stratospheric in comparison to Minecraft... but... it has ends... MC is infinte, and this combo takes you there. The ruins in the Highlands, with the tall grass look picturesque. Thanks again! 5. MAtmos ... do I need to say anything else... wow..
For anyone that is trying to mod minecraft... use MultiMC. It's way easier to use than MagicLauncher simply because you can organize and catagorize several MC versions and have all of your patches/mods/whatever... listed cleanly right in front of you. I place all my mods and upgrades in one folder, then pick and choose what I want. Also.. remember to read the 'readme' for each mod. Sometimes you have to install stuff to the MC directory...
This mod worked fine for me WITHOUT installing the Biomes O' Plenty base. All I did was add in the Forge version to the bottom of my mod list in MultiMC, changed the world when I created a new one... and off I went.
BTW... I just posted on Dr. Zharks thread.. and while doing so I realized that there are NO default animals as well. The only mobs I came across last night was a red chicken in a meadow...
So even the default mobs are not spawning... unless this has been fixed already, and I am behind the 8-ball...
---- Minecraft Crash Report ----
// Don't be sad. I'll do better next time, I promise!
Time: 1/5/13 11:40 AM
Description: Failed to start game
java.lang.IllegalArgumentException: Slot 189 is already occupied by tdwp_ftw.biomesop.blocks.BlockSprout@19cd1d94 when adding xolova.blued00r.divinerpg.blocks.BlockTwilightStone@6950ecc7
at amq.<init>(Block.java:324)
at amq.<init>(Block.java:357)
at xolova.blued00r.divinerpg.blocks.BlockTwilightStone.<init>(BlockTwilightStone.java:14)
at xolova.blued00r.divinerpg.DivineRPG.load(DivineRPG.java:2845)
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:478)
at sun.reflect.GeneratedMethodAccessor4.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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:656)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.6
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.6.0_20, Sun Microsystems Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
Memory: 563988008 bytes (537 MB) / 648740864 bytes (618 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
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 v7.25 FML v4.6.12.511 Minecraft Forge 6.5.0.467 Optifine OptiFine_1.4.6_HD_U_A2 13 mods loaded, 13 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_ReiMinimap [mod_ReiMinimap] ([1.4.6]ReiMinimap_v3.2_06.zip) Unloaded->Constructed->Pre-initialized->Initialized
BiomesOPlenty [Biomes O' Plenty] (BiomesOPlenty-1.4.6-Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized
DamageIndicatorsMod [Damage Indicators] (DamageIndicators[1.4.6]2.2.8.zip) Unloaded->Constructed->Pre-initialized->Initialized
DivineRPG [DivineRPG] (DivineRPG1.2.4.jar) Unloaded->Constructed->Pre-initialized->Errored
EnderStorage [EnderStorage] (EnderStorage 1.3.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized
GraviGun [GraviGun] (GravityGun1.4.6v1.zip) Unloaded->Constructed->Pre-initialized->Initialized
PortalGun [Portal Gun] (portalgun1.4.6v2.zip) Unloaded->Constructed->Pre-initialized->Initialized
weaponmod [Balkon's WeaponMod] (Weaponmod.zip) Unloaded->Constructed->Pre-initialized->Initialized
LWJGL: 2.4.2
OpenGL: AMD M880G with ATI Mobility Radeon HD 4250 GL version 3.2.9704 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
The Meaning of Life, the Universe, and Everything.
Join Date:
9/13/2011
Posts:
44
Minecraft:
gamax92
Member Details
The Forge version is not maintained by TDWP_FTW, but by me.
Also, that error means that two blocks are trying to be added to the game and are both using the same slot.
Its xolova.blued00r.divinerpg.blocks.BlockTwilightStone and tdwp_ftw.biomesop.blocks.BlockSprout. You can try to go to the config and change the block ID's
People experiencing an issue with a weird colored texture under blocks, this is Optifine fault.
It seems the only default animals that spawn are the Mushroom cows, and the little red birds. I don't see anything else spawn... but if I use the insta-spawner for Mo Creatures, I can spawn stuff all day.
Is there something I missed in the world set-up? I selected Biomes O' Plenty, other than that, all default.
---- Minecraft Crash Report ----
// This is a token for 1 free hug. Redeem at your nearest Mojangsta: [~~HUG~~]
Time: 1/5/13 3:52 PM
Description: Failed to start game
java.lang.RuntimeException: Duplicate stat id: "achievement.achRedRock" and "achievement.divineintervention" at id 5244882
at jl.g(SourceFile:32)
at jg.c(SourceFile:51)
at xolova.blued00r.divinerpg.DivineRPG.load(DivineRPG.java:3994)
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:478)
at sun.reflect.GeneratedMethodAccessor4.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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:656)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.6
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.6.0_20, Sun Microsystems Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
Memory: 338985904 bytes (323 MB) / 648740864 bytes (618 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
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 v7.25 FML v4.6.12.511 Minecraft Forge 6.5.0.467 Optifine OptiFine_1.4.6_HD_U_A2 13 mods loaded, 13 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_ReiMinimap [mod_ReiMinimap] ([1.4.6]ReiMinimap_v3.2_06.zip) Unloaded->Constructed->Pre-initialized->Initialized
BiomesOPlenty [Biomes O' Plenty] (BiomesOPlenty-1.4.6-Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized
DamageIndicatorsMod [Damage Indicators] (DamageIndicators[1.4.6]2.2.8.zip) Unloaded->Constructed->Pre-initialized->Initialized
DivineRPG [DivineRPG] (DivineRPG1.2.4.jar) Unloaded->Constructed->Pre-initialized->Errored
EnderStorage [EnderStorage] (EnderStorage 1.3.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized
GraviGun [GraviGun] (GravityGun1.4.6v1.zip) Unloaded->Constructed->Pre-initialized->Initialized
PortalGun [Portal Gun] (portalgun1.4.6v2.zip) Unloaded->Constructed->Pre-initialized->Initialized
weaponmod [Balkon's WeaponMod] (Weaponmod.zip) Unloaded->Constructed->Pre-initialized->Initialized
LWJGL: 2.4.2
OpenGL: AMD M880G with ATI Mobility Radeon HD 4250 GL version 3.2.9704 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Would you please also keep working on the non-forge version too?
Once I go to Forge, I'm not going back. I realize now that my mod has so much potential, and I just can't keep it as some small pet project anymore. Multiplayer support and increased mod compatibility are two things that the mod really needs. They're things I want as well, so I'm not just doing it JUST to please people.
Once I go to Forge, I'm not going back. I realize now that my mod has so much potential, and I just can't keep it as some small pet project anymore. Multiplayer support and increased mod compatibility are two things that the mod really needs. They're things I want as well, so I'm not just doing it JUST to please people.
I'll change the achievement IDs for the next update.
Is this compatible with ExtraBiomes XL or other biome-adding mods? A: No. But really, what other biomes do you need?
And there's why I won't be using your mod. I know it won't mean much to you, but I just thought I'd let you know! Not sure why you wouldn't want more diversity.
SO GLAD you went to/are going to forge! great decision. wolv21 (a youtube commentator) was looking for mod suggestions, so i mentioned yours, ill post a link if he decides to use it
I got two ideas. First, how about making a biome that is full of mud, just like the quagmire, but is also full of a quicksand block, which acts similarly to the one in ExtrabiomesXL. Here is a pic I made of what it could look like (I used extrabiomesxl and single player commands):
My next idea is that you could add 5 or so biomes to the nether. One would be full of a "Nether Dirt" block (which looks just like dirt, but a different color), and these biomes would make the Nether livable, with some adding trees that can get you some Ghast fireball-proof wood for your new nether-house!
Basically every Biome that is in EBXL is in this one too - just the names are different - what do you need EBXL for if you can get MORE than it offers?
Basically EBXL is useless when you use this mod as every Biome that is in EBXL is in this mod included just with different names and better
1. There are some differences between the biomes, and in a way, less biomes can be a good thing. I'm all for having 28 and over 60, but even if the two mods worked together I would disable the extras.
2. Extrabiomes XL has more texture pack support (and, more importantly, my texture packs' support. (Painterly) )
3. EBXL adds less custom blocks and items. That's less retexturing work if I want to modify anything myself, and less potential conflicts and id-juggling with the dozens of other mods I use.
4. EBXL has support by the creature mods I use, AtmosMobs and Mo'Creatures. Until those creators go through the painful process of determining which of their fauna fit in all the biomes this mod adds, the Biomes-o-Plenty™ will only be populated by default mobs.
5. There's no way to change which biomes spawn. This isn't a problem with EBXL because all of the biomes fit the default perfectly, if you ask me. With this, some of the biomes are not to my liking and there's nothing I can do about it (besides "move on".) I find it funny, because when I was reading through the topic I noticed "Realistic" and "Fantasy" tags on the biomes. However, there's no "Realistic" or "Fantasy" separate downloads, so what's the point of even distinguishing between them?
So, I'd be perfectly happy if the two mods could work together seamlessly, and you could pick and choose your biomes. Maybe in the future if the mod creator changes his mind.
1. Thank you both first for making this fantastic mod, and 2, making it Forge compatible. It really takes Minecraft in a whole new direction... the massive amounts of time and energy spent on making this happen is well recieved and appreciated. Once word gets out that this is now Forge compatible, I'm sure the hits on this thread will skyrocket.
2. I will post a request to Dr. Zhark to look into the Mo Creatures compatibility. It works in all base Minecraft Biomes, so it's obviously not your problem. I see the sea creatures in the Oceans, so I know it's working.
3. Once that does work... I run Flan's Weapons mod, so I always 'pack heat' wherever I go in your Biomes. To have animals running around in this Mod would be completely insane... like the greatest virtual hunting trip ever concieved!
4. If you have not tried using the "Ruins" mod with this... do so... it's freakin' fantastic! That mod, coupled with the Biomes O' Plenty makes the best atmosphere of any open-ended game I have ever played. Skyrim is graphically stratospheric in comparison to Minecraft... but... it has ends... MC is infinte, and this combo takes you there. The ruins in the Highlands, with the tall grass look picturesque. Thanks again!
5. MAtmos ... do I need to say anything else... wow..
For anyone that is trying to mod minecraft... use MultiMC. It's way easier to use than MagicLauncher simply because you can organize and catagorize several MC versions and have all of your patches/mods/whatever... listed cleanly right in front of you. I place all my mods and upgrades in one folder, then pick and choose what I want. Also.. remember to read the 'readme' for each mod. Sometimes you have to install stuff to the MC directory...
This mod worked fine for me WITHOUT installing the Biomes O' Plenty base. All I did was add in the Forge version to the bottom of my mod list in MultiMC, changed the world when I created a new one... and off I went.
All the best...
So even the default mobs are not spawning... unless this has been fixed already, and I am behind the 8-ball...
Thanks...
---- Minecraft Crash Report ----
// Don't be sad. I'll do better next time, I promise!
Time: 1/5/13 11:40 AM
Description: Failed to start game
java.lang.IllegalArgumentException: Slot 189 is already occupied by tdwp_ftw.biomesop.blocks.BlockSprout@19cd1d94 when adding xolova.blued00r.divinerpg.blocks.BlockTwilightStone@6950ecc7
at amq.<init>(Block.java:324)
at amq.<init>(Block.java:357)
at xolova.blued00r.divinerpg.blocks.BlockTwilightStone.<init>(BlockTwilightStone.java:14)
at xolova.blued00r.divinerpg.DivineRPG.load(DivineRPG.java:2845)
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:478)
at sun.reflect.GeneratedMethodAccessor4.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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:656)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.6
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.6.0_20, Sun Microsystems Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
Memory: 563988008 bytes (537 MB) / 648740864 bytes (618 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
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 v7.25 FML v4.6.12.511 Minecraft Forge 6.5.0.467 Optifine OptiFine_1.4.6_HD_U_A2 13 mods loaded, 13 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_ReiMinimap [mod_ReiMinimap] ([1.4.6]ReiMinimap_v3.2_06.zip) Unloaded->Constructed->Pre-initialized->Initialized
BiomesOPlenty [Biomes O' Plenty] (BiomesOPlenty-1.4.6-Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized
DamageIndicatorsMod [Damage Indicators] (DamageIndicators[1.4.6]2.2.8.zip) Unloaded->Constructed->Pre-initialized->Initialized
DivineRPG [DivineRPG] (DivineRPG1.2.4.jar) Unloaded->Constructed->Pre-initialized->Errored
EnderStorage [EnderStorage] (EnderStorage 1.3.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized
GraviGun [GraviGun] (GravityGun1.4.6v1.zip) Unloaded->Constructed->Pre-initialized->Initialized
PortalGun [Portal Gun] (portalgun1.4.6v2.zip) Unloaded->Constructed->Pre-initialized->Initialized
weaponmod [Balkon's WeaponMod] (Weaponmod.zip) Unloaded->Constructed->Pre-initialized->Initialized
LWJGL: 2.4.2
OpenGL: AMD M880G with ATI Mobility Radeon HD 4250 GL version 3.2.9704 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Also, that error means that two blocks are trying to be added to the game and are both using the same slot.
Its xolova.blued00r.divinerpg.blocks.BlockTwilightStone and tdwp_ftw.biomesop.blocks.BlockSprout. You can try to go to the config and change the block ID's
People experiencing an issue with a weird colored texture under blocks, this is Optifine fault.
It seems the only default animals that spawn are the Mushroom cows, and the little red birds. I don't see anything else spawn... but if I use the insta-spawner for Mo Creatures, I can spawn stuff all day.
Is there something I missed in the world set-up? I selected Biomes O' Plenty, other than that, all default.
Thanks in advance....
JR
Thanks for porting this great mod to Forge. It's a work of art.
JR
---- Minecraft Crash Report ----
// This is a token for 1 free hug. Redeem at your nearest Mojangsta: [~~HUG~~]
Time: 1/5/13 3:52 PM
Description: Failed to start game
java.lang.RuntimeException: Duplicate stat id: "achievement.achRedRock" and "achievement.divineintervention" at id 5244882
at jl.g(SourceFile:32)
at jg.c(SourceFile:51)
at xolova.blued00r.divinerpg.DivineRPG.load(DivineRPG.java:3994)
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:478)
at sun.reflect.GeneratedMethodAccessor4.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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:656)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.6
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.6.0_20, Sun Microsystems Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
Memory: 338985904 bytes (323 MB) / 648740864 bytes (618 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
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 v7.25 FML v4.6.12.511 Minecraft Forge 6.5.0.467 Optifine OptiFine_1.4.6_HD_U_A2 13 mods loaded, 13 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_ReiMinimap [mod_ReiMinimap] ([1.4.6]ReiMinimap_v3.2_06.zip) Unloaded->Constructed->Pre-initialized->Initialized
BiomesOPlenty [Biomes O' Plenty] (BiomesOPlenty-1.4.6-Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized
DamageIndicatorsMod [Damage Indicators] (DamageIndicators[1.4.6]2.2.8.zip) Unloaded->Constructed->Pre-initialized->Initialized
DivineRPG [DivineRPG] (DivineRPG1.2.4.jar) Unloaded->Constructed->Pre-initialized->Errored
EnderStorage [EnderStorage] (EnderStorage 1.3.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized
GraviGun [GraviGun] (GravityGun1.4.6v1.zip) Unloaded->Constructed->Pre-initialized->Initialized
PortalGun [Portal Gun] (portalgun1.4.6v2.zip) Unloaded->Constructed->Pre-initialized->Initialized
weaponmod [Balkon's WeaponMod] (Weaponmod.zip) Unloaded->Constructed->Pre-initialized->Initialized
LWJGL: 2.4.2
OpenGL: AMD M880G with ATI Mobility Radeon HD 4250 GL version 3.2.9704 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Also, good news. Gamax and I are collaborating to make the mod completely Forge-based. I'm not sure when it'll be ready, but it's definitely coming.
Would you please also keep working on the non-forge version too?
is there a way to fix it?
Once I go to Forge, I'm not going back. I realize now that my mod has so much potential, and I just can't keep it as some small pet project anymore. Multiplayer support and increased mod compatibility are two things that the mod really needs. They're things I want as well, so I'm not just doing it JUST to please people.
I'll change the achievement IDs for the next update.
You guys rock! Thanks!
Is this compatible with ExtraBiomes XL or other biome-adding mods?
A: No. But really, what other biomes do you need?
And there's why I won't be using your mod. I know it won't mean much to you, but I just thought I'd let you know! Not sure why you wouldn't want more diversity.
My next idea is that you could add 5 or so biomes to the nether. One would be full of a "Nether Dirt" block (which looks just like dirt, but a different color), and these biomes would make the Nether livable, with some adding trees that can get you some Ghast fireball-proof wood for your new nether-house!
1. There are some differences between the biomes, and in a way, less biomes can be a good thing. I'm all for having 28 and over 60, but even if the two mods worked together I would disable the extras.
2. Extrabiomes XL has more texture pack support (and, more importantly, my texture packs' support. (Painterly) )
3. EBXL adds less custom blocks and items. That's less retexturing work if I want to modify anything myself, and less potential conflicts and id-juggling with the dozens of other mods I use.
4. EBXL has support by the creature mods I use, AtmosMobs and Mo'Creatures. Until those creators go through the painful process of determining which of their fauna fit in all the biomes this mod adds, the Biomes-o-Plenty™ will only be populated by default mobs.
5. There's no way to change which biomes spawn. This isn't a problem with EBXL because all of the biomes fit the default perfectly, if you ask me. With this, some of the biomes are not to my liking and there's nothing I can do about it (besides "move on".) I find it funny, because when I was reading through the topic I noticed "Realistic" and "Fantasy" tags on the biomes. However, there's no "Realistic" or "Fantasy" separate downloads, so what's the point of even distinguishing between them?
So, I'd be perfectly happy if the two mods could work together seamlessly, and you could pick and choose your biomes. Maybe in the future if the mod creator changes his mind.