Vanilla biomes still generate in the Biomes O' Plenty world type, but as "enhanced" versions. For example, the enhanced Swampland has mud around the edges of water, willow tress, etc. If you don't want the enhanced versions, there's an option in the config file to disable them, and have the actual vanilla biomes instead.
I set the the enhanced vanilla biomes (under biome settings) to false and I'm still getting the enhanced versions in a newly generated world. Is there something else I need to do?
I'm using the 1.6.4 version that came with the Life in the Woods modpack.
Sorry to bug you guys but I was wondering if there's an easy fix to this issue that I'm missing. I'm using BoP with Mo' Creatures and its requisite CustomMobSpawner. The "Wraith" mob isn't spawning in any biome no matter how much tweaking I do to the config files. They spawn fine when Biomes O'Plenty is removed, and interestingly when the two mods are initially installed without a config file, the spawn configuration settings for the Wraith mob are not included and I have to put them in manually (they are there just fine before BoP is installed). I suspect that this is not an issue of improper config settings but some deeper issue with when the two mods initially "recognize" each other and agree on biome ID's, creatures, etc. But I'm not a modder so I really have no idea.
The ID's might be glitching actually. I've had both installed, had Twilight Forest ID's set to an outrageous number so they don't conflict with ANYTHING, made sure I didn't get any errors, and biomes started acting weird. I'd be in a Cherry Blossom Grove and it'd register as Deep Mushroom Forest, even though that's a Twilight-only Biome.
On a side note, I've seen some funky things with the generation of biomes. I've removed Oceans (MoCreatures spawns too much in them, can't play with this lag so forget Oceans since the mod spawn rates change nothing about the lag.) but now I seem to be getting a metric ton of Mushroom Islands, and they're more like Mushroom Worlds with the size that they encompass. Something funky going on here?
Final question: Is there any way to decrease/increase the frequency of biomes? I can't find such an option for the Mushroom Islands.
I've noticed the same issue with mushroom islands, and I do not have mo' creatures installed and haven't turned off oceans. Only seems to happen when I create a vanilla world. No oceans and lots of mushrooms
java.lang.NullPointerException: Ticking memory connection
at net.minecraft.item.ItemStack.func_77960_j(ItemStack.java:214)
at net.minecraftforge.oredict.OreDictionary.getOreID(OreDictionary.java:304)
at biomesoplenty.common.blocks.BlockMoss.func_149707_d(BlockMoss.java:42)
at biomesoplenty.common.world.features.WorldGenMoss.func_76484_a(WorldGenMoss.java:27)
at biomesoplenty.common.biome.overworld.BiomeGenWetland.func_76728_a(BiomeGenWetland.java:114)
at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:421)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:226)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1047)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:137)
at net.minecraft.server.management.PlayerManager$PlayerInstance.<init>(PlayerManager.java:462)
at net.minecraft.server.management.PlayerManager.getOrCreateChunkWatcher(PlayerManager.java:210)
at net.minecraft.server.management.PlayerManager.func_72685_d(PlayerManager.java:389)
at net.minecraft.server.management.ServerConfigurationManager.func_72358_d(ServerConfigurationManager.java:261)
at net.minecraft.network.NetHandlerPlayServer.func_147347_a(NetHandlerPlayServer.java:401)
at net.minecraft.network.play.client.C03PacketPlayer.func_148833_a(SourceFile:137)
at net.minecraft.network.play.client.C03PacketPlayer$C04PacketPlayerPosition.func_148833_a(SourceFile:63)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:197)
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:643)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:531)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:414)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:669)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.item.ItemStack.func_77960_j(ItemStack.java:214)
at net.minecraftforge.oredict.OreDictionary.getOreID(OreDictionary.java:304)
at biomesoplenty.common.blocks.BlockMoss.func_149707_d(BlockMoss.java:42)
at biomesoplenty.common.world.features.WorldGenMoss.func_76484_a(WorldGenMoss.java:27)
at biomesoplenty.common.biome.overworld.BiomeGenWetland.func_76728_a(BiomeGenWetland.java:114)
at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:421)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:226)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1047)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:137)
at net.minecraft.server.management.PlayerManager$PlayerInstance.<init>(PlayerManager.java:462)
at net.minecraft.server.management.PlayerManager.getOrCreateChunkWatcher(PlayerManager.java:210)
at net.minecraft.server.management.PlayerManager.func_72685_d(PlayerManager.java:389)
at net.minecraft.server.management.ServerConfigurationManager.func_72358_d(ServerConfigurationManager.java:261)
at net.minecraft.network.NetHandlerPlayServer.func_147347_a(NetHandlerPlayServer.java:401)
at net.minecraft.network.play.client.C03PacketPlayer.func_148833_a(SourceFile:137)
at net.minecraft.network.play.client.C03PacketPlayer$C04PacketPlayerPosition.func_148833_a(SourceFile:63)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:197)
-- Ticking connection --
Details:
Connection: net.minecraft.network.NetworkManager@137ba107
Stacktrace:
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:643)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:531)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:414)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:669)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_21, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 130401912 bytes (124 MB) / 660799488 bytes (630 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 2662 (149072 bytes; 0 MB) allocated, 2356 (131936 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 96
FML: MCP v9.03 FML v7.2.211.1121 Minecraft Forge 10.12.2.1121 Optifine OptiFine_1.7.2_HD_U_D1 10 mods loaded, 10 mods active
mcp{9.03} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.2.211.1121} [Forge Mod Loader] (forge-1.7.2-10.12.2.1121.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.12.2.1121} [Minecraft Forge] (forge-1.7.2-10.12.2.1121.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
bspkrsCore{6.11} [bspkrsCore] ([1.7.2]bspkrsCore-universal-6.11.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Treecapitator{1.7.2} [Treecapitator] ([1.7.2]Treecapitator-universal-2.0.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BiomesOPlenty{2.0.0} [Biomes O' Plenty] (BiomesOPlenty-1.7.2-2.0.0.883-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CustomSpawner{3.2.0.dev.R3} [DrZhark's CustomSpawner] (CustomMobSpawner 3.2.0-DEV-R3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MoCreatures{6.2.0.dev.R3} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.2.0-DEV-R3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
inventorytweaks{1.57-116} [Inventory Tweaks] (InventoryTweaks-1.57-116.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
weaponmod{1.7.2 v1.14.2} [Balkon's WeaponMod] (weaponmod-1.14.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 476 (26656 bytes; 0 MB) allocated, 439 (24584 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['siluxx'/1775, l='Yay', x=832.04, y=78.25, z=-72.97]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
"Fix" implies there was a problem in the first place. Changing biome ids is as simple as editing a text file. There's no complexities to it at all, it just requires effort.
It is not our responsibility to go keep track of what ids other mods use, nor is it theirs to keep track of what ones we use. So long as ids are configurable, which they always have been, they are not a problem to anyone except those who cannot put in the little effort required to change them. You don't need to be a programmer, you don't need a degree, you don't even need to take a course in it. It's changing a number to another number and hitting save.
This tells me that prior to 1.7, you have never used mods (either that, or you may want to see someone about that memory problem). Block id conflicts had to be dealt with frequently. Was it a pain? Yes. Was it the fault of mod developers? Hell no. Just because everything isn't handed to you on a silver platter doesn't mean it's somehow "bugged".
If the config file for biome ids is malfunctioning then that is a whole different matter that is a bug, but in this case it is not. "Can't be bothered to put in the effort" does not equate with "malfunctional".
Having read your reply, I am guesing your short answer would of been, "No, nor do we intend to. Our pride will not allow us to simply change our mod's biome IDs to work seamlessly with some of the other wellknown mods, and you deserve nothing less than to be chastised for even mentioning such a thing!"
NP dude.
Let me see, run BOP or Twilight on our server? Hmm, BOP adds almost purely aesthetic value while Twilight adds a whole dimension, a ton of mobs, items, and even magic which really fit the theme and lore of the game.
LOL, Best of luck to ya TheAdubbz! I won't bother you again.
So if I start a new world without BoP I get normal ocean gen. If I have BoP installed and try to create a default world, all of my oceans gen as mushroom islands. And I did make sure to sort out any biome ID conflicts before starting up the new world
The Meaning of Life, the Universe, and Everything.
Join Date:
8/20/2013
Posts:
52
Minecraft:
CloudForever
Member Details
I don't understand why Biomes O' Plenty has to be the one to have it's IDs changed to accommodate another mod.
Honestly, it's just a couple of IDs and with the current system in place there's not a whole lot modders can do. Even if the TheAdubbz were to change the IDs to work with Twilight Forest chances are it would result in one of the many other biome/dimension adding mods conflicting with Biomes O' Plenty, and then what? There's not nearly enough biome IDs to juggle all of these mods at the same time. It's impossible to satisfy every user who refuses to change a couple of IDs and expects modders to do all the work for them, even when it could very well cause more problems than it solves, especially for users who were otherwise running Biomes O' Plenty just fine with their own assortment of mods.
I set the the enhanced vanilla biomes (under biome settings) to false and I'm still getting the enhanced versions in a newly generated world. Is there something else I need to do?
I'm using the 1.6.4 version that came with the Life in the Woods modpack.
Well, I got it to work, after shutting down and restarting the client a few times. But now I have this is happening--biomes generating in this choppy way:
The only other changes I made to the config files was to disable a few specific biomes that don't interest me very much, like volcano, wasteland, dead forest, and quagmire, or load very slowly, like crag, canyon and jade cliffs. I also had previously disabled the quicksand.
Anyone have any ideas why this is happening? My main reason for disabling the enchanced vanilla biomes was because I was tired of sheep and pigs glitching in the mud in swampland biomes.
Well, I got it to work, after shutting down and restarting the client a few times. But now I have this is happening--biomes generating in this choppy way:
The only other changes I made to the config files was to disable a few specific biomes that don't interest me very much, like volcano, wasteland, dead forest, and quagmire, or load very slowly, like crag, canyon and jade cliffs. I also had previously disabled the quicksand.
Anyone have any ideas why this is happening? My main reason for disabling the enchanced vanilla biomes was because I was tired of sheep and pigs glitching in the mud in swampland biomes.
Did you make sure to start a new world after changing the worldgen settings? If you change how the game builds a world after part of it has already been generated you'll get things like this where already generated chunks don't match with newly generated ones (used to happen all the time back in the day with vanilla minecraft when they were fiddling with the world gen in almost every new release). If, instead, this is how they generate on a brand-new world then it is, indeed, a bug.
Having read your reply, I am guesing your short answer would of been, "No, nor do we intend to. Our pride will not allow us to simply change our mod's biome IDs to work seamlessly with some of the other wellknown mods, and you deserve nothing less than to be chastised for even mentioning such a thing!"
Look man, it wasn't a personal thing, but when you say things like "Our pride will not allow us" and "you deserve nothing less than to be chastised" it really makes me lean that way.
People can say whatever they like, and I have no problem with that. However, it doesn't mean I have a positive outlook on it.
We get the a lot of nonsense from people saying we aren't doing this and we shouldn't be doing that and blaming us for things that aren't even in the slightest related to us and one can only take it for so long. Saying things like the above implies we're just outright horrible people and are entirely unreasonable which simply is not true.
I don't enjoy arguing with people, I really don't, but when stupidity/nonsense is thrown into the mix it cannot be avoided.
I don't understand why Biomes O' Plenty has to be the one to have it's IDs changed to accommodate another mod.
Honestly, it's just a couple of IDs and with the current system in place there's not a whole lot modders can do. Even if the TheAdubbz were to change the IDs to work with Twilight Forest chances are it would result in one of the many other biome/dimension adding mods conflicting with Biomes O' Plenty, and then what? There's not nearly enough biome IDs to juggle all of these mods at the same time. It's impossible to satisfy every user who refuses to change a couple of IDs and expects modders to do all the work for them, even when it could very well cause more problems than it solves, especially for users who were otherwise running Biomes O' Plenty just fine with their own assortment of mods.
java.lang.NullPointerException: Ticking memory connection
at net.minecraft.item.ItemStack.func_77960_j(ItemStack.java:214)
at net.minecraftforge.oredict.OreDictionary.getOreID(OreDictionary.java:304)
at biomesoplenty.common.blocks.BlockMoss.func_149707_d(BlockMoss.java:42)
at biomesoplenty.common.world.features.WorldGenMoss.func_76484_a(WorldGenMoss.java:27)
at biomesoplenty.common.biome.overworld.BiomeGenWetland.func_76728_a(BiomeGenWetland.java:114)
at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:421)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:226)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1047)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:137)
at net.minecraft.server.management.PlayerManager$PlayerInstance.<init>(PlayerManager.java:462)
at net.minecraft.server.management.PlayerManager.getOrCreateChunkWatcher(PlayerManager.java:210)
at net.minecraft.server.management.PlayerManager.func_72685_d(PlayerManager.java:389)
at net.minecraft.server.management.ServerConfigurationManager.func_72358_d(ServerConfigurationManager.java:261)
at net.minecraft.network.NetHandlerPlayServer.func_147347_a(NetHandlerPlayServer.java:401)
at net.minecraft.network.play.client.C03PacketPlayer.func_148833_a(SourceFile:137)
at net.minecraft.network.play.client.C03PacketPlayer$C04PacketPlayerPosition.func_148833_a(SourceFile:63)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:197)
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:643)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:531)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:414)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:669)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.item.ItemStack.func_77960_j(ItemStack.java:214)
at net.minecraftforge.oredict.OreDictionary.getOreID(OreDictionary.java:304)
at biomesoplenty.common.blocks.BlockMoss.func_149707_d(BlockMoss.java:42)
at biomesoplenty.common.world.features.WorldGenMoss.func_76484_a(WorldGenMoss.java:27)
at biomesoplenty.common.biome.overworld.BiomeGenWetland.func_76728_a(BiomeGenWetland.java:114)
at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:421)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:226)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1047)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:137)
at net.minecraft.server.management.PlayerManager$PlayerInstance.<init>(PlayerManager.java:462)
at net.minecraft.server.management.PlayerManager.getOrCreateChunkWatcher(PlayerManager.java:210)
at net.minecraft.server.management.PlayerManager.func_72685_d(PlayerManager.java:389)
at net.minecraft.server.management.ServerConfigurationManager.func_72358_d(ServerConfigurationManager.java:261)
at net.minecraft.network.NetHandlerPlayServer.func_147347_a(NetHandlerPlayServer.java:401)
at net.minecraft.network.play.client.C03PacketPlayer.func_148833_a(SourceFile:137)
at net.minecraft.network.play.client.C03PacketPlayer$C04PacketPlayerPosition.func_148833_a(SourceFile:63)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:197)
-- Ticking connection --
Details:
Connection: net.minecraft.network.NetworkManager@137ba107
Stacktrace:
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:643)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:531)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:414)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:669)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_21, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 130401912 bytes (124 MB) / 660799488 bytes (630 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 2662 (149072 bytes; 0 MB) allocated, 2356 (131936 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 96
FML: MCP v9.03 FML v7.2.211.1121 Minecraft Forge 10.12.2.1121 Optifine OptiFine_1.7.2_HD_U_D1 10 mods loaded, 10 mods active
mcp{9.03} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.2.211.1121} [Forge Mod Loader] (forge-1.7.2-10.12.2.1121.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.12.2.1121} [Minecraft Forge] (forge-1.7.2-10.12.2.1121.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
bspkrsCore{6.11} [bspkrsCore] ([1.7.2]bspkrsCore-universal-6.11.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Treecapitator{1.7.2} [Treecapitator] ([1.7.2]Treecapitator-universal-2.0.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BiomesOPlenty{2.0.0} [Biomes O' Plenty] (BiomesOPlenty-1.7.2-2.0.0.883-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CustomSpawner{3.2.0.dev.R3} [DrZhark's CustomSpawner] (CustomMobSpawner 3.2.0-DEV-R3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MoCreatures{6.2.0.dev.R3} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.2.0-DEV-R3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
inventorytweaks{1.57-116} [Inventory Tweaks] (InventoryTweaks-1.57-116.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
weaponmod{1.7.2 v1.14.2} [Balkon's WeaponMod] (weaponmod-1.14.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 476 (26656 bytes; 0 MB) allocated, 439 (24584 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['siluxx'/1775, l='Yay', x=832.04, y=78.25, z=-72.97]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
This has been fixed in the 2.0.1 dev builds. I'm thinking I will make it the recommended build now despite not having Thaumcraft integration as this is becoming a common issue.
This release is more of a bug fix release than anything else but nonetheless, here it is. As stated in the 2.0.0 release post (on Github anyway), all 2.0.x versions are backwards compatible in terms of world gen. This means that there will be no changes causing chunk errors/inconsistencies across seeds (whilst using the exact same config settings).
As the changes are not enormous from 2.0.0-2.0.1, i'll actually give you a summarised change log this time*:
Version 2.0.1 '19-06-14'
- Fixed the metadata of gem drops
- Fixed moss crashes (hopefully once and for all)
- Re-added Forestry integration
- Changed the backup biome to be a random biome from any temperature type instead of the mushroom island
*terms and conditions apply, batteries not included**
**batteries are included in some models***
***none of the above applies****
****except for the part about 2.0.1 being released
Did you make sure to start a new world after changing the worldgen settings? If you change how the game builds a world after part of it has already been generated you'll get things like this where already generated chunks don't match with newly generated ones (used to happen all the time back in the day with vanilla minecraft when they were fiddling with the world gen in almost every new release). If, instead, this is how they generate on a brand-new world then it is, indeed, a bug.
Thank you for replying! (Also, Stark was one of my fav chars in Farscape--so I love your avatar)
This was a completely brand new random seed. I had made sure it was a BoP type world and I had generated structures and cheats enabled. That was all I did. I haven't opened any of the my previous games that were using this mod. I had run two previous test worlds with BoP type seeds, testing out these new config settings but I didn't see this problem, but they were test worlds so I didn't spend that much time in them. So this was actually the third newly generated seed with these config settings.
Other issues I've run into with this seed is generated structures (villages, mineshafts) generated very fragmented, like they aren't meshing with the terrain well, or they are generating over the terrain rather than on it (jungle temples).
I'll go back and reinstall the original BoP file and regenerate the config files and start over. :\
how can I actually disable the bloody oceans?!? I try setting both the "biomes o plenty" ocean and the "vanilla" ocean to false in the BOP config... but they still generate. I am not using any mods that should be overwriting that config and generating oceans for something like a dungeon... So why are they still there? Can they not actually be disabled? That's dumb. Oceans, especially in 1.6.4 are the the most horrid thing ever in my opinion... Literally the reason I cannot get back into playing a regular world.. such a waste of space.
Is it compatible with thaumcraft 4? Because thaumcraft biome doesn't generate . I'm playing 1.6.4
They do generate... It should work together. Biomes o Plenty is known for being compatible with Thaumcraft and they are both included in many, many mod packs. Just look harder. I have them both installed and they work fine together.
Witch hut spawning is broken. They only spawn in genuine vanilla Swampland, not other BoP biomes like it says in the wiki. And with all the new biomes, Swampland is fairly rare and then very very few actually have a witchhut.
Rollback Post to RevisionRollBack
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Minecraft Forum is the sewer of the Minecraft community.
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People who intentionally desecrate a language are no different than griefers who tear things down because they are too immature and undisciplined to create, so instead they destroy out of jealousy.
Does anybody have any feedback on my ocean question?
Are these actually ocean biomes--when you bring up the F3 screen does it say "Ocean" for the biome type--or just other biomes that are flooded. I am using the 1.6.4 version when I disabled oceans I no longer get ocean biomes, but I still get other biomes that ought to be land which are just flooded--deserts, grasslands, birch forest. In my current seed I have yet o find a desert that's not 50% or more water, and there a birch forest that's completely underwater, with not a single place for a birch tree to generate. Just dumb. I don't understand it. I set the landmass percentage to 100% and disabled oceans but neither of these have any affect as as far as I can tell on these random "lakes" or whatever they are suppose to be.
If it actual Ocean biomes, well, I'm not sure, but I did previously have an issue with getting the game to accept changes in the config file relating to vanilla biomes too--I had to shut down and restart the client a few times. (Also I'm assuming you mean they're generating in new areas--if you're visiting already generated areas, they won't be disabled there. Only in new areas.)
That's actually one of two question I had about the latest version:
1) Is there a way to control the obnoxiously huge amount of water that is generating in certain otherwise non-watery biomes? Call me a gripey gamer but I think desert ought to be dry, grassland should have grass and birch forests ought have birch trees. Crazy, I know!
2) Is there a way to disable the mud like you can with quicksand? I don't like the mud, but my preferences aside, I have an ongoing problem with mobs glitching into them. It's not unlike how the quicksand blocks were glitching on me. If these mud blocks continue to cause problem like this, we really ought to be able to disable them.
Are these actually ocean biomes--when you bring up the F3 screen does it say "Ocean" for the biome type--or just other biomes that are flooded. I am using the 1.6.4 version when I disabled oceans I no longer get ocean biomes, but I still get other biomes that ought to be land which are just flooded--deserts, grasslands, birch forest. In my current seed I have yet o find a desert that's not 50% or more water, and there a birch forest that's completely underwater, with not a single place for a birch tree to generate. Just dumb. I don't understand it. I set the landmass percentage to 100% and disabled oceans but neither of these have any affect as as far as I can tell on these random "lakes" or whatever they are suppose to be.
If it actual Ocean biomes, well, I'm not sure, but I did previously have an issue with getting the game to accept changes in the config file relating to vanilla biomes too--I had to shut down and restart the client a few times. (Also I'm assuming you mean they're generating in new areas--if you're visiting already generated areas, they won't be disabled there. Only in new areas.)
That's actually one of two question I had about the latest version:
1) Is there a way to control the obnoxiously huge amount of water that is generating in certain otherwise non-watery biomes? Call me a gripey gamer but I think desert ought to be dry, grassland should have grass and birch forests ought have birch trees. Crazy, I know!
2) Is there a way to disable the mud like you can with quicksand? I don't like the mud, but my preferences aside, I have an ongoing problem with mobs glitching into them. It's not unlike how the quicksand blocks were glitching on me. If these mud blocks continue to cause problem like this, we really ought to be able to disable them.
Yep, they are actual ocean biomes.
Are you using the BOP generator or the Default? Because when I use the BOP generator, I get tons of water as well, oceans aside (possibly because I have disabled so many of the biomes I don't like). The default generator has less water for me (in the way that you describe it) but still has the enormous waste-or-space oceans!
I wish we could just get rid of them once and for all... They might be OK for MP but for SP... a 30k ocean is a massive, massive waste of space!
Thanks for the feedback... Hopefully the mod creator can help us out.
I set the the enhanced vanilla biomes (under biome settings) to false and I'm still getting the enhanced versions in a newly generated world. Is there something else I need to do?
I'm using the 1.6.4 version that came with the Life in the Woods modpack.
Formerly known as ORabbit around these parts.
Here's a link to my current config settings in case it helps: http://www.filedropper.com/config_4
If anyone can shed some light I would greatly appreciate it!
I've noticed the same issue with mushroom islands, and I do not have mo' creatures installed and haven't turned off oceans. Only seems to happen when I create a vanilla world. No oceans and lots of mushrooms
Crash Report:
// This doesn't make any sense!
Time: 6/18/14 2:16 PM
Description: Ticking memory connection
java.lang.NullPointerException: Ticking memory connection
at net.minecraft.item.ItemStack.func_77960_j(ItemStack.java:214)
at net.minecraftforge.oredict.OreDictionary.getOreID(OreDictionary.java:304)
at biomesoplenty.common.blocks.BlockMoss.func_149707_d(BlockMoss.java:42)
at biomesoplenty.common.world.features.WorldGenMoss.func_76484_a(WorldGenMoss.java:27)
at biomesoplenty.common.biome.overworld.BiomeGenWetland.func_76728_a(BiomeGenWetland.java:114)
at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:421)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:226)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1047)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:137)
at net.minecraft.server.management.PlayerManager$PlayerInstance.<init>(PlayerManager.java:462)
at net.minecraft.server.management.PlayerManager.getOrCreateChunkWatcher(PlayerManager.java:210)
at net.minecraft.server.management.PlayerManager.func_72685_d(PlayerManager.java:389)
at net.minecraft.server.management.ServerConfigurationManager.func_72358_d(ServerConfigurationManager.java:261)
at net.minecraft.network.NetHandlerPlayServer.func_147347_a(NetHandlerPlayServer.java:401)
at net.minecraft.network.play.client.C03PacketPlayer.func_148833_a(SourceFile:137)
at net.minecraft.network.play.client.C03PacketPlayer$C04PacketPlayerPosition.func_148833_a(SourceFile:63)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:197)
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:643)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:531)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:414)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:669)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.item.ItemStack.func_77960_j(ItemStack.java:214)
at net.minecraftforge.oredict.OreDictionary.getOreID(OreDictionary.java:304)
at biomesoplenty.common.blocks.BlockMoss.func_149707_d(BlockMoss.java:42)
at biomesoplenty.common.world.features.WorldGenMoss.func_76484_a(WorldGenMoss.java:27)
at biomesoplenty.common.biome.overworld.BiomeGenWetland.func_76728_a(BiomeGenWetland.java:114)
at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:421)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:226)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1047)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:137)
at net.minecraft.server.management.PlayerManager$PlayerInstance.<init>(PlayerManager.java:462)
at net.minecraft.server.management.PlayerManager.getOrCreateChunkWatcher(PlayerManager.java:210)
at net.minecraft.server.management.PlayerManager.func_72685_d(PlayerManager.java:389)
at net.minecraft.server.management.ServerConfigurationManager.func_72358_d(ServerConfigurationManager.java:261)
at net.minecraft.network.NetHandlerPlayServer.func_147347_a(NetHandlerPlayServer.java:401)
at net.minecraft.network.play.client.C03PacketPlayer.func_148833_a(SourceFile:137)
at net.minecraft.network.play.client.C03PacketPlayer$C04PacketPlayerPosition.func_148833_a(SourceFile:63)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:197)
-- Ticking connection --
Details:
Connection: net.minecraft.network.NetworkManager@137ba107
Stacktrace:
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:643)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:531)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:414)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:669)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_21, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 130401912 bytes (124 MB) / 660799488 bytes (630 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 2662 (149072 bytes; 0 MB) allocated, 2356 (131936 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 96
FML: MCP v9.03 FML v7.2.211.1121 Minecraft Forge 10.12.2.1121 Optifine OptiFine_1.7.2_HD_U_D1 10 mods loaded, 10 mods active
mcp{9.03} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.2.211.1121} [Forge Mod Loader] (forge-1.7.2-10.12.2.1121.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.12.2.1121} [Minecraft Forge] (forge-1.7.2-10.12.2.1121.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
bspkrsCore{6.11} [bspkrsCore] ([1.7.2]bspkrsCore-universal-6.11.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Treecapitator{1.7.2} [Treecapitator] ([1.7.2]Treecapitator-universal-2.0.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
BiomesOPlenty{2.0.0} [Biomes O' Plenty] (BiomesOPlenty-1.7.2-2.0.0.883-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
CustomSpawner{3.2.0.dev.R3} [DrZhark's CustomSpawner] (CustomMobSpawner 3.2.0-DEV-R3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
MoCreatures{6.2.0.dev.R3} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.2.0-DEV-R3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
inventorytweaks{1.57-116} [Inventory Tweaks] (InventoryTweaks-1.57-116.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
weaponmod{1.7.2 v1.14.2} [Balkon's WeaponMod] (weaponmod-1.14.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 476 (26656 bytes; 0 MB) allocated, 439 (24584 bytes; 0 MB) used
Player Count: 1 / 8; [EntityPlayerMP['siluxx'/1775, l='Yay', x=832.04, y=78.25, z=-72.97]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
Having read your reply, I am guesing your short answer would of been, "No, nor do we intend to. Our pride will not allow us to simply change our mod's biome IDs to work seamlessly with some of the other wellknown mods, and you deserve nothing less than to be chastised for even mentioning such a thing!"
NP dude.
Let me see, run BOP or Twilight on our server? Hmm, BOP adds almost purely aesthetic value while Twilight adds a whole dimension, a ton of mobs, items, and even magic which really fit the theme and lore of the game.
LOL, Best of luck to ya TheAdubbz! I won't bother you again.
http://fingersmeller.wix.com/millennials
Honestly, it's just a couple of IDs and with the current system in place there's not a whole lot modders can do. Even if the TheAdubbz were to change the IDs to work with Twilight Forest chances are it would result in one of the many other biome/dimension adding mods conflicting with Biomes O' Plenty, and then what? There's not nearly enough biome IDs to juggle all of these mods at the same time. It's impossible to satisfy every user who refuses to change a couple of IDs and expects modders to do all the work for them, even when it could very well cause more problems than it solves, especially for users who were otherwise running Biomes O' Plenty just fine with their own assortment of mods.
Well, I got it to work, after shutting down and restarting the client a few times. But now I have this is happening--biomes generating in this choppy way:
The only other changes I made to the config files was to disable a few specific biomes that don't interest me very much, like volcano, wasteland, dead forest, and quagmire, or load very slowly, like crag, canyon and jade cliffs. I also had previously disabled the quicksand.
Anyone have any ideas why this is happening? My main reason for disabling the enchanced vanilla biomes was because I was tired of sheep and pigs glitching in the mud in swampland biomes.
Formerly known as ORabbit around these parts.
Did you make sure to start a new world after changing the worldgen settings? If you change how the game builds a world after part of it has already been generated you'll get things like this where already generated chunks don't match with newly generated ones (used to happen all the time back in the day with vanilla minecraft when they were fiddling with the world gen in almost every new release). If, instead, this is how they generate on a brand-new world then it is, indeed, a bug.
Look man, it wasn't a personal thing, but when you say things like "Our pride will not allow us" and "you deserve nothing less than to be chastised" it really makes me lean that way.
People can say whatever they like, and I have no problem with that. However, it doesn't mean I have a positive outlook on it.
We get the a lot of nonsense from people saying we aren't doing this and we shouldn't be doing that and blaming us for things that aren't even in the slightest related to us and one can only take it for so long. Saying things like the above implies we're just outright horrible people and are entirely unreasonable which simply is not true.
I don't enjoy arguing with people, I really don't, but when stupidity/nonsense is thrown into the mix it cannot be avoided.
I'm glad you understand this. Props to you sir
This has been fixed in the 2.0.1 dev builds. I'm thinking I will make it the recommended build now despite not having Thaumcraft integration as this is becoming a common issue.
This release is more of a bug fix release than anything else but nonetheless, here it is. As stated in the 2.0.0 release post (on Github anyway), all 2.0.x versions are backwards compatible in terms of world gen. This means that there will be no changes causing chunk errors/inconsistencies across seeds (whilst using the exact same config settings).
As the changes are not enormous from 2.0.0-2.0.1, i'll actually give you a summarised change log this time*:
(Api) * (Changelog) (Deobf) * (Src) * (Universal) *
(If you have no clue what any of these are, universal is the version that you are likely looking for)
If you'd like to show us support, feel free to donate to us on Patreon:
http://patreon.com/Adubbz (Lead Programmer)
http://patreon.com/Forstride (Lead Artist/Designer, Original Creator)
*terms and conditions apply, batteries not included**
**batteries are included in some models***
***none of the above applies****
****except for the part about 2.0.1 being released
Thank you for replying! (Also, Stark was one of my fav chars in Farscape--so I love your avatar)
This was a completely brand new random seed. I had made sure it was a BoP type world and I had generated structures and cheats enabled. That was all I did. I haven't opened any of the my previous games that were using this mod. I had run two previous test worlds with BoP type seeds, testing out these new config settings but I didn't see this problem, but they were test worlds so I didn't spend that much time in them. So this was actually the third newly generated seed with these config settings.
Other issues I've run into with this seed is generated structures (villages, mineshafts) generated very fragmented, like they aren't meshing with the terrain well, or they are generating over the terrain rather than on it (jungle temples).
I'll go back and reinstall the original BoP file and regenerate the config files and start over. :\
Formerly known as ORabbit around these parts.
how can I actually disable the bloody oceans?!? I try setting both the "biomes o plenty" ocean and the "vanilla" ocean to false in the BOP config... but they still generate. I am not using any mods that should be overwriting that config and generating oceans for something like a dungeon... So why are they still there? Can they not actually be disabled? That's dumb. Oceans, especially in 1.6.4 are the the most horrid thing ever in my opinion... Literally the reason I cannot get back into playing a regular world.. such a waste of space.
So, how can I actually get rid of them?
Thanks
They do generate... It should work together. Biomes o Plenty is known for being compatible with Thaumcraft and they are both included in many, many mod packs. Just look harder. I have them both installed and they work fine together.
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Minecraft Forum is the sewer of the Minecraft community.
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People who intentionally desecrate a language are no different than griefers who tear things down because they are too immature and undisciplined to create, so instead they destroy out of jealousy.
Awesome!
Does anybody have any feedback on my ocean question?
Are these actually ocean biomes--when you bring up the F3 screen does it say "Ocean" for the biome type--or just other biomes that are flooded. I am using the 1.6.4 version when I disabled oceans I no longer get ocean biomes, but I still get other biomes that ought to be land which are just flooded--deserts, grasslands, birch forest. In my current seed I have yet o find a desert that's not 50% or more water, and there a birch forest that's completely underwater, with not a single place for a birch tree to generate. Just dumb. I don't understand it. I set the landmass percentage to 100% and disabled oceans but neither of these have any affect as as far as I can tell on these random "lakes" or whatever they are suppose to be.
If it actual Ocean biomes, well, I'm not sure, but I did previously have an issue with getting the game to accept changes in the config file relating to vanilla biomes too--I had to shut down and restart the client a few times. (Also I'm assuming you mean they're generating in new areas--if you're visiting already generated areas, they won't be disabled there. Only in new areas.)
That's actually one of two question I had about the latest version:
1) Is there a way to control the obnoxiously huge amount of water that is generating in certain otherwise non-watery biomes? Call me a gripey gamer but I think desert ought to be dry, grassland should have grass and birch forests ought have birch trees. Crazy, I know!
2) Is there a way to disable the mud like you can with quicksand? I don't like the mud, but my preferences aside, I have an ongoing problem with mobs glitching into them. It's not unlike how the quicksand blocks were glitching on me. If these mud blocks continue to cause problem like this, we really ought to be able to disable them.
Formerly known as ORabbit around these parts.
Yep, they are actual ocean biomes.
Are you using the BOP generator or the Default? Because when I use the BOP generator, I get tons of water as well, oceans aside (possibly because I have disabled so many of the biomes I don't like). The default generator has less water for me (in the way that you describe it) but still has the enormous waste-or-space oceans!
I wish we could just get rid of them once and for all... They might be OK for MP but for SP... a 30k ocean is a massive, massive waste of space!
Thanks for the feedback... Hopefully the mod creator can help us out.