Just a reminder, the developers of the mod haven't changed. The owner of the thread has changed to a shared account so both me and Forstride/TDWP_FTW can edit it.
Does anyone know if there is a mod that will work with BoP so that while it spawns the BoP biomes, it will use a vanilla biome for entity spawn purposes.
I know when I do an NEI Biome dump you have vanilla tags on the biomes, but I am having issues getting mobs and dungeons to spawn as the mod that does that only spawns in vanilla biomes. I have found a way around the mobs not spawning but I can not workout how to get dungeons to spawn.
So, nothing on disabling ocean biomes? I figure if the lead programmer checks the topic and doesn't give me anything then it must be a lost cause. Perhaps my question just got lost.
I forund strange bug. When I have insalled Biomes O'Plenty and Twilight Forest, biomes from Twilight Forest are generating in overworld, near Biomes'O Plnety biomes. In biomes from Twilight Forest mobs from this mod are normal spawning
I am using Twilight Forest 2.1.1, Biomes O'Plenty2.0.1.891, and Forge 10.12.2.1128.
Please, fix it
Like people said on the TF thread, you just need to change some biome ID's. I had the same problem - and was a wee bit confused to find the 250-block-high TF highland in the middle of a desert. I'd suggest switching all the TF biome ID's to 130+, as no mod I have used uses those anymore.
So, nothing on disabling ocean biomes? I figure if the lead programmer checks the topic and doesn't give me anything then it must be a lost cause. Perhaps my question just got lost.
Well, I can't speak for the BoP folks but if I check a topic and don't reply it means I'm thinking about what I could do but it's almost certainly not something I could just do tomorrow.
If you're playing 1.7, I'm working on adding the biome mods to Climate Control, which lets you configure the land/ocean system for just about any setup from small isolated islands in a giant ocean to endless land with an occasional lake, and anything in between, including the 1.6 system of giant continents in even bigger oceans and the 1.7 system of many large lakes in an endless continent.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Well, I'd like to know if it's normal that the game get's very laggy with this curent BoP version? I know it's not the final version yet and my game is getting vey laggy with it
Well, I can't speak for the BoP folks but if I check a topic and don't reply it means I'm thinking about what I could do but it's almost certainly not something I could just do tomorrow.
If you're playing 1.7, I'm working on adding the biome mods to Climate Control, which lets you configure the land/ocean system for just about any setup from small isolated islands in a giant ocean to endless land with an occasional lake, and anything in between, including the 1.6 system of giant continents in even bigger oceans and the 1.7 system of many large lakes in an endless continent.
Is there Climate Control for 1.6.4?
I'm literally getting to the point where I just want to try and figure out how to make my own mod to disable oceans. I might not know what I am talking about, but it doesn't seem like it's that hard. I don't know anything about modding, though I do know some Java so I might as well start learning modding basics.
I'm literally getting to the point where I just want to try and figure out how to make my own mod to disable oceans. I might not know what I am talking about, but it doesn't seem like it's that hard. I don't know anything about modding, though I do know some Java so I might as well start learning modding basics.
There's no Climate Control for 1.6 because I *like* oceans and it was the loss of them, and of large-scale geography in 1.7 that drove me to write the mod. CC for vanilla biomes could probably be back-ported pretty easily, but my plate is pretty full and it won't be me anytime soon. CC for modded biomes would be very hard to back-port, mostly because it doesn't exist yet (I'm writing it now) and partly because the biome mods changed and there will be more substantive changes than for the vanilla biomes.
The coding changes to make 1.6 ocean much smaller are very simple, but it was hard to figure out, and for a mod to make those changes is pretty tricky. But, the code for that part of CC for 1.7 has been done and should port pretty easily. I'll send it to you if you want to have a go at modding it. Send me a PM if you want to do it.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Hello. Tried IRC and twitter but figured I'd try here too.
I'm trying to generate a world which is promenant in ocean, with at least large oceans like 1.6 and below had.
However, you don't have any of the ocean types in your biome weight list, and disabling vanilla biomes doesn't work (so I can't just ONLY generate ocean and then add in others later).
Do you have any other ideas? this is the last thing we need before we can start generating our 1.7 world, and we'd like to get that going ASAP (as it does take a while for the worldsize we use)
The latest version of biomes o plenty ( 1.7.2-2.0.1.890, forge 1112) seems to have a huge glitch. If you go in a huge circle in the world, when you complete the loop it looks like the world has been cut in half. For example, a volcano might be cut in half, dropping into the deep ocean. I found the easiest way to find the glitch is in seed 36 to go to the coordinate center, use the compass to make a semicircle around the spawn point and then come back to the center. Since there are a lot of volcanoes in this seed, it's very obvious when you see it, usually. It even says the biome changed from a volcano to deep ocean (F3). Has anyone else experienced this? Is it a configuration setting or a bug?
The latest version of biomes o plenty ( 1.7.2-2.0.1.890, forge 1112) seems to have a huge glitch. If you go in a huge circle in the world, when you complete the loop it looks like the world has been cut in half. For example, a volcano might be cut in half, dropping into the deep ocean. I found the easiest way to find the glitch is in seed 36 to go to the coordinate center, use the compass to make a semicircle around the spawn point and then come back to the center. Since there are a lot of volcanoes in this seed, it's very obvious when you see it, usually. It even says the biome changed from a volcano to deep ocean (F3). Has anyone else experienced this? Is it a configuration setting or a bug?
Is the problem only near spawn? I had a problem in Underground Biomes Constructs where my mod code wouldn't get run on some of the blocks near spawn. It seems some chunks get generated before the Forge events that let modders mod world generation fire. For UBC I could track whether I'd gotten called on each chunk and rerun my mod code later for the skipped block. I don't know if BoP could use a similar workaround; it would certainly be harder.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I have a problem, I want to see if anyone else does:
I've started a private server with this mod (and a few others) and the biomes aren't displaying properly. They're generating, but the debugging menu has them as "Plains" and so does the shader. Sacred Springs (for example) has the Plains biome overlay. There's another issue I have, where Thaumcraft biomes like Magic Forest and Eerie are displaying as Frost Forest and Fungi Forest, respectively. No, the biome ids aren't conflicting. Everything works in Single Player. So has anyone else encountered this/these issues? If you have an intelligent solution to offer, I'm listening. Thanks.
The Meaning of Life, the Universe, and Everything.
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Member Details
Having the same issue as Galimeer - Currently using build 887.
I'm also having another issue that popped up with 887 that was not occuring with ..I think it was 861 we were using prior to the update - We're getting weird biome spawns, like Boneyards in teh Overworld. I also ran into a MoCreatures Wyvern Biome in the overworld.
I got a crash report as soon as I installed this...
Anyone know why?
---- Minecraft Crash Report ----
// Everything's going to plan. No, really, that was supposed to happen.
Time: 6/24/14 3:58 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: biomesoplenty/biomes/BiomeGenArctic
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:523)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.NoClassDefFoundError: biomesoplenty/biomes/BiomeGenArctic
at biomesoplenty.core.BOPBiomes.initializeBiomes(BOPBiomes.java:187)
at biomesoplenty.core.BOPBiomes.init(BOPBiomes.java:159)
at biomesoplenty.BiomesOPlenty.preInit(BiomesOPlenty.java:81)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
... 10 more
Caused by: java.lang.ClassNotFoundException: biomesoplenty.biomes.BiomeGenArctic
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 39 more
Caused by: java.lang.NoClassDefFoundError: worldcore/interfaces/IWCFog
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 41 more
Caused by: java.lang.ClassNotFoundException: worldcore.interfaces.IWCFog
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:97)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 45 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
I had a weird issue with the "Enderporter". Upon use, it destroyed most of my world in every direction, leaving only a small bit intact. This small bit keeps shrinking. Does anyone know what happened?
Currently having the same issue as Galimeer with build 890. Additionally I've lost magic tree particles, as in they no longer rain sparkles.
Additionally -
I updated Faerielight mod support for Biomes O Plenty for version 890. If you are interested Faerielight is a Photo-realism pack, located here - http://www.minecraftforum.net/topic/1386414-
Here is my imgur gallery for my pack and Biomes O'Plenty (and Seus), but it's not updated for the newest version, will add some more screenshots later - http://imgur.com/gallery/2NKPz
I'm using the 1.6.4 version at the moment, and while I plan to update as soon as CoFH Core updates to 1.7, I'm having issues. I'm trying to make a post-apocalyptic generation theme but I cant get Majestic Meadows or Gardens to stop spawning completely. Majestic isn't ever mentioned in the config and I set all options mentioning Garden to false, yet they still spawn. Could I get some assistance?
Rollback Post to RevisionRollBack
Liked or appreciated my post? Hit that up-arrow button over there! (v^.^)v
I have a new account called "Mushroomsock" now, so please do not send me PMs.
I know when I do an NEI Biome dump you have vanilla tags on the biomes, but I am having issues getting mobs and dungeons to spawn as the mod that does that only spawns in vanilla biomes. I have found a way around the mobs not spawning but I can not workout how to get dungeons to spawn.
http://pastebin.com/X5Dnp6C2
Like people said on the TF thread, you just need to change some biome ID's. I had the same problem - and was a wee bit confused to find the 250-block-high TF highland in the middle of a desert. I'd suggest switching all the TF biome ID's to 130+, as no mod I have used uses those anymore.
Well, I can't speak for the BoP folks but if I check a topic and don't reply it means I'm thinking about what I could do but it's almost certainly not something I could just do tomorrow.
If you're playing 1.7, I'm working on adding the biome mods to Climate Control, which lets you configure the land/ocean system for just about any setup from small isolated islands in a giant ocean to endless land with an occasional lake, and anything in between, including the 1.6 system of giant continents in even bigger oceans and the 1.7 system of many large lakes in an endless continent.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Is there Climate Control for 1.6.4?
I'm literally getting to the point where I just want to try and figure out how to make my own mod to disable oceans. I might not know what I am talking about, but it doesn't seem like it's that hard. I don't know anything about modding, though I do know some Java so I might as well start learning modding basics.
There's no Climate Control for 1.6 because I *like* oceans and it was the loss of them, and of large-scale geography in 1.7 that drove me to write the mod. CC for vanilla biomes could probably be back-ported pretty easily, but my plate is pretty full and it won't be me anytime soon. CC for modded biomes would be very hard to back-port, mostly because it doesn't exist yet (I'm writing it now) and partly because the biome mods changed and there will be more substantive changes than for the vanilla biomes.
The coding changes to make 1.6 ocean much smaller are very simple, but it was hard to figure out, and for a mod to make those changes is pretty tricky. But, the code for that part of CC for 1.7 has been done and should port pretty easily. I'll send it to you if you want to have a go at modding it. Send me a PM if you want to do it.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I'm trying to generate a world which is promenant in ocean, with at least large oceans like 1.6 and below had.
However, you don't have any of the ocean types in your biome weight list, and disabling vanilla biomes doesn't work (so I can't just ONLY generate ocean and then add in others later).
Do you have any other ideas? this is the last thing we need before we can start generating our 1.7 world, and we'd like to get that going ASAP (as it does take a while for the worldsize we use)
Thanks.
Paving the way to a better world!
Is the problem only near spawn? I had a problem in Underground Biomes Constructs where my mod code wouldn't get run on some of the blocks near spawn. It seems some chunks get generated before the Forge events that let modders mod world generation fire. For UBC I could track whether I'd gotten called on each chunk and rerun my mod code later for the skipped block. I don't know if BoP could use a similar workaround; it would certainly be harder.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I've started a private server with this mod (and a few others) and the biomes aren't displaying properly. They're generating, but the debugging menu has them as "Plains" and so does the shader. Sacred Springs (for example) has the Plains biome overlay. There's another issue I have, where Thaumcraft biomes like Magic Forest and Eerie are displaying as Frost Forest and Fungi Forest, respectively. No, the biome ids aren't conflicting. Everything works in Single Player. So has anyone else encountered this/these issues? If you have an intelligent solution to offer, I'm listening. Thanks.
I'm also having another issue that popped up with 887 that was not occuring with ..I think it was 861 we were using prior to the update - We're getting weird biome spawns, like Boneyards in teh Overworld. I also ran into a MoCreatures Wyvern Biome in the overworld.
Suggestions?
Anyone know why?
// Everything's going to plan. No, really, that was supposed to happen.
Time: 6/24/14 3:58 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: biomesoplenty/biomes/BiomeGenArctic
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:523)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.NoClassDefFoundError: biomesoplenty/biomes/BiomeGenArctic
at biomesoplenty.core.BOPBiomes.initializeBiomes(BOPBiomes.java:187)
at biomesoplenty.core.BOPBiomes.init(BOPBiomes.java:159)
at biomesoplenty.BiomesOPlenty.preInit(BiomesOPlenty.java:81)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
... 10 more
Caused by: java.lang.ClassNotFoundException: biomesoplenty.biomes.BiomeGenArctic
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 39 more
Caused by: java.lang.NoClassDefFoundError: worldcore/interfaces/IWCFog
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 41 more
Caused by: java.lang.ClassNotFoundException: worldcore.interfaces.IWCFog
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:97)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 45 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0_05, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 265452000 bytes (253 MB) / 433061888 bytes (413 MB) up to 954728448 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 Optifine OptiFine_1.6.4_HD_U_D1 47 mods loaded, 47 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-9.11.1.965.jar) Unloaded->Constructed->Pre-initialized
Aroma1997Core{1.0.1.5} [Aroma1997Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
CodeChickenCore{0.9.0.9} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized
NotEnoughItems{1.6.1.9} [Not Enough Items] (NotEnoughItems 1.6.1.9.jar) Unloaded->Constructed->Pre-initialized
OpenEye{0.5} [OpenEye] (OpenEye-0.5-1.6.4.jar) Unloaded->Constructed->Pre-initialized
PlayerAPI{1.2} [Player API] (minecraft.jar) Unloaded->Constructed->Pre-initialized
TConstruct-Preloader{0.0.1} [Tinkers Corestruct] (minecraft.jar) Unloaded->Constructed->Pre-initialized
OpenModsCore{@VERSION@} [OpenModsCore] (minecraft.jar) Unloaded->Constructed->Pre-initialized
DamageIndicatorsMod{2.9.2.4} [Damage Indicators] (1.6.4 DamageIndicatorsv2.9.2.4.zip) Unloaded->Constructed->Pre-initialized
AencEx{0.0.1} [AencEx] (1.6.x Alpha MoreEnchantments V10.1.zip) Unloaded->Constructed->Pre-initialized
me2{0.2} [More Enchantments] (1.6.x Alpha MoreEnchantments V10.1.zip) Unloaded->Constructed->Pre-initialized
advancedgenetics{v1.4.3} [Advanced Genetics] (advancedgenetics-1.4.3-1.6.jar) Unloaded->Constructed->Pre-initialized
AnimationAPI{1.1.1} [AnimationAPI] (AnimationAPI v1.1.2 mc1.6.4.zip) Unloaded->Constructed->Pre-initialized
amm{2.2} [ArmorMovementMod] (ArmorMovement 1.6.4.zip) Unloaded->Constructed->Pre-initialized
Aroma1997CoreHelper{1.0.1.5} [Aroma1997Core|Helper] (Aroma1997Core MC.1.6.4 v.1.0.1.5.jar) Unloaded->Constructed->Pre-initialized
Autoutils{1.0.1} [Autoutils] (autoutils-1.6.4-1.0.1.jar) Unloaded->Constructed->Pre-initialized
BetterChests{1.1.0.3} [BetterChests] (BetterChests MC.1.6.4 v.1.1.0.3.jar) Unloaded->Constructed->Pre-initialized
BiomesOPlenty{1.2.1} [Biomes O' Plenty] (BiomesOPlenty-universal-1.6.4-1.2.1.434.jar) Unloaded->Constructed->Errored
CarpentersBlocks{2.1.0} [Carpenter's Blocks] (Carpenter's Blocks v2.1.0 - MC 1.6+.zip) Unloaded->Constructed->Pre-initialized
ChickenChunks{1.3.3.4} [ChickenChunks] (ChickenChunks 1.3.3.4.jar) Unloaded->Constructed->Pre-initialized
Chisel{1.5.0} [Chisel] (chisel-1.6.4-1.5.0fix.jar) Unloaded->Constructed->Pre-initialized
ComputerCraft{1.63} [ComputerCraft] (ComputerCraft1.63.jar) Unloaded->Constructed->Pre-initialized
CraftingUtilities{0.3.2} [Crafting Utilities] (CraftingUtilities-0.3.2.jar) Unloaded->Constructed->Pre-initialized
eplus{1.16.5b} [Enchanting Plus] (EnchantingPlus-1.16.5.zip) Unloaded->Constructed->Pre-initialized
EnderStorage{1.4.3.6} [EnderStorage] (EnderStorage 1.4.3.6.jar) Unloaded->Constructed->Pre-initialized
FlansMod{4.1.1} [Flans Mod] (FlansMod-4.1.1.jar) Unloaded->Constructed->Pre-initialized
Hats{2.1.8} [Hats] (Hats2.1.8.zip) Unloaded->Constructed->Pre-initialized
HopperDuctMod{1.2.2} [Hopper Ducts] (HopperDuctsMod1.2.2.zip) Unloaded->Constructed->Pre-initialized
MutantCreatures{1.4.4} [Mutant Creatures] (Mutant_Creatures_v1.4.4_mc1.6.4.zip) Unloaded->Constructed->Pre-initialized
Mystcraft{0.10.13.01} [Mystcraft] (mystcraft-uni-1.6.4-0.10.13.01.zip) Unloaded->Constructed->Pre-initialized
NEIPlugins{1.1.0.6} [NEI Plugins] (NEIPlugins-1.1.0.6.jar) Unloaded->Constructed->Pre-initialized
NotEnoughCodecs{0.1} [NotEnoughCodecs] (NotEnoughCodecs-0.1.jar) Unloaded->Constructed->Pre-initialized
OpenMods{0.5} [OpenMods] (OpenModsLib-0.5.jar) Unloaded->Constructed->Pre-initialized
OpenBlocks{1.2.8} [OpenBlocks] (OpenBlocks-1.2.8.jar) Unloaded->Constructed->Pre-initialized
RedstonePasteMod{1.5.1} [Redstone Paste] (RedstonePasteMod1.5.1.zip) Unloaded->Constructed->Pre-initialized
Roguelike{1.3.3} [Roguelike Dungeons] (roguelike-v1.3.3-forge-1.6.4.zip) Unloaded->Constructed->Pre-initialized
Super_Heroes{1.5} [Super Heroes Mod] (SHIM_5.5_1.6.4.zip) Unloaded->Constructed->Pre-initialized
mod_SmartMoving{14.6} [Smart Moving] (Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+.zip) Unloaded->Constructed->Pre-initialized
mod_SmartRender{1.1} [Smart Render] (Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+.zip) Unloaded->Constructed->Pre-initialized
SS2{2 (build 2)} [Soul Shards 2] (SoulShards-2.0.15-universal-srg.jar) Unloaded->Constructed->Pre-initialized
TConstruct{1.6.X_1.5.5.7} [Tinkers' Construct] (TConstruct_mc1.6.4_1.5.5.7.jar) Unloaded->Constructed->Pre-initialized
TMechworks{33.c001660} [Tinkers' Mechworks] (TMechworks_mc1.6.4_0.1.6.jar) Unloaded->Constructed->Pre-initialized
Translocator{1.1.0.15} [Translocator] (Translocator 1.1.0.15.jar) Unloaded->Constructed->Pre-initialized
ted_996_universalcoins{0.1.0} [Universal Coins] (UniversalCoins_1.4.zip) Unloaded->Constructed->Pre-initialized
mod_ZanMinimap{0.9.4} [Zan's Minimap] (ZansMinimap1.6.4.zip) Unloaded->Constructed->Pre-initialized
TConstruct Environment: DO NOT REPORT THIS CRASH! Unsupported mods in environment: optifine
Additionally -
I updated Faerielight mod support for Biomes O Plenty for version 890. If you are interested Faerielight is a Photo-realism pack, located here - http://www.minecraftforum.net/topic/1386414-
Here is my imgur gallery for my pack and Biomes O'Plenty (and Seus), but it's not updated for the newest version, will add some more screenshots later - http://imgur.com/gallery/2NKPz
And here is the link to the .rar if you just want that - http://www.mediafire.com/download/vbke3856q5cvss9/BiomesOPlenty-1.7.2-2.0.1.890-universal.rar
Enjoy!
I'm using the 1.6.4 version at the moment, and while I plan to update as soon as CoFH Core updates to 1.7, I'm having issues. I'm trying to make a post-apocalyptic generation theme but I cant get Majestic Meadows or Gardens to stop spawning completely. Majestic isn't ever mentioned in the config and I set all options mentioning Garden to false, yet they still spawn. Could I get some assistance?