This mod is awesome. I love you for having cherry blossoms/cherry trees; I simply love love love that type of tree.
My only complaint:
A couple of things about the high-quality texture provided (which I know, it wasn't made by you so it's not your fault, but you are still providing it to the public):
The first thing I noticed was a tiling issue with the Granite blocks: on the edges there is a VERY noticeable black line on all sides, which is very jarring in-game. It is the same with the Marble (albeit rather than a black line, it is a white line), though it is initially not as noticeable, since Marble is almost completely white anyways.
Second is how the plants and such are rendered in a more cartoony style (sorta like Sphax) but the rocks (ex. Granite, Gneiss, Hornfels) are more realistic and gritty. This is a big contrast and, when going from above-ground to below-ground (or visa versa), the visuals may be a little jarring.
I personally tried to fix the first (the tiling error), but it didn't come out right and still left a tiling error. Not surprising, considering I've never worked on texture packs, hahaha.
Other than that, this is a wonderful mod and I plan to use it as long as possible.
By providing the textures it is "my fault."
The "Error" is there because I did not want to put forth the extra work involved in having them mesh well with neighboring stone blocks of the same type. I'll think about changing it.
By providing the textures it is "my fault."
The "Error" is there because I did not want to put forth the extra work involved in having them mesh well with neighboring stone blocks of the same type. I'll think about changing it.
You seem to have a sarcastic tone using those quotes; if so, there is no need. I was just pointing out a small concern. It doesn't absolutely ruin the mod for me. I understand that it is the mod, after all, that this thread is for. And tiling error is the correct term in the texturing community, so don't take it so harshly.
I do apologize if I seemed harsh, as I was not trying to be. I am just very detail-oriented and tend to notice the small things.
You seem to have a sarcastic tone using those quotes; if so, there is no need. I was just pointing out a small concern. It doesn't absolutely ruin the mod for me. I understand that it is the mod, after all, that this thread is for. And tiling error is the correct term in the texturing community, so don't take it so harshly.
I do apologize if I seemed harsh, as I was not trying to be. I am just very detail-oriented and tend to notice the small things.
The "My Fault" was because I don't like pointing fingers >.>
I meant no sarcasm
The Meaning of Life, the Universe, and Everything.
Join Date:
1/24/2012
Posts:
54
Member Details
Hi, i've been playing with your mod for a while, but i've notice a rather annoying bug. When it first happened, i had so many mods installed that i couldn't figure out which one it was, so i did the old 'start fresh, and do the process of alimination'. thing, and in the end, it turned to be your mod. i even did a few worlds to make sure (i mean i did a few worlds where it was only your mod and nothing else).
The bug is that your mod, for some reason, actually FORCES the old annoying ocelot spawning bug (but not the wolves one, for some strange reason). I even installed the new 'mo-creatures' update (which either came out today, or came out yesterday) and found that even though the new update DOES work to control the spawning of vanilla mobs, when your mod is installed, it still doesn't stop the ocelots when they are set to 0.
I haven't tried with your latest update though, (this is still from when the mod was 2 parts, just before this one), but i haven't seen anything mentioned in the bugs, so i think it will probably still be like that, but i do plan to actually check in a few minutes (i'm really hoping that it's not T_T)
I'll check it out, and let you know how that goes, but i just wanted to tell you about it in case no one mentioned it before.
Edit: I completely forgot to mention this, but i also wanted to make a suggestion for your mod, and make a comment about Soldjermon's suggestion (post #86).
About Soldjermon's suggestion: I actually think that you should just add his trees as a completely new trees, instead of change the texture, because i really like the textures of both sets (well, the two light blues are a little to similar, but both of the dark blues look great and different enough), just change the planks a little.
Now for my own suggestions: If you add new trees, make sure you add a rainbow eucalyptus, because they are one of the coolest trees in the world (when their sap oxidizes, it stains whatever it is on random colors, which makes the tree's bark become rainbow, it's pretty cool. if i ever figure out how to make trees in minecraft, that's the first one i'm making) or make a dragon fruit tree (i like the way the fruit looks, though i am told it taste horrible on it's own)
Suggestion 2: If you add more ores, look at the ores that metallurgy 2 and pams mods add, and add something different from them, because a lot of people like to play with both your mods and their's installed.
Last suggestion: since you have a lot of original barks/logs, and a lot of original planks, can you make it so that when you process the logs, it becomes one of those planks? Because as it is right now (again, this is from what i know before your most recent update,) a lot of the logs (not all) become normal planks when you craft them. That's kind of annoying.
Hi, i've been playing with your mod for a while, but i've notice a rather annoying bug. When it first happened, i had so many mods installed that i couldn't figure out which one it was, so i did the old 'start fresh, and do the process of alimination'. thing, and in the end, it turned to be your mod. i even did a few worlds to make sure (i mean i did a few worlds where it was only your mod and nothing else).
The bug is that your mod, for some reason, actually FORCES the old annoying ocelot spawning bug (but not the wolves one, for some strange reason). I even installed the new 'mo-creatures' update (which either came out today, or came out yesterday) and found that even though the new update DOES work to control the spawning of vanilla mobs, when your mod is installed, it still doesn't stop the ocelots when they are set to 0.
I haven't tried with your latest update though, (this is still from when the mod was 2 parts, just before this one), but i haven't seen anything mentioned in the bugs, so i think it will probably still be like that, but i do plan to actually check in a few minutes (i'm really hoping that it's not T_T)
I'll check it out, and let you know how that goes, but i just wanted to tell you about it in case no one mentioned it before.
Edit: I completely forgot to mention this, but i also wanted to make a suggestion for your mod, and make a comment about Soldjermon's suggestion (post #86).
About Soldjermon's suggestion: I actually think that you should just add his trees as a completely new trees, instead of change the texture, because i really like the textures of both sets (well, the two light blues are a little to similar, but both of the dark blues look great and different enough), just change the planks a little. Will add more to the crystal biome.
Now for my own suggestions: If you add new trees, make sure you add a rainbow eucalyptus, because they are one of the coolest trees in the world (when their sap oxidizes, it stains whatever it is on random colors, which makes the tree's bark become rainbow, it's pretty cool. if i ever figure out how to make trees in minecraft, that's the first one i'm making) or make a dragon fruit tree (i like the way the fruit looks, though i am told it taste horrible on it's own)
Suggestion 2: If you add more ores, look at the ores that metallurgy 2 and pams mods add, and add something different from them, because a lot of people like to play with both your mods and their's installed. Will do.
Last suggestion: since you have a lot of original barks/logs, and a lot of original planks, can you make it so that when you process the logs, it becomes one of those planks? Because as it is right now (again, this is from what i know before your most recent update,) a lot of the logs (not all) become normal planks when you craft them. That's kind of annoying.Fixed for next update
I don't remember there being any spawning issue.
I have a hard time finding ocelots in my current world, but it is as you said. I'm using the latest build.
I will consider most of your suggestions.
Not sure I will be able to implement a dragon fruit tree while still making it look like an actual dragon fruit tree XD
About Soldjermon's suggestion: I actually think that you should just add his trees as a completely new trees, instead of change the texture, because i really like the textures of both sets (well, the two light blues are a little to similar, but both of the dark blues look great and different enough), just change the planks a little.
Now for my own suggestions: If you add new trees, make sure you add a rainbow eucalyptus, because they are one of the coolest trees in the world (when their sap oxidizes, it stains whatever it is on random colors, which makes the tree's bark become rainbow, it's pretty cool. if i ever figure out how to make trees in minecraft, that's the first one i'm making) or make a dragon fruit tree (i like the way the fruit looks, though i am told it taste horrible on it's own)
I like both textures and can't really tell a difference between them much other than the dark crystal looks a little different.
Here is a picture of that Eucalyptus tree you were talking about. http://pinterest.com...107588375078/ I've had that image saved for a while as it is one of my favorites.
Come to think of it, it would be a nice idea to have more types of crystal trees than just one(or two, if counting the dark crystal one); because it has a little more variety than just one or two kinds of them in the crystal forest biome. ;3 It can also keep the old set of the textures while using the new ones as well. X3
And maybe have a config to choose which kind of crystal trees you want spawning in the crystal biome if this was implemented? It would be helpful if some people would want to have only one set of the crystal trees with one kind of texture or have trees that have both textures; if they only want them for decoration purposes and have the exact same functions.
Also, crystal rainbow trees would be really awesome if they only spawn in the crystal forest biome and as the ultra rare tree to find; while they would(maybe) cycle colors of the rainbow, if it's possible. Even add a config so that anyone can set the speed of how fast or slow the cycles should go(think of the people that are seizure prone! DX).
It's definitely not like TrinityGamer's idea, but only similarity is the name?
The eucalyptus tree that I see in that photo looks really awesome. seeing that in MC with the FN mod would be cool as well.
Either way, from what I'm guessing, it would be really tricky to implement the new trees and configs; especially when the rainbow colors are going to be implemented as well for the eucalyptus tree and/or the crystal rainbow tree.
It's ultimately all up to Nightshade_Proleath to decide if he wants to all those in his mod or not.
Because I tried using both together and game crashed, and there's nothing about incompatibility issues on Millenaire's wiki regarding this mod or the former LCTrees.
Because I tried using both together and game crashed, and there's nothing about incompatibility issues on Millenaire's wiki regarding this mod or the former LCTrees.
thanks
You really need to post the crash report. makes it much easier to see the error. Might just be a simple IDconflict error
Never tested this with millenaire though so i dont know.
You really need to post the crash report. makes it much easier to see the error. Might just be a simple IDconflict error
Never tested this with millenaire though so i dont know.
Sorry, here is the Crash Report:
---- Minecraft Crash Report ----
// Uh... Did I do that?
java.nio.BufferOverflowException
at java.nio.Buffer.nextPutIndex(Unknown Source)
at java.nio.DirectByteBuffer.putShort(Unknown Source)
at ave.a(Tessellator.java)
at ave.a(Tessellator.java:694)
at avg.b(RenderBlocks.java:6414)
at avg.a(RenderBlocks.java:4577)
at avg.q(RenderBlocks.java:4311)
at avg.b(RenderBlocks.java:396)
at aus.a(WorldRenderer.java:282)
at avb.a(RenderGlobal.java:1621)
at auw.a(EntityRenderer.java:1295)
at auw.b(EntityRenderer.java:1045)
at net.minecraft.client.Minecraft.J(Minecraft.java:882)
at net.minecraft.client.Minecraft.run(Minecraft.java:775)
at java.lang.Thread.run(Unknown Source)
Because I tried using both together and game crashed, and there's nothing about incompatibility issues on Millenaire's wiki regarding this mod or the former LCTrees.
thanks
Yes, it does work with Millenaire. We use it on our server with ExtraBiomes, Forgotten Nature and about 40 other mods.
Yes, it does work with Millenaire. We use it on our server with ExtraBiomes, Forgotten Nature and about 40 other mods.
Hmmm
But which version you using?
'Cause I am using MC 1.3.2 + Newest Forge Version + Millenaire 3.1.7
And both Forgotten Nature and ExtrabiomesXL newest versions were crashing my game. When I remove EXBXL and FN it works fine, but when I try to use one of these mod or both together with Millenaire, it crashes.
I've posted the crash error 1 or 2 posts above, so you can check.
Hmmm
But which version you using?
'Cause I am using MC 1.3.2 + Newest Forge Version + Millenaire 3.1.7
And both Forgotten Nature and ExtrabiomesXL newest versions were crashing my game. When I remove EXBXL and FN it works fine, but when I try to use one of these mod or both together with Millenaire, it crashes.
I've posted the crash error 1 or 2 posts above, so you can check.
Thanks
We are using all the latest versions of everything for 1.32. I can't help you with the crash report as I'm not any good at that. Have you checked to see if there are any ID conflicts?
We are using all the latest versions of everything for 1.32. I can't help you with the crash report as I'm not any good at that. Have you checked to see if there are any ID conflicts?
eerr...I'm kinda new to MC, how can I check if there's any ID conflict?
I am using SEUS shaders, somehow it's making the game crash when used together with extrabiomes or forgotten nature. I removed the shaders and it worked just fine.
I am using SEUS shaders, somehow it's making the game crash when used together with extrabiomes or forgotten nature. I removed the shaders and it worked just fine.
What is a shame 'cause I like the shader.
But thanks for the help
Probably because of RAM consumption. As is said in the OP, the trees may cause lag, which I assume means that they take a bit more RAM than other mods. Shaders also tend to consume a LOT of RAM (which is why I have never even tried to use them). Though I am not sure if you meant that it was the problem in the error report; if not, then it is probably all the RAM consumption that made the computer go "f**k this, I ain't running all that!". XD
I don't remember there being any spawning issue.
I have a hard time finding ocelots in my current world, but it is as you said. I'm using the latest build.
I will consider most of your suggestions.
Not sure I will be able to implement a dragon fruit tree while still making it look like an actual dragon fruit tree XD
*slams head on the table* sorry, apparently, the only mod i didn't bother to check was 'forge'. apparently they modified the ocelot class to allow them to interact with 'mod leaves', but some people are getting a glitch where they start spawning when you are near mod leaves T_T.
Sorry for thinking it was you (i actually just found a post on another forum which is how i found out)
PS: Do you know of any good metadata tutorials? I'm trying to make a plank mod (i love building, but there are way to few choices of planks/stone/clay bricks/other in the game), and i want to use as few IDs as possible (i know the new forge allows for an infinite amount, but the shear number of blocks i went and made textures for would make it way to likely that another mod would conflict, so the metadata is the best way to go for me)
Anyway, the point is, i really need to know how to use metadata, but every single tutorial i've scene either just out right doesn't work, or my blocks still all have the exact same texture.
By providing the textures it is "my fault."
The "Error" is there because I did not want to put forth the extra work involved in having them mesh well with neighboring stone blocks of the same type. I'll think about changing it.
You seem to have a sarcastic tone using those quotes; if so, there is no need. I was just pointing out a small concern. It doesn't absolutely ruin the mod for me. I understand that it is the mod, after all, that this thread is for. And tiling error is the correct term in the texturing community, so don't take it so harshly.
I do apologize if I seemed harsh, as I was not trying to be. I am just very detail-oriented and tend to notice the small things.
The "My Fault" was because I don't like pointing fingers >.>
I meant no sarcasm
I fixed the issue btw.
Oh, and just installed the update... Fixed some white block bugs that i had!
The bug is that your mod, for some reason, actually FORCES the old annoying ocelot spawning bug (but not the wolves one, for some strange reason). I even installed the new 'mo-creatures' update (which either came out today, or came out yesterday) and found that even though the new update DOES work to control the spawning of vanilla mobs, when your mod is installed, it still doesn't stop the ocelots when they are set to 0.
I haven't tried with your latest update though, (this is still from when the mod was 2 parts, just before this one), but i haven't seen anything mentioned in the bugs, so i think it will probably still be like that, but i do plan to actually check in a few minutes (i'm really hoping that it's not T_T)
I'll check it out, and let you know how that goes, but i just wanted to tell you about it in case no one mentioned it before.
Edit: I completely forgot to mention this, but i also wanted to make a suggestion for your mod, and make a comment about Soldjermon's suggestion (post #86).
About Soldjermon's suggestion: I actually think that you should just add his trees as a completely new trees, instead of change the texture, because i really like the textures of both sets (well, the two light blues are a little to similar, but both of the dark blues look great and different enough), just change the planks a little.
Now for my own suggestions: If you add new trees, make sure you add a rainbow
eucalyptus, because they are one of the coolest trees in the world (when their sap oxidizes, it stains whatever it is on random colors, which makes the tree's bark become rainbow, it's pretty cool. if i ever figure out how to make trees in minecraft, that's the first one i'm making) or make a dragon fruit tree (i like the way the fruit looks, though i am told it taste horrible on it's own)
Suggestion 2: If you add more ores, look at the ores that metallurgy 2 and pams mods add, and add something different from them, because a lot of people like to play with both your mods and their's installed.
Last suggestion: since you have a lot of original barks/logs, and a lot of original planks, can you make it so that when you process the logs, it becomes one of those planks? Because as it is right now (again, this is from what i know before your most recent update,) a lot of the logs (not all) become normal planks when you craft them. That's kind of annoying.
I don't remember there being any spawning issue.
I have a hard time finding ocelots in my current world, but it is as you said. I'm using the latest build.
I will consider most of your suggestions.
Not sure I will be able to implement a dragon fruit tree while still making it look like an actual dragon fruit tree XD
I like both textures and can't really tell a difference between them much other than the dark crystal looks a little different.
Here is a picture of that Eucalyptus tree you were talking about. http://pinterest.com...107588375078/ I've had that image saved for a while as it is one of my favorites.
And maybe have a config to choose which kind of crystal trees you want spawning in the crystal biome if this was implemented? It would be helpful if some people would want to have only one set of the crystal trees with one kind of texture or have trees that have both textures; if they only want them for decoration purposes and have the exact same functions.
Also, crystal rainbow trees would be really awesome if they only spawn in the crystal forest biome and as the ultra rare tree to find; while they would(maybe) cycle colors of the rainbow, if it's possible. Even add a config so that anyone can set the speed of how fast or slow the cycles should go(think of the people that are seizure prone! DX).
It's definitely not like TrinityGamer's idea, but only similarity is the name?
The eucalyptus tree that I see in that photo looks really awesome. seeing that in MC with the FN mod would be cool as well.
Either way, from what I'm guessing, it would be really tricky to implement the new trees and configs; especially when the rainbow colors are going to be implemented as well for the eucalyptus tree and/or the crystal rainbow tree.
It's ultimately all up to Nightshade_Proleath to decide if he wants to all those in his mod or not.
- Soldjermon
Because I tried using both together and game crashed, and there's nothing about incompatibility issues on Millenaire's wiki regarding this mod or the former LCTrees.
thanks
Never tested this with millenaire though so i dont know.
Sorry, here is the Crash Report:
// Uh... Did I do that?
Time: 23/10/12 18:49
Description: Unexpected error
java.nio.BufferOverflowException
at java.nio.Buffer.nextPutIndex(Unknown Source)
at java.nio.DirectByteBuffer.putShort(Unknown Source)
at ave.a(Tessellator.java)
at ave.a(Tessellator.java:694)
at avg.b(RenderBlocks.java:6414)
at avg.a(RenderBlocks.java:4577)
at avg.q(RenderBlocks.java:4311)
at avg.b(RenderBlocks.java:396)
at aus.a(WorldRenderer.java:282)
at avb.a(RenderGlobal.java:1621)
at auw.a(EntityRenderer.java:1295)
at auw.b(EntityRenderer.java:1045)
at net.minecraft.client.Minecraft.J(Minecraft.java:882)
at net.minecraft.client.Minecraft.run(Minecraft.java:775)
at java.lang.Thread.run(Unknown Source)
Relevant Details:
- Minecraft Version: 1.3.2
- Operating System: Windows NT (unknown) (amd64) version 6.2
- Java Version: 1.7.0_03, Oracle Corporation
- Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
- Memory: 175557720 bytes (167 MB) / 490733568 bytes (468 MB) up to 490733568 bytes (468 MB)
- JVM Flags: 2 total; -Xms512m -Xmx512m
- FML: FML v3.1.35.394 Minecraft Forge 4.2.5.303 Optifine OptiFine_1.3.2_HD_U_B4 5 mods loaded, 5 mods active
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_ReiMinimap [mod_ReiMinimap] ([1.3.2]ReiMinimap_v3.2_05.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ForgottenNature [Forgotten Nature] (ForgottenNature_v1.0.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Millenaire [Millénaire] (millenaire3.1.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
- LWJGL: 2.4.2
- OpenGL: AMD Radeon HD 6800 Series (Microsoft Corporation - WDDM v1.20) GL version 4.2.11762 Compatibility Profile Context, ATI Technologies Inc.
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Fernando2112.zip
- Profiler Position: N/A (disabled)
- World MpServer Entities: 109 total; [atg['fernando2112'/191, l='MpServer', x=4,50, y=76,62, z=128,50], mt['Pig'/92, l='MpServer', x=4,50, y=74,00, z=139,50], mt['Pig'/89, l='MpServer', x=7,50, y=72,00, z=136,50], mt['Pig'/91, l='MpServer', x=6,50, y=72,00, z=139,50], mt['Pig'/90, l='MpServer', x=5,50, y=73,00, z=137,50], oa['Zombie'/275, l='MpServer', x=39,50, y=35,00, z=150,50], nx['Skeleton'/334, l='MpServer', x=52,50, y=18,00, z=152,50], nx['Skeleton'/335, l='MpServer', x=55,56, y=18,00, z=152,16], nz['Spider'/336, l='MpServer', x=53,59, y=18,00, z=153,78], nz['Spider'/337, l='MpServer', x=53,66, y=18,00, z=152,06], no['Creeper'/440, l='MpServer', x=-33,50, y=35,00, z=97,50], no['Creeper'/441, l='MpServer', x=-31,50, y=34,00, z=97,58], no['Creeper'/457, l='MpServer', x=38,50, y=19,00, z=165,50], no['Creeper'/483, l='MpServer', x=48,50, y=19,00, z=137,50], nx['Skeleton'/496, l='MpServer', x=75,59, y=13,00, z=112,03], no['Creeper'/568, l='MpServer', x=52,50, y=15,00, z=123,50], no['Creeper'/619, l='MpServer', x=-53,50, y=39,00, z=161,50], nx['Skeleton'/620, l='MpServer', x=-51,56, y=39,00, z=157,96], no['Creeper'/622, l='MpServer', x=-52,50, y=39,00, z=160,50], no['Creeper'/623, l='MpServer', x=-51,50, y=39,00, z=160,50], no['Creeper'/632, l='MpServer', x=62,50, y=22,00, z=151,50], no['Creeper'/633, l='MpServer', x=65,50, y=22,00, z=149,50], oa['Zombie'/659, l='MpServer', x=-21,50, y=12,00, z=91,50], nx['Skeleton'/671, l='MpServer', x=-61,50, y=75,00, z=65,50], oa['Zombie'/672, l='MpServer', x=71,50, y=49,00, z=166,50], nx['Skeleton'/677, l='MpServer', x=74,50, y=37,00, z=65,50], nx['Skeleton'/688, l='MpServer', x=-43,50, y=42,00, z=75,50], no['Creeper'/776, l='MpServer', x=38,50, y=57,00, z=175,50], no['Creeper'/777, l='MpServer', x=33,50, y=57,00, z=178,50], no['Creeper'/778, l='MpServer', x=36,78, y=57,00, z=178,66], nx['Skeleton'/779, l='MpServer', x=39,50, y=57,00, z=174,50], nx['Skeleton'/807, l='MpServer', x=62,41, y=21,00, z=154,11], no['Creeper'/814, l='MpServer', x=50,50, y=37,00, z=49,50], nx['Skeleton'/837, l='MpServer', x=47,50, y=19,00, z=138,50], oa['Zombie'/839, l='MpServer', x=-51,50, y=54,00, z=136,50], oa['Zombie'/840, l='MpServer', x=-52,50, y=54,00, z=135,50], oa['Zombie'/841, l='MpServer', x=-52,50, y=54,00, z=136,50], ni['Falling Block'/1027, l='MpServer', x=-91,50, y=33,12, z=183,50], ni['Falling Block'/1054, l='MpServer', x=-91,50, y=32,12, z=190,50], ni['Falling Block'/1055, l='MpServer', x=-91,50, y=32,12, z=191,50], ni['Falling Block'/1056, l='MpServer', x=-90,50, y=32,12, z=190,50], ni['Falling Block'/1058, l='MpServer', x=-92,50, y=32,12, z=191,50], ni['Falling Block'/1059, l='MpServer', x=-90,50, y=32,12, z=189,50], ni['Falling Block'/1060, l='MpServer', x=-92,50, y=32,12, z=190,50], ni['Falling Block'/1061, l='MpServer', x=-91,50, y=32,12, z=189,50], ni['Falling Block'/1062, l='MpServer', x=-92,50, y=32,12, z=189,50], ni['Falling Block'/1063, l='MpServer', x=-92,50, y=32,12, z=188,50], ni['Falling Block'/1064, l='MpServer', x=-91,50, y=33,12, z=188,50], ni['Falling Block'/1066, l='MpServer', x=-93,50, y=32,12, z=189,50], ni['Falling Block'/1067, l='MpServer', x=-93,50, y=32,12, z=190,50], ni['Falling Block'/1068, l='MpServer', x=-92,50, y=33,12, z=187,50], ni['Falling Block'/1069, l='MpServer', x=-91,50, y=33,12, z=187,50], ni['Falling Block'/1070, l='MpServer', x=-90,50, y=33,12, z=188,50], ni['Falling Block'/1073, l='MpServer', x=-91,50, y=33,12, z=186,50], ni['Falling Block'/1075, l='MpServer', x=-93,50, y=31,12, z=194,50], ni['Falling Block'/1076, l='MpServer', x=-94,50, y=31,12, z=194,50], ni['Falling Block'/1077, l='MpServer', x=-94,50, y=31,12, z=195,50], ni['Falling Block'/1078, l='MpServer', x=-93,50, y=31,12, z=195,50], ni['Falling Block'/1080, l='MpServer', x=-95,50, y=31,12, z=194,50], ni['Falling Block'/1085, l='MpServer', x=-95,50, y=31,12, z=195,50], ni['Falling Block'/1088, l='MpServer', x=-96,50, y=31,12, z=203,50], ni['Falling Block'/1090, l='MpServer', x=-97,50, y=31,12, z=203,50], ni['Falling Block'/1091, l='MpServer', x=-97,50, y=31,12, z=204,50], ni['Falling Block'/1092, l='MpServer', x=-96,50, y=31,12, z=202,50], ni['Falling Block'/1093, l='MpServer', x=-97,50, y=30,12, z=205,50], ni['Falling Block'/1094, l='MpServer', x=-99,50, y=30,12, z=204,50], ni['Falling Block'/1095, l='MpServer', x=-99,50, y=30,12, z=205,50], ni['Falling Block'/1096, l='MpServer', x=-98,50, y=30,12, z=205,50], ni['Falling Block'/1097, l='MpServer', x=-98,50, y=30,12, z=206,50], ni['Falling Block'/1098, l='MpServer', x=-98,50, y=31,12, z=203,50], ni['Falling Block'/1099, l='MpServer', x=-98,50, y=31,12, z=204,50], ni['Falling Block'/1101, l='MpServer', x=-99,50, y=30,12, z=206,50], ni['Falling Block'/1102, l='MpServer', x=-100,50, y=30,12, z=206,50], ni['Falling Block'/1104, l='MpServer', x=-97,50, y=30,49, z=200,50], ni['Falling Block'/1129, l='MpServer', x=-80,50, y=22,49, z=5,50], ni['Falling Block'/1130, l='MpServer', x=-80,50, y=22,16, z=6,50], ni['Falling Block'/1131, l='MpServer', x=-80,50, y=23,16, z=4,50], ni['Falling Block'/1132, l='MpServer', x=-81,50, y=22,16, z=6,50], ni['Falling Block'/1133, l='MpServer', x=-80,50, y=22,16, z=7,50], ni['Falling Block'/1134, l='MpServer', x=-81,50, y=22,16, z=7,50], ni['Falling Block'/1135, l='MpServer', x=-81,50, y=23,16, z=5,50], ni['Falling Block'/1136, l='MpServer', x=-79,50, y=21,49, z=7,50], ni['Falling Block'/1137, l='MpServer', x=-82,50, y=22,49, z=6,50], ni['Falling Block'/1214, l='MpServer', x=-88,50, y=39,64, z=168,50], ni['Falling Block'/1215, l='MpServer', x=-88,50, y=39,64, z=169,50], ni['Falling Block'/1218, l='MpServer', x=-88,50, y=39,64, z=170,50], mu['Sheep'/49, l='MpServer', x=-60,19, y=64,00, z=138,72], ni['Falling Block'/1225, l='MpServer', x=-64,50, y=44,03, z=34,50], ni['Falling Block'/1226, l='MpServer', x=-64,50, y=44,03, z=35,50], ni['Falling Block'/1227, l='MpServer', x=-63,50, y=44,03, z=34,50], ni['Falling Block'/1228, l='MpServer', x=-63,50, y=44,03, z=35,50], ni['Falling Block'/1229, l='MpServer', x=-65,50, y=44,03, z=36,50], ni['Falling Block'/1230, l='MpServer', x=-65,50, y=45,03, z=35,50], ni['Falling Block'/1232, l='MpServer', x=-66,50, y=44,03, z=36,50], ni['Falling Block'/1234, l='MpServer', x=-66,50, y=45,03, z=35,50], ni['Falling Block'/1235, l='MpServer', x=-67,50, y=45,03, z=35,50], ni['Falling Block'/1248, l='MpServer', x=-64,50, y=33,07, z=97,50], ni['Falling Block'/1249, l='MpServer', x=-63,50, y=33,07, z=96,50], ni['Falling Block'/1250, l='MpServer', x=-65,50, y=32,49, z=94,50], ni['Falling Block'/1251, l='MpServer', x=-66,50, y=59,07, z=84,50], mt['Pig'/46, l='MpServer', x=-63,17, y=76,38, z=59,50], ni['Falling Block'/1582, l='MpServer', x=-47,50, y=42,15, z=-14,50], ni['Falling Block'/1583, l='MpServer', x=-46,50, y=42,15, z=-14,50], ni['Falling Block'/1584, l='MpServer', x=-48,50, y=42,15, z=-15,50], ni['Falling Block'/1585, l='MpServer', x=-48,50, y=42,15, z=-14,50], ni['Falling Block'/1586, l='MpServer', x=-47,50, y=42,15, z=-15,50], ni['Falling Block'/1588, l='MpServer', x=-46,50, y=42,15, z=-15,50], ni['Falling Block'/1589, l='MpServer', x=-45,50, y=42,15, z=-15,50], ni['Falling Block'/1591, l='MpServer', x=-44,50, y=42,15, z=-15,50]]
- World MpServer Players: 1 total; [atg['fernando2112'/191, l='MpServer', x=4,50, y=76,62, z=128,50]]
- World MpServer Chunk Stats: MultiplayerChunkCache: 441
- Forced Entities: 105 total; [ni['Falling Block'/1101, l='MpServer', x=-99,50, y=30,12, z=206,50], ni['Falling Block'/1102, l='MpServer', x=-100,50, y=30,12, z=206,50], ni['Falling Block'/1096, l='MpServer', x=-98,50, y=30,12, z=205,50], ni['Falling Block'/1097, l='MpServer', x=-98,50, y=30,12, z=206,50], ni['Falling Block'/1098, l='MpServer', x=-98,50, y=31,12, z=203,50], ni['Falling Block'/1099, l='MpServer', x=-98,50, y=31,12, z=204,50], ni['Falling Block'/1092, l='MpServer', x=-96,50, y=31,12, z=202,50], ni['Falling Block'/1093, l='MpServer', x=-97,50, y=30,12, z=205,50], ni['Falling Block'/1094, l='MpServer', x=-99,50, y=30,12, z=204,50], ni['Falling Block'/1095, l='MpServer', x=-99,50, y=30,12, z=205,50], ni['Falling Block'/1088, l='MpServer', x=-96,50, y=31,12, z=203,50], ni['Falling Block'/1090, l='MpServer', x=-97,50, y=31,12, z=203,50], ni['Falling Block'/1091, l='MpServer', x=-97,50, y=31,12, z=204,50], no['Creeper'/568, l='MpServer', x=52,50, y=15,00, z=123,50], ni['Falling Block'/1134, l='MpServer', x=-81,50, y=22,16, z=7,50], ni['Falling Block'/1135, l='MpServer', x=-81,50, y=23,16, z=5,50], ni['Falling Block'/1132, l='MpServer', x=-81,50, y=22,16, z=6,50], ni['Falling Block'/1133, l='MpServer', x=-80,50, y=22,16, z=7,50], ni['Falling Block'/1130, l='MpServer', x=-80,50, y=22,16, z=6,50], ni['Falling Block'/1131, l='MpServer', x=-80,50, y=23,16, z=4,50], ni['Falling Block'/1129, l='MpServer', x=-80,50, y=22,49, z=5,50], mt['Pig'/46, l='MpServer', x=-63,17, y=76,38, z=59,50], mu['Sheep'/49, l='MpServer', x=-60,19, y=64,00, z=138,72], ni['Falling Block'/1582, l='MpServer', x=-47,50, y=42,15, z=-14,50], ni['Falling Block'/1583, l='MpServer', x=-46,50, y=42,15, z=-14,50], no['Creeper'/619, l='MpServer', x=-53,50, y=39,00, z=161,50], ni['Falling Block'/1027, l='MpServer', x=-91,50, y=33,12, z=183,50], no['Creeper'/622, l='MpServer', x=-52,50, y=39,00, z=160,50], no['Creeper'/623, l='MpServer', x=-51,50, y=39,00, z=160,50], nx['Skeleton'/620, l='MpServer', x=-51,56, y=39,00, z=157,96], ni['Falling Block'/1055, l='MpServer', x=-91,50, y=32,12, z=191,50], ni['Falling Block'/1054, l='MpServer', x=-91,50, y=32,12, z=190,50], ni['Falling Block'/1591, l='MpServer', x=-44,50, y=42,15, z=-15,50], mt['Pig'/92, l='MpServer', x=4,50, y=74,00, z=139,50], ni['Falling Block'/1589, l='MpServer', x=-45,50, y=42,15, z=-15,50], no['Creeper'/633, l='MpServer', x=65,50, y=22,00, z=149,50], ni['Falling Block'/1588, l='MpServer', x=-46,50, y=42,15, z=-15,50], no['Creeper'/632, l='MpServer', x=62,50, y=22,00, z=151,50], mt['Pig'/89, l='MpServer', x=7,50, y=72,00, z=136,50], ni['Falling Block'/1586, l='MpServer', x=-47,50, y=42,15, z=-15,50], ni['Falling Block'/1585, l='MpServer', x=-48,50, y=42,15, z=-14,50], mt['Pig'/91, l='MpServer', x=6,50, y=72,00, z=139,50], ni['Falling Block'/1584, l='MpServer', x=-48,50, y=42,15, z=-15,50], mt['Pig'/90, l='MpServer', x=5,50, y=73,00, z=137,50], ni['Falling Block'/1066, l='MpServer', x=-93,50, y=32,12, z=189,50], ni['Falling Block'/1067, l='MpServer', x=-93,50, y=32,12, z=190,50], ni['Falling Block'/1064, l='MpServer', x=-91,50, y=33,12, z=188,50], ni['Falling Block'/1070, l='MpServer', x=-90,50, y=33,12, z=188,50], ni['Falling Block'/1068, l='MpServer', x=-92,50, y=33,12, z=187,50], ni['Falling Block'/1069, l='MpServer', x=-91,50, y=33,12, z=187,50], ni['Falling Block'/1058, l='MpServer', x=-92,50, y=32,12, z=191,50], ni['Falling Block'/1059, l='MpServer', x=-90,50, y=32,12, z=189,50], ni['Falling Block'/1056, l='MpServer', x=-90,50, y=32,12, z=190,50], ni['Falling Block'/1062, l='MpServer', x=-92,50, y=32,12, z=189,50], ni['Falling Block'/1063, l='MpServer', x=-92,50, y=32,12, z=188,50], ni['Falling Block'/1060, l='MpServer', x=-92,50, y=32,12, z=190,50], ni['Falling Block'/1061, l='MpServer', x=-91,50, y=32,12, z=189,50], ni['Falling Block'/1080, l='MpServer', x=-95,50, y=31,12, z=194,50], ni['Falling Block'/1085, l='MpServer', x=-95,50, y=31,12, z=195,50], ni['Falling Block'/1075, l='MpServer', x=-93,50, y=31,12, z=194,50], ni['Falling Block'/1073, l='MpServer', x=-91,50, y=33,12, z=186,50], ni['Falling Block'/1078, l='MpServer', x=-93,50, y=31,12, z=195,50], ni['Falling Block'/1077, l='MpServer', x=-94,50, y=31,12, z=195,50], ni['Falling Block'/1076, l='MpServer', x=-94,50, y=31,12, z=194,50], ni['Falling Block'/1218, l='MpServer', x=-88,50, y=39,64, z=170,50], ni['Falling Block'/1229, l='MpServer', x=-65,50, y=44,03, z=36,50], ni['Falling Block'/1228, l='MpServer', x=-63,50, y=44,03, z=35,50], nx['Skeleton'/677, l='MpServer', x=74,50, y=37,00, z=65,50], ni['Falling Block'/1230, l='MpServer', x=-65,50, y=45,03, z=35,50], ni['Falling Block'/1225, l='MpServer', x=-64,50, y=44,03, z=34,50], ni['Falling Block'/1227, l='MpServer', x=-63,50, y=44,03, z=34,50], ni['Falling Block'/1226, l='MpServer', x=-64,50, y=44,03, z=35,50], oa['Zombie'/672, l='MpServer', x=71,50, y=49,00, z=166,50], ni['Falling Block'/1232, l='MpServer', x=-66,50, y=44,03, z=36,50], ni['Falling Block'/1234, l='MpServer', x=-66,50, y=45,03, z=35,50], ni['Falling Block'/1235, l='MpServer', x=-67,50, y=45,03, z=35,50], nx['Skeleton'/688, l='MpServer', x=-43,50, y=42,00, z=75,50], ni['Falling Block'/1251, l='MpServer', x=-66,50, y=59,07, z=84,50], ni['Falling Block'/1249, l='MpServer', x=-63,50, y=33,07, z=96,50], ni['Falling Block'/1248, l='MpServer', x=-64,50, y=33,07, z=97,50], nx['Skeleton'/671, l='MpServer', x=-61,50, y=75,00, z=65,50], oa['Zombie'/659, l='MpServer', x=-21,50, y=12,00, z=91,50], atg['fernando2112'/191, l='MpServer', x=4,50, y=76,62, z=128,50], ni['Falling Block'/1214, l='MpServer', x=-88,50, y=39,64, z=168,50], ni['Falling Block'/1215, l='MpServer', x=-88,50, y=39,64, z=169,50], oa['Zombie'/275, l='MpServer', x=39,50, y=35,00, z=150,50], nx['Skeleton'/807, l='MpServer', x=62,41, y=21,00, z=154,11], no['Creeper'/814, l='MpServer', x=50,50, y=37,00, z=49,50], no['Creeper'/778, l='MpServer', x=36,78, y=57,00, z=178,66], nx['Skeleton'/779, l='MpServer', x=39,50, y=57,00, z=174,50], no['Creeper'/776, l='MpServer', x=38,50, y=57,00, z=175,50], no['Creeper'/777, l='MpServer', x=33,50, y=57,00, z=178,50], nz['Spider'/337, l='MpServer', x=53,66, y=18,00, z=152,06], nz['Spider'/336, l='MpServer', x=53,59, y=18,00, z=153,78], nx['Skeleton'/334, l='MpServer', x=52,50, y=18,00, z=152,50], nx['Skeleton'/335, l='MpServer', x=55,56, y=18,00, z=152,16], oa['Zombie'/839, l='MpServer', x=-51,50, y=54,00, z=136,50], nx['Skeleton'/837, l='MpServer', x=47,50, y=19,00, z=138,50], oa['Zombie'/840, l='MpServer', x=-52,50, y=54,00, z=135,50], oa['Zombie'/841, l='MpServer', x=-52,50, y=54,00, z=136,50], no['Creeper'/440, l='MpServer', x=-33,50, y=35,00, z=97,50], no['Creeper'/441, l='MpServer', x=-31,50, y=34,00, z=97,58], no['Creeper'/457, l='MpServer', x=38,50, y=19,00, z=165,50], nx['Skeleton'/496, l='MpServer', x=75,59, y=13,00, z=112,03], no['Creeper'/483, l='MpServer', x=48,50, y=19,00, z=137,50]]
- Retry Entities: 0 total; []
Yes, it does work with Millenaire. We use it on our server with ExtraBiomes, Forgotten Nature and about 40 other mods.
Hmmm
But which version you using?
'Cause I am using MC 1.3.2 + Newest Forge Version + Millenaire 3.1.7
And both Forgotten Nature and ExtrabiomesXL newest versions were crashing my game. When I remove EXBXL and FN it works fine, but when I try to use one of these mod or both together with Millenaire, it crashes.
I've posted the crash error 1 or 2 posts above, so you can check.
Thanks
We are using all the latest versions of everything for 1.32. I can't help you with the crash report as I'm not any good at that. Have you checked to see if there are any ID conflicts?
eerr...I'm kinda new to MC, how can I check if there's any ID conflict?
Thanks for the help
Are you using both modloader and Forge?
I'm using Forge only.
I am using SEUS shaders, somehow it's making the game crash when used together with extrabiomes or forgotten nature. I removed the shaders and it worked just fine.
What is a shame 'cause I like the shader.
But thanks for the help
Probably because of RAM consumption. As is said in the OP, the trees may cause lag, which I assume means that they take a bit more RAM than other mods. Shaders also tend to consume a LOT of RAM (which is why I have never even tried to use them). Though I am not sure if you meant that it was the problem in the error report; if not, then it is probably all the RAM consumption that made the computer go "f**k this, I ain't running all that!". XD
*slams head on the table* sorry, apparently, the only mod i didn't bother to check was 'forge'. apparently they modified the ocelot class to allow them to interact with 'mod leaves', but some people are getting a glitch where they start spawning when you are near mod leaves T_T.
Sorry for thinking it was you (i actually just found a post on another forum which is how i found out)
PS: Do you know of any good metadata tutorials? I'm trying to make a plank mod (i love building, but there are way to few choices of planks/stone/clay bricks/other in the game), and i want to use as few IDs as possible (i know the new forge allows for an infinite amount, but the shear number of blocks i went and made textures for would make it way to likely that another mod would conflict, so the metadata is the best way to go for me)
Anyway, the point is, i really need to know how to use metadata, but every single tutorial i've scene either just out right doesn't work, or my blocks still all have the exact same texture.