You need to change the biome IDs of either the FN mod or the TF mod in order for the TF biomes to not appear in the overworld and the FN biomes not to appear in the TF dimension.(biome ID conflict)
I learned this the hard way, and that wasn't fun; since it took me a while to figure that out. XP
Also, on a side note; the nether mushroom when mined out with anything(including just fists), you get the nether mushroom blocks and not the nether mushrooms at all. >3> bug or a derp?
One last thing, the item textures for the Netherrot and the Soul Dust aren't textured, as they're just purple squares. XD
- Soldjermon
The blocks are normal. They will spout out mushrooms if you bonemeal them.
I fixed the textures. Re-download for them
Oh dear, I've noticed that one of the new fancy wood blocks(the "For Don Parquet Plank") is conflicting with the crafting table recipe. x-x
Also, there is an ore dictionary that you can use for wood and wood planks recipes, which can cycle the recipes of what the wood and wood planks to use in order to make the item/block. Just letting you know.
You need to change the biome IDs of either the FN mod or the TF mod in order for the TF biomes to not appear in the overworld and the FN biomes not to appear in the TF dimension.(biome ID conflict)
I learned this the hard way, and that wasn't fun; since it took me a while to figure that out. XP
Also, on a side note; the nether mushroom when mined out with anything(including just fists), you get the nether mushroom blocks and not the nether mushrooms at all. >3> bug or a derp?
One last thing, the item textures for the Netherrot and the Soul Dust aren't textured, as they're just purple squares. XD
- Soldjermon
Though the twilight forest appear at the overworld.
But in twilight world ,it act as default.
It seems not to be affected.
Maybe it is because I install FN after TF ?
Besides,how to change the biome id ?
Is there any config file which can set biome id in the FN ?
Maybe it will be fun to select any biomes to appear at the overworld?
I found forge will change the biome id automatically when the id FN want to use is occupied by other mod without any message jumped out.
Maybe it is why i got error biome when I install FN after TF.
Would you like to make it clearly when there is a biome conflict?
Rollback Post to RevisionRollBack
I hate anyone asking questions without trying to find answer by himself. It does not only waste our time,but also waste his.
The HD Textures area on page one of this thread doesn't seem to have any links or pics in it, just the word fn.png . Did the HD textures get remove, moved or is the link broken?
Found a bug where if the mouse touches the Black crystal hoe in NEI(Not enough items) the game crashes with the following error
2012-11-05 18:29:24 [INFO] [STDERR] at ForgottenNature.Items.ItemBlackCrystalHoe.g(ItemBlackCrystalHoe.java:98)
2012-11-05 18:29:24 [INFO] [STDERR] at amg.a(TileEntityFurnace.java:353)
2012-11-05 18:29:24 [INFO] [STDERR] at ic2.common.TileEntityIronFurnace.getFuelValueFor(TileEntityIronFurnace.java:249)
2012-11-05 18:29:24 [INFO] [STDERR] at mistaqur.nei.ic2.GeneratorFuelTooltipHandler.handleItemTooltip(GeneratorFuelTooltipHandler.java:22)
2012-11-05 18:29:24 [INFO] [STDERR] at codechicken.nei.forge.GuiContainerManager.itemDisplayNameMultiline(GuiContainerManager.java:169)
2012-11-05 18:29:24 [INFO] [STDERR] at codechicken.nei.forge.GuiContainerManager.renderToolTips(GuiContainerManager.java:523)
2012-11-05 18:29:24 [INFO] [STDERR] at atq.a(GuiContainer.java:143)
2012-11-05 18:29:24 [INFO] [STDERR] at ayt.b(EntityRenderer.java:1149)
2012-11-05 18:29:24 [INFO] [STDERR] at net.minecraft.client.Minecraft.J(Minecraft.java:884)
2012-11-05 18:29:24 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:779)
2012-11-05 18:29:24 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
Please fix
I actually reported seeing an error very similar to this in the Forge log a few days ago for both the CrystalHoe and the BlackCrystalHoe during the loading process. However, since I don't typically use the crystal items, I have not yet experienced an actual crash from touching them in NEI.
I'm glad to see that this is going to be resolved in the next release and wasn't an issue with NEI afterall
In ForgottenNatures.cfg there are 4 Extra Axe ID spaces which presumably are for axes from Mods. My question is if i use the same format and put in more fields like ExtraAxe5ID ... will the mod actually use them? Vanilla with Sprinkles Metal Rods mod adds 10 new axes, not to mention simple ores and metallurgy, so do I have to pick my 4 favorite axes or can I add them all with incremental ID numbers?
The Timber mod uses a comma separated list of axes so I've got all my axes in that one but your lumberjack feature isn't recognizing the other axes...
I was wondering if this mod works with Mo creatures? Seems like there are very few mo creature mobs around. I am thinking they can not spawn with new biomes? Thanks for advice.
I was wondering if this mod works with Mo creatures? Seems like there are very few mo creature mobs around. I am thinking they can not spawn with new biomes? Thanks for advice.
Well I answered my own question, added numbers beyond 4 never work, but I also noticed that the axes that are supposed to work (iron diamond, gold, and the 4 extra axe IDs ) do not always quick cut a tree. Not sure why...
The texture pack you have posted is not up to date and messes up alot of the textures, i took a look at the "vanilla" texture pack for this mod and saw that the HD texture pack and the vanilla texture pack does not match, i am using 1.3.2
The texture pack you have posted is not up to date and messes up alot of the textures, i took a look at the "vanilla" texture pack for this mod and saw that the HD texture pack and the vanilla texture pack does not match, i am using 1.3.2
"...i am using 1.3.2"
That is why.
1.3.2 version is not on the OP currently.
The textures were reorganized after 1.4.2
Well I answered my own question, added numbers beyond 4 never work, but I also noticed that the axes that are supposed to work (iron diamond, gold, and the 4 extra axe IDs ) do not always quick cut a tree. Not sure why...
Any news on the HD textures?
-Llywylln
There is a technique with working the lumberjack.
It will work when you cut the lowest log of a tree AND when that log only has other logs above it.
Currently, new logs that are placed by players cannot be "lumberjacked."
The textures actually have been there. Look closely to see that there is another spoiler within the "Current HD Textures" spoiler.
The 128x textures are out of date.
Oh dear, I've noticed that one of the new fancy wood blocks(the "For Don Parquet Plank") is conflicting with the crafting table recipe. x-x
Also, there is an ore dictionary that you can use for wood and wood planks recipes, which can cycle the recipes of what the wood and wood planks to use in order to make the item/block. Just letting you know.
I really want to believe it But when I look at the second spoiler in the Current HD Textures spoiler this is what I see:
64x
Spoiler:
\/FN.png\/
Creds to biouxtai for editing most of the leaf textures. Creds toAmon,Timmie3054,CadenDonuts,PCMaster160,HanFox for saw textures.
plants.png
items.png
--Just install it in the ForgottenForest file within the mod zip.
--There is now an option in the .cfg file for fast textures. 1 for fancy, 0 for fast.
No picture, no Link, nada. Could you make a verbose link that could be copied and pasted please?
-LlywyllnLOL, I didn't actually see the pics until the cut and paste I did from page one actually posted.
OK, got them now, sorry for the ... whatever that was... but really on page one those three files looked like a single line across the screen, like a page break. Wierd.
Critical crash bug; when traveling to the end, the end doesn't load up properly(if at all) and MC hangs at the "Downloading Terrain" screen while having the FN mod installed, even though that my PC thinks that MC is still running. DX
Even after I reload the world again once I reloaded MC, I'm back at the overworld from where I entered into the end portal.
Another thing, it doesn't generate a crash report either of what has crashed. XP So I'm guessing that finding the bug and fixing the problem would be tougher and would take longer to do.
This only happens in version 1.1.0, while 1.0.9 works just fine when traveling to the end dimension.
It's a bummer that I can't fight the ender dragon with the FN version 1.1.0 mod installed. XP Something within the FN mod in the this current version code must've borked up the end dimension.
I have this mod running with 1.4.2 ExtrabiomesXL and 1.4.2 Mo' Creatures. It works quite nicely and looks amazing. One question. Is there a way to make the leaf blocks from this mod solid? I change my game to fast graphics because I like the solid leaf blocks and they increase my fps, but this mod keeps the transparent blocks which kill my fps in heavily wooded areas.
I have this mod running with 1.4.2 ExtrabiomesXL and 1.4.2 Mo' Creatures. It works quite nicely and looks amazing. One question. Is there a way to make the leaf blocks from this mod solid? I change my game to fast graphics because I like the solid leaf blocks and they increase my fps, but this mod keeps the transparent blocks which kill my fps in heavily wooded areas.
I have a pretty powerful computer.
Normal Fps
Much Lower Fps
There is a config of that in the FN config file to change from fancy to fast graphics. I do wonder why that was not integrated to the graphics settings for vanilla MC and have-to be changed in the config; because it would be easier for just pushing one button from the video settings than rather going into the config file to change it.
This Mod is pretty boss. I was trying to get it in 1.2.5, But why haven't you added the Woods Place-able in sideways? But anyway Good Job, Epic Mod.
I've also wondered that as well, since the feature to have logs going sideways has been implemented into vanilla MC recently. Then again, maybe Nightshade hasn't caught up with that implementation yet.
Please fix
No, that's not normal.
The first time I have seen this problem actually.
The blocks are normal. They will spout out mushrooms if you bonemeal them.
I fixed the textures. Re-download for them
should be fixed in the next update.
Also, there is an ore dictionary that you can use for wood and wood planks recipes, which can cycle the recipes of what the wood and wood planks to use in order to make the item/block. Just letting you know.
- Soldjermon
Though the twilight forest appear at the overworld.
But in twilight world ,it act as default.
It seems not to be affected.
Maybe it is because I install FN after TF ?
Besides,how to change the biome id ?
Is there any config file which can set biome id in the FN ?
Maybe it will be fun to select any biomes to appear at the overworld?
Maybe it is why i got error biome when I install FN after TF.
Would you like to make it clearly when there is a biome conflict?
-Llywylln
I actually reported seeing an error very similar to this in the Forge log a few days ago for both the CrystalHoe and the BlackCrystalHoe during the loading process. However, since I don't typically use the crystal items, I have not yet experienced an actual crash from touching them in NEI.
I'm glad to see that this is going to be resolved in the next release and wasn't an issue with NEI afterall
The Timber mod uses a comma separated list of axes so I've got all my axes in that one but your lumberjack feature isn't recognizing the other axes...
-Llywylln
I use with Mo'Creatures and it works nicely
Any news on the HD textures?
-Llywylln
"...i am using 1.3.2"
That is why.
1.3.2 version is not on the OP currently.
The textures were reorganized after 1.4.2
There is a technique with working the lumberjack.
It will work when you cut the lowest log of a tree AND when that log only has other logs above it.
Currently, new logs that are placed by players cannot be "lumberjacked."
The textures actually have been there. Look closely to see that there is another spoiler within the "Current HD Textures" spoiler.
The 128x textures are out of date.
I'll fix that.
Just redownload 1.1.0 for it.
64x
Spoiler:
\/FN.png\/
Creds to biouxtai for editing most of the leaf textures.
Creds to Amon,Timmie3054,CadenDonuts,PCMaster160,HanFox for saw textures.
plants.png
items.png
--Just install it in the ForgottenForest file within the mod zip.
--There is now an option in the .cfg file for fast textures. 1 for fancy, 0 for fast.
No picture, no Link, nada. Could you make a verbose link that could be copied and pasted please?
-LlywyllnLOL, I didn't actually see the pics until the cut and paste I did from page one actually posted.
OK, got them now, sorry for the ... whatever that was... but really on page one those three files looked like a single line across the screen, like a page break. Wierd.
-Llywylln
Even after I reload the world again once I reloaded MC, I'm back at the overworld from where I entered into the end portal.
Another thing, it doesn't generate a crash report either of what has crashed. XP So I'm guessing that finding the bug and fixing the problem would be tougher and would take longer to do.
This only happens in version 1.1.0, while 1.0.9 works just fine when traveling to the end dimension.
It's a bummer that I can't fight the ender dragon with the FN version 1.1.0 mod installed. XP Something within the FN mod in the this current version code must've borked up the end dimension.
- Soldjermon
I have a pretty powerful computer.
Normal Fps
Much Lower Fps
There is a config of that in the FN config file to change from fancy to fast graphics. I do wonder why that was not integrated to the graphics settings for vanilla MC and have-to be changed in the config; because it would be easier for just pushing one button from the video settings than rather going into the config file to change it.
I've also wondered that as well, since the feature to have logs going sideways has been implemented into vanilla MC recently. Then again, maybe Nightshade hasn't caught up with that implementation yet.
Read the OP and maybe drag everything from the forge zip file into the minecraft jar? Maybe people should read more often. XP
- Soldjermon