Looks like we can add jammy's to the original mod triangle of mystery. Strange that it doesn't impact on all users but certainly that was the same problem i had with FN using twilight forest and buildcraft (all latest versions)
hi, just quickly wanted to confirm that same happens to me (logs disappear) with ONLY TwilightForest added (FN 1.1.2/ Forge build411/ TF 1.13.1).
I read all the latest posings here, i don't expect any answer, just wanted to leave a note here.
Yes, we are having a lot of issues with the crystal forest on our server. The crystal mushrooms and saplings are not only causing huge lag but crashing the server every few seconds. Once we destroyed the saplings that hadn't grown and the baby mushrooms it stopped crashing. I have seen the light blue tree grow from a sapling...then the server crashed. Then a huckleberry grew from a sapling...I'm thinking it's perhaps suppose to be the dark blue tree? It also crashed when I mined a crystal focus.
The guys that run our server said that they think it also doesn't play so well with the current version of forge that a lot of mods require now. Not sure that these issues will be fixed by Nightshade, as I think he is only doing version updates at this point....and it will be a while before it is merged in with EBXL.
We worked out most of the issues by moving all of the block IDs below 256, (cpy is on my server) but occasionally saplings that share the block ID with the crystal saplings (no matter what ID it is set to) will turn into another tree upon growth, which causes the lag until the tree is destroyed.
It is livable not planting those trees until EBXL 4.0 is released.
@ClockworkHearts: You have to set the groundcover ID to something below 255. For us it was making them all leaves, which then decayed after spawning which caused massive update lag for anyone near the area.
Do not be surprised - my English is Google translate. I never play Minecraft without these mods:
ExtraBiomesXl, Industrial Craft, Build Craft, LCTrees++, Metallurgy, Railcraft, Smart Moving, Forestry, Jammy Furniture Mod, Kaevator Super Slopes, Xtra Blocks, ReiMinimap, CraftGuide.
Nightshade, is this mod compatible with other mods? I thought Timber would've been compatible.
I haven't seen Nightshade respond to anything in quite some time. He has retired from modding and has given his code to Scott of ExtrabiomesXL. We will be integrating FN into EBXL so if you have suggestions about things you'd like to see you should post in the EBXL thread: http://www.minecraft...rds-to-ebxl4/ or put the suggestion on our Github page: https://github.com/E...ated&state=open
In regards to your question...it is compatible with most mods. Our server has over 90 mods including this one. It has it's own version of Timber/Tree Capitator, which I think can be turned off in the configs. I can't speak to whether it will work with Timber...but we are using Tree Capitator, so I know it does work with it.
The thread title says this is up to date but the OP says it isn't, and is only up to 1.4.2
From a post several pages back:
Nightshade_Proleath, on 23 November 2012 - 11:19 PM, said: 1.1.2 is for MC 1.4.5, not 1.4.2
Also, Nightshade has retired from modding and has given his code to Scott of ExtrabiomesXL. We will be integrating FN into EBXL so if you have suggestions about things you'd like to see you should post in the EBXL thread: http://www.minecraft...rds-to-ebxl4/ or put the suggestion on our Github page: https://github.com/E...ated&state=open
Yes, that has been reported several times, however since Nightshade has retired from modding I don't look for that to be fixed until after it has been merged into ExtrabiomesXL.
They make gunpowder.
I just set up both a quarry and a filler today and discovered that the same thing is happening with sandstone, so unless this mod does something to sandstone, I think it may actually be a Buildcraft Bug. Can anyone confirm?
-- EDIT
Just occurred to me that this mod does add the Nitre drop from sandstone, so yes, it does modify it. I'll have to see if disabling gunpowder generation in the config fixes the issue. I'm already swimming in the stuff anyway.
-- EDIT 2
I turned off gunpowder crafting, and the sandstone no longer gets vaporized by BC, but the other FN stones still do.
I think ExtrabiomesXL version ForgottenNature will not come in this year
You are correct, it will not be out this year. It was never said that it would be, and I don't think anyone expected it to be as it is a big mod to merge. Scott is rewriting EBXL, which will be v4 and FN will be incorporated into that. You are still able to use FN as it is for 1.4.5.
You can follow the progress on our forums here or on our development pages on Github or Scott's blog which in which he is teaching how to mod as he writes v4.
hi everyone, will this be ported to bukkit? and can it possibly happen before the first of january
Nightshade retired from modding and gave his mod to Scott of ExtrabiomesXL. It will be merged into ExtrabiomesXL mostly likely when v4 comes out. Unless someone does the port themselves I don't look for it to be ported to bukkit. Nightshade said he was going to do updates as new versions of Minecraft came out until it was merged into ExtrabiomesXL, but have not seen him reply in quite some time, so I don't know if this will even update to 1.4.6.
Nightshade retired from modding and gave his mod to Scott of ExtrabiomesXL. It will be merged into ExtrabiomesXL mostly likely when v4 comes out. Unless someone does the port themselves I don't look for it to be ported to bukkit. Nightshade said he was going to do updates as new versions of Minecraft came out until it was merged into ExtrabiomesXL, but have not seen him reply in quite some time, so I don't know if this will even update to 1.4.6.
I am very much hoping this one does update; this is pretty much the only mod not yet on 1.4.6 that would keep me from upgrading my current world. Without it, I'll have to start over, as I have made extensive use of every aspect of this mod. :-(
[EDIT]
Oops ... guess I failed to notice that Mystcraft isn't updated yet ... definitely a very critical one as well, but at least that one is a pretty safe bet :-)
Any hope that you will make this mod as modules in Extrabiomes XL (like a crop module and so on)? Extrabiomes will get enormous when merged with Forgotten Nature, so it would be nice to be able to only enable some of the content in terms of memory consumbtion etc.
Thx in advance, and great work btw
I doubt that they will be separate modules, but I am pretty confident that there will be options to turn things off and on...so if you don't want the crops or stone for example, you could change that in the config.
Here's a port for 1.4.6, bugs and all. I haven't had a chance to look at the crystal sapling bug, but I intend to. I haven't tested it much beyond flying around looking at the biomes.
Here's a port for 1.4.6, bugs and all. I haven't had a chance to look at the crystal sapling bug, but I intend to. I haven't tested it much beyond flying around looking at the biomes.
If you can, while you're poking around in there, try to make it so bc quarry/filler can mine the blocks (and sandstone).
hi, just quickly wanted to confirm that same happens to me (logs disappear) with ONLY TwilightForest added (FN 1.1.2/ Forge build411/ TF 1.13.1).
I read all the latest posings here, i don't expect any answer, just wanted to leave a note here.
It is livable not planting those trees until EBXL 4.0 is released.
@ClockworkHearts: You have to set the groundcover ID to something below 255. For us it was making them all leaves, which then decayed after spawning which caused massive update lag for anyone near the area.
Someone to help me?
Try my configs, its work for me.
https://dl.dropbox.com/u/79143867/settings.rar
And if it work for you, you can carefully compare and found whats wrong.
ExtraBiomesXl, Industrial Craft, Build Craft, LCTrees++, Metallurgy, Railcraft, Smart Moving, Forestry, Jammy Furniture Mod, Kaevator Super Slopes, Xtra Blocks, ReiMinimap, CraftGuide.
Thank you so much. This worked to me.
I haven't seen Nightshade respond to anything in quite some time. He has retired from modding and has given his code to Scott of ExtrabiomesXL. We will be integrating FN into EBXL so if you have suggestions about things you'd like to see you should post in the EBXL thread: http://www.minecraft...rds-to-ebxl4/ or put the suggestion on our Github page: https://github.com/E...ated&state=open
In regards to your question...it is compatible with most mods. Our server has over 90 mods including this one. It has it's own version of Timber/Tree Capitator, which I think can be turned off in the configs. I can't speak to whether it will work with Timber...but we are using Tree Capitator, so I know it does work with it.
From a post several pages back:
Nightshade_Proleath, on 23 November 2012 - 11:19 PM, said: 1.1.2 is for MC 1.4.5, not 1.4.2
Also, Nightshade has retired from modding and has given his code to Scott of ExtrabiomesXL. We will be integrating FN into EBXL so if you have suggestions about things you'd like to see you should post in the EBXL thread: http://www.minecraft...rds-to-ebxl4/ or put the suggestion on our Github page: https://github.com/E...ated&state=open
I just set up both a quarry and a filler today and discovered that the same thing is happening with sandstone, so unless this mod does something to sandstone, I think it may actually be a Buildcraft Bug. Can anyone confirm?
-- EDIT
Just occurred to me that this mod does add the Nitre drop from sandstone, so yes, it does modify it. I'll have to see if disabling gunpowder generation in the config fixes the issue. I'm already swimming in the stuff anyway.
-- EDIT 2
I turned off gunpowder crafting, and the sandstone no longer gets vaporized by BC, but the other FN stones still do.
You are correct, it will not be out this year. It was never said that it would be, and I don't think anyone expected it to be as it is a big mod to merge. Scott is rewriting EBXL, which will be v4 and FN will be incorporated into that. You are still able to use FN as it is for 1.4.5.
You can follow the progress on our forums here or on our development pages on Github or Scott's blog which in which he is teaching how to mod as he writes v4.
Is there any solution to resolve that?
Nightshade retired from modding and gave his mod to Scott of ExtrabiomesXL. It will be merged into ExtrabiomesXL mostly likely when v4 comes out. Unless someone does the port themselves I don't look for it to be ported to bukkit. Nightshade said he was going to do updates as new versions of Minecraft came out until it was merged into ExtrabiomesXL, but have not seen him reply in quite some time, so I don't know if this will even update to 1.4.6.
I am very much hoping this one does update; this is pretty much the only mod not yet on 1.4.6 that would keep me from upgrading my current world. Without it, I'll have to start over, as I have made extensive use of every aspect of this mod. :-(
[EDIT]
Oops ... guess I failed to notice that Mystcraft isn't updated yet ... definitely a very critical one as well, but at least that one is a pretty safe bet :-)
I doubt that they will be separate modules, but I am pretty confident that there will be options to turn things off and on...so if you don't want the crops or stone for example, you could change that in the config.
Here's a
portfor 1.4.6, bugs and all. I haven't had a chance to look at the crystal sapling bug, but I intend to. I haven't tested it much beyond flying around looking at the biomes.EDIT: Grab newer bugfixed port two posts ahead.
If you can, while you're poking around in there, try to make it so bc quarry/filler can mine the blocks (and sandstone).
Thanks