uh......it will be a undue request.....
I think you should separate the trees into files,
and make choosing what to be loaded when minecraft start available,
I love the mod but it takes too many RAM,
worst of all, not every player on my server has a good/average computer.
sorry for wrong grammer (maybe?
I can make a client-side gui for people playing only ssp. Servers will still have to alter the config file.
-----I've separated the mod into several files/sub-folders for the next update.
This mod looks great. I really would like to see what other aesthetic items you add in. One thing I would request, might be a bit bogus, but is it possible to have different textures for the seeds. It gets confusing when trying to sort them out.
Also I had the white textures bug, but after a few more logins they all fixed and worked just fine. Again, would love to see what other things you come up with.
Alright this is a bit odd... im not sure if this is the other mods i have in or world gen is just broken but...
Whenever a crystal forest biome is encountered, there are levers on top of the crystal ground cover
Minecraft has stopped running because it encountered a problem; Failed to start game
This error has been saved to C:\Users\Ethan\AppData\Roaming\.minecraft\crash-reports\crash-2012-10-20_17.30.11-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT f9014196 --------
Generated 10/20/12 5:30 PM
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: ForgottenNature.mod_ForgottenNature
at cpw.mods.fml.common.LoadController.transition(LoadController.java:102)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:467)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:146)
at net.minecraft.client.Minecraft.a(Minecraft.java:416)
at net.minecraft.client.Minecraft.run(Minecraft.java:748)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: ForgottenNature.mod_ForgottenNature
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:125)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:407)
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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:124)
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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:81)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:466)
... 4 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:27)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:162)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:118)
... 31 more
--- END ERROR REPORT af7da76a ----------
I am sorry for taking up so much space but I don't know how to use a spoiler.
Rollback Post to RevisionRollBack
Please click this link for me: http://www.freewizar...ex.php?id=51435
All you have to do is click it. Let the page load, than exit out. It's as simple as that.
Alright this is a bit odd... im not sure if this is the other mods i have in or world gen is just broken but...
Whenever a crystal forest biome is encountered, there are levers on top of the crystal ground cover
That's a first...
Either ground cover ID needs a change or something else is awry.
If all else fails, disable ground cover.
Confirming the white block texture glitch.. i played around with it a bit, removing and adding other mods, This is not a simple fix bug. This seems to be a bug caused by interaction with other mods. Not sure if how this can be fixed or what the original cause of it is but just to let everyone know if the white blocks show up it might just mean that the mod is incompatible with a mod you may have just added.
EDIT: The white texture glitch is just a minor bug on servers. but on SSP it is a problem
I think i had to put it in the jar because it errored in the mods folder because i have another 29 mods on the serverJust asking... When do you think next update will be released?
I've been playing around with this mod and came across something that I don't know if it's a bug. Not a crashing one, so no log to report. I was playing with the crystal axe and noticed that it never broke. So I tested further and realized that the axe only took damage when it lumberjacked the tree. Also in testing further I found out that the pickaxe and shovel doesn't take damage when used normally, but the sword and hoe does. Finally the tools will break if used as a weapon. Not sure if the unbreaking effect was intended.
(ps. I also tested this with only forge, NEI, and forgotten nature)
I've been playing around with this mod and came across something that I don't know if it's a bug. Not a crashing one, so no log to report. I was playing with the crystal axe and noticed that it never broke. So I tested further and realized that the axe only took damage when it lumberjacked the tree. Also in testing further I found out that the pickaxe and shovel doesn't take damage when used normally, but the sword and hoe does. Finally the tools will break if used as a weapon. Not sure if the unbreaking effect was intended.
(ps. I also tested this with only forge, NEI, and forgotten nature)
I noticed this and fixed it for the next update.
It's in the 'finished' section under the "In Progress" spoiler.
I've noticed that the crystal wood logs and the planks doesn't look as natural as it seems(in my opinion), so I've decided to edit the default texture of them to make it like the trees themselves have been crystallized completely from those focus crystals that are residing underground in a certain area and developed a new species of trees called crystal trees. ;3
First version(scrapped)
Second version(current; logs are darker now)
So, I'm posting a couple images to see if anyone(especially Nightshade_Proleath) like the new textures for the crystal wood or not.
I'll release the texture file if lots of people like to use that more than the original after I (maybe)get permission from Nightshade_Proleath, or he replaces the original to the new if he really likes the new textures. >3>;
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 is 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.
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 is 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.
The reason for the trees looking a bit more cartoony is that the trees are not drawn from the ground up. they seem to just be edits of the default minecraft trees. The stones however had to be drawn from nothing and look more realistic because of that.
And on the tiling thing.. never seen that before
EDIT: just on a note i am still using the version before today's update. The tiling bug might have been caused by the update but idk
I can make a client-side gui for people playing only ssp. Servers will still have to alter the config file.
-----I've separated the mod into several files/sub-folders for the next update.
Also I had the white textures bug, but after a few more logins they all fixed and worked just fine. Again, would love to see what other things you come up with.
Whenever a crystal forest biome is encountered, there are levers on top of the crystal ground cover
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
This error has been saved to C:\Users\Ethan\AppData\Roaming\.minecraft\crash-reports\crash-2012-10-20_17.30.11-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT f9014196 --------
Generated 10/20/12 5:30 PM
- Minecraft Version: 1.3.2
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.7.0_07, Oracle Corporation
- Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
- Memory: 400626184 bytes (382 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- FML: FML v3.1.35.394 Minecraft Forge 4.2.5.303 8 mods loaded, 8 mods active
FML [Forge Mod Loader] (coremods) Unloaded->Constructed
Forge [Minecraft Forge] (coremods) Unloaded->Constructed
mod_Food [mod_Food] (minecraft.jar) Unloaded->Constructed
mod_TooManyItems [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed
silentspy_usefulfood [UsefulFood] (minecraft.jar) Unloaded->Constructed
ForgottenNature [ForgottenNature] (ForgottenNature) Unloaded->Errored
weaponmod [Balkon's WeaponMod] (WeaponMod.zip) Unloaded->Constructed
mod_MorePlayerModels [mod_MorePlayerModels] (minecraft.jar) Unloaded->Constructed
- LWJGL: 2.4.2
- OpenGL: AMD Radeon HD 6320 Graphics GL version 4.1.10834 Compatibility Profile Context, ATI Technologies Inc.
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: ForgottenNature.mod_ForgottenNature
at cpw.mods.fml.common.LoadController.transition(LoadController.java:102)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:467)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:146)
at net.minecraft.client.Minecraft.a(Minecraft.java:416)
at net.minecraft.client.Minecraft.run(Minecraft.java:748)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: ForgottenNature.mod_ForgottenNature
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:125)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:57)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:407)
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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:124)
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:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:81)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:466)
... 4 more
Caused by: java.lang.NullPointerException
at org.objectweb.asm.ClassReader.<init>(Unknown Source)
at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:27)
at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:162)
at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:118)
... 31 more
--- END ERROR REPORT af7da76a ----------
I am sorry for taking up so much space but I don't know how to use a spoiler.
All you have to do is click it. Let the page load, than exit out. It's as simple as that.
Reinstall the mod
So LCTrees&Crops + 16 glass blocks + 5 stonetypes = Forgotten Nature, right?
I haven't looked at the glass yet but I love the addition of the new types of stone.
Yes, and a bunch of tweaks and fixes to fruit growth, food items, textures, etc...
That's a first...
Either ground cover ID needs a change or something else is awry.
If all else fails, disable ground cover.
EDIT: The white texture glitch is just a minor bug on servers. but on SSP it is a problem
i have a private server running this mod so i know
I also have a private server running this mod, but I have never needed to install within the .jar.
(ps. I also tested this with only forge, NEI, and forgotten nature)
We have it on our server and have over 40 mods...and it's in the mods folder.
Well... then im not just sure.. might just be the particular mods i have installed
I noticed this and fixed it for the next update.
It's in the 'finished' section under the "In Progress" spoiler.
Within the next 20 hours.
Should only be fixes.
First version(scrapped)
Second version(current; logs are darker now)
So, I'm posting a couple images to see if anyone(especially Nightshade_Proleath) like the new textures for the crystal wood or not.
I'll release the texture file if lots of people like to use that more than the original after I (maybe)get permission from Nightshade_Proleath, or he replaces the original to the new if he really likes the new textures. >3>;
- Soldjermon
My only complaint is 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.
The reason for the trees looking a bit more cartoony is that the trees are not drawn from the ground up. they seem to just be edits of the default minecraft trees. The stones however had to be drawn from nothing and look more realistic because of that.
And on the tiling thing.. never seen that before
EDIT: just on a note i am still using the version before today's update. The tiling bug might have been caused by the update but idk