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
Yes, the shader takes lot of RAM, probably that is the issue, since the trees mod takes a few extra bit of RAM as well, so using both together is making the game crashes.
I always used the shaders 'cause I usually use only 2 or 3 very light mods, and since I have 8gb RAM it was doing okay. But seems they don't work very well together (trees + shaders).
Looks like I'm gonna have to choose which one I like most xD
I am a very "graphic oriented" person, so for me graphics are 50% of the fun, that's why I use the shaders even knowing they are extremely RAM vampires
hi there,
first let me say, Nightshade_Proleath, what a great mod!
Previously there was talking about cartoonish trees, but i find them perfect .. i think, too much realism is not what minecraft is to be.
Maybe some fruits are too big, i think
But here's what i want to spread to all ForgottenNature-fans:
With Vanilla version 1.4 block-IDs from 140-143 are being used by Mojang. As you should know, these IDs are (or were) used by FN, too.
Actually this is not the reason why i used following tool. I just wanted to keep my old world with all my mods installed! My world is simply too big and i spent so many hours on it, that i don't want to start a new one, just because of new block-IDs ..
The fact that ForgottenNature-block-IDs from 140-143 now are reserved by Vanilla, i recognized afterwards
So in the moment there is only one solution for it in the www: "mIDas" !
I tried changing IDs with MCEdit and SinglePlayerCommands, but they don't accept block-IDs from third parties.
With mIDas you can change up to 4096, any numbers you like and what you think of will not be used in the far future.
But beware, some IDs are generation-block-IDs, important for ground-generating. Mojang updated from 256 to 4096, but some classes concerning world-generation still seem to use IDs UNDER 256.
In ForgottenNature i left following Ids under 256:
-"New Stones ID"
-crystalBlockID
-crystalStoneID
-groundID
i am not sure about it, but it works. Nightshade, maybe you can tell if this is right, please?
However, i'm sure many players want to keep their old map. With mIDas it works. http://www.minecraft...0#entry17232022
you find the correct download on page6, because it had to be updated to Anvil-format.
For keeping an old map i have a good tutorial:
1- backup world, backup world, backup world!!!
2- cut your region, you want to keep, out with "MCEdit" (in chunk view-mode)
3- look into level.dat with "NBTExplorer" for changing generatorVersion to '1', generaterName to i.e. 'default' (NOT 'default_1_1'), and maybe new seed ..
4- start "mcmerge" with command "trace" BEFORE you start playing the map.
now you can open the world and play:
5- play world with all your new mods, also ForgottenNature , look to new borders (which look ugly cutted still ..!)
6- close world, start mcmerge again with command "merge": this smoothes borders with a new river
7- only if you used ForgottenNature (or other mods) before, and IDs crash with new vanilla IDs, don't forget to use mIDas as described above AFTER USING "mcmerge", because (as for now) mcmerge only works with IDs under 256!! After blocks are converted to new numbers, beware to change config-files of the mods with the same new numbers as given, because playing the world with IDs, which don't exist, will letting them disappear actually. So IDs given with mIDas must be defined in the config! Please read guides of the original distributers, don't blame me afterwards
(7b- FN and TwilightForest share 7 biome-IDs (70-76). Don't forget to change these, too, if you don't want a Twilight biome spawned in overworld)
8- finished. See your old world in a new one with new biomes and all .. it's so fantastic!
dear Nightshade, i hope you are not bothered, because i mention other mods and tools here, but as a true fan of your mod, i feel with all the other fans of it, and so i wanted to share my way to keep an old beautiful ForgottenNature-map, connected with a new one.
One last wish in this endless long post (my longest actually!) is one i had for Vanilla, but this wish is better kept here: With each greater update a new tree or biome .. or cave ..
(my WIP-Ressort with a FN-tree with block-IDs 3340/3346 instead of 140/146)
edit: you should place a donation button
edit2:
it's true that mcmerge must not be used. If you use same seed, level type and generatorVersion, then generation continues from the old map borders to the new regions as before .. but because with mods, which have their own biomes, glitching still happens. I.g. from a flat vanilla-forest-biome to a high redwood-hills-biome ..
So only if there are no new biomes added, then no borders from old map to new one are visible.
Anyone tell me, if i'm wrong, but i tried many times ..
This is one of my favorite mods! The trees are absolutely beautiful.
I cannot wait to have it updated to 1.4.2
My only suggestion would be to add configuration options to toggle off certain things like:
-nitre/sulfer generation
-crystal forest generation
-new rocks generation
-new farming plants/seeds (I know this used to be a seperate mod)
Personally, I like all those things, but some of them can conflict with other mods.
This is one of my favorite mods! The trees are absolutely beautiful.
I cannot wait to have it updated to 1.4.2
(snip)
-crystal forest generation
This is already in the config. There's a line that reads something like "Crystal Forest = true" and you can make it false. You can also turn off the crystal ground and crystal object recipes, among other things.
My only complaint has been that turning off evergreen and deciduous bushes _doesn't_. I still find them in the world, even though I've got them turned off (I like the fruit bushes, just not the silly little ones with no food value).
Also waiting eagerly for 1.4, on this and ex-biomes and others. It just came out, give them time. It can be good to hear that people want it, but too much and we crowd them and seem ungrateful for the massive amount of work that goes into these mods.
This is one of my favorite mods! The trees are absolutely beautiful.
I cannot wait to have it updated to 1.4.2
My only suggestion would be to add configuration options to toggle off certain things like:
-nitre/sulfer generation
-crystal forest generation
-new rocks generation
-new farming plants/seeds (I know this used to be a seperate mod)
Personally, I like all those things, but some of them can conflict with other mods.
All can be disabled.
Disable nitre and sulfur by setting gunpowder crafting to false.
Disable the crystal forest by setting it to false as well.
Disable all the new rocks by setting each rock to false (gneiss, hornfels, marble, granit, chert).
Disable the crops by setting the seed drop rate to 0, so no new seeds will drop.
All can be disabled.
Disable nitre and sulfur by setting gunpowder crafting to false.
Disable the crystal forest by setting it to false as well.
Disable all the new rocks by setting each rock to false (gneiss, hornfels, marble, granit, chert).
Disable the crops by setting the seed drop rate to 0, so no new seeds will drop.
I think this is about the last mod that I use that I'm waiting to update. Not trying to rush you, just saying I'm excited for the 1.4.2 compatible release. :3
Everything is working great actually, and thanks for removing the log/leaf index
After reading another post in this thread, i must agree that the 64x textures do have black lines on some of the rock varieties.
Edit: Even though we use Sphax for most of our mods, i would never replace the 64x textures you provided, they are so sweet!
first let me say, Nightshade_Proleath, what a great mod!
[snip]
Maybe some fruits are too big, i think
But here's what i want to spread to all ForgottenNature-fans:
With Vanilla version 1.4 block-IDs from 140-143 are being used by Mojang. As you should know, these IDs are (or were) used by FN, too.
[snip]
ForgottenNature-block-IDs from 140-143 now are reserved by Vanilla.
So in the moment there is only one solution for it in the www: "mIDas" !
I tried changing IDs with MCEdit and SinglePlayerCommands, but they don't accept block-IDs from third parties.
With mIDas you can change up to 4096, any numbers you like and what you think of will not be used in the far future.
But beware, some IDs are generation-block-IDs, important for ground-generating. Mojang updated from 256 to 4096, but some classes concerning world-generation still seem to use IDs UNDER 256.
In ForgottenNature i left following Ids under 256:
-"New Stones ID"
-crystalBlockID
-crystalStoneID
-groundID
i am not sure about it, but it works. Nightshade, maybe you can tell if this is right, please?
However, i'm sure many players want to keep their old map. With mIDas it works. http://www.minecraft...0#entry17232022
you find the correct download on page6, because it had to be updated to Anvil-format.
For keeping an old map i have a good tutorial:
1- backup world, backup world, backup world!!!
2- cut your region, you want to keep, out with "MCEdit" (in chunk view-mode)
3- look into level.dat with "NBTExplorer" for changing generatorVersion to '1', generaterName to i.e. 'default' (NOT 'default_1_1'), and maybe new seed ..
4- start "mcmerge" with command "trace" BEFORE you start playing the map.
5- only if you used ForgottenNature before, and IDs crash with new vanilla IDs, don't forget to use mIDas as described above BEFORE YOU PLAY. Because playing the world with IDs, which don't exist, will letting them disappear actually. IDs given with mIDas must be defined in the config! Please read guides of the original distributers, don't blame me afterwards
(5b- FN and TwilightForest share 7 biome-IDs (70-76). Don't forget to change these, too, if you don't want a Twilight biome spawned in overworld)
now you can open the world and play:
6- play world with all your new mods, also ForgottenNature (! , look to new borders (which look ugly cutted still)
7- close world, start mcmerge again with command "merge": this smoothes borders with a new river
8- finished. See your old world in a new one with new biomes and all .. it's so fantastic!
Dear Nightshade, i hope you are not bothered because i mention other mods and tools here, but as a true fan of your mod, i feel with all the other fans of it, and so i wanted to share my way to keep an old beautiful ForgottenNature-map, connected with a new one.
One last wish in this endless long post (my longest actually!) is one i had for Vanilla, but this wish is better kept here: With each greater update a new tree or biome .. or cave ..
(my WIP-Ressort with a FN-tree with block-IDs 3340/3346 instead of 140/146)
edit: you should place a donation button
edit2:
it's true that mcmerge must not be used. If you use same seed, level type and generatorVersion, then generation continues from the old map borders to the new regions as before .. but because with mods, which have their own biomes, glitching still happens. I.g. from a flat vanilla-forest-biome to a high redwood-hills-biome ..
So only if there are no new biomes added, then no borders from old map to new one are visible.
Anyone tell me, if i'm wrong, but i tried many times ..
Thanks for telling everyone about mIDas. It truly helps a lot.
As for the generation block IDs, that sounds about right.
I might add a donation option...
I think I found a weird bug with buildcraft. After some testing I found out, that your mod seems to play not nice together with the buildcraft quarry.
For some reason the quarry will break smooth stone blocks in the world, but outputs nothing for it. No Cobble or other stuff, it just deletes it. After deinstalling your mod everything works fine again. Before installing your mod everything worked fine, too.
I tested this with Buildcraft 3.2.0 pre9, your latest build of Forgotten Nature 1.0.7 and Forge 317
Disabling for example the new stone gen did not help
Ah yes. It will be fixed when the 1.4.2 update rolls out.The update will wait on a more stable release of Forge.
I'm working on a full HD Sphax texture pack (128x, 256x and perhaps 512x) for this mod. It is not using any textures from the current one and will have completely new log textures and leaf types etc. Just give me another 2 or three days (I basically started today)
This is a great mod and deserves good textures!
I'd much rather see a 32x than 512x!
Rollback Post to RevisionRollBack
I take requests for sprites or textures on occasion, so if you have a question, feel free to PM me or Note me on Deviantart-- Autumn-Fyre.deviantart.com
The saw requires a LOT of stuff to make. 16 iron ingots and 7 wooden planks. What advantage does it have over the axe to justify the cost?
It's durability is scaled based on the iron axe's durability with respect to it's costs, which ends up making the durability higher than a diamond axe. Also, the harvest speed should be faster, and the range of harvest-able blocks wider.
I have fixed the IDs for the forgotten nature mod for the stairs the only problem i have is when I create a new world the game freezes up at converting world. Anyone know how to fix that. Unfortunately I have no crash report for that.
Obviously all the mods I had installed aren't compatible with the Forgotten Nature Mod I had the mini map mod, Tree Capitator, Metallurgy 2, TooManyItems, ShowDur, Extra Blocks EE. That however doesn't explain why when I started a game (new world) It froze.
I have fixed the IDs for the forgotten nature mod for the stairs the only problem i have is when I create a new world the game freezes up at converting world. Anyone know how to fix that. Unfortunately I have no crash report for that.
Obviously all the mods I had installed aren't compatible with the Forgotten Nature Mod I had the mini map mod, Tree Capitator, Metallurgy 2, TooManyItems, ShowDur, Extra Blocks EE. That however doesn't explain why when I started a game (new world) It froze.
What do you mean you fixed a problem with the stair IDs?
It's been fine as is.
Yes, the shader takes lot of RAM, probably that is the issue, since the trees mod takes a few extra bit of RAM as well, so using both together is making the game crashes.
I always used the shaders 'cause I usually use only 2 or 3 very light mods, and since I have 8gb RAM it was doing okay. But seems they don't work very well together (trees + shaders).
Looks like I'm gonna have to choose which one I like most xD
I am a very "graphic oriented" person, so for me graphics are 50% of the fun, that's why I use the shaders even knowing they are extremely RAM vampires
Thanks for all the answers guys.
Cheers
first let me say, Nightshade_Proleath, what a great mod!
Previously there was talking about cartoonish trees, but i find them perfect .. i think, too much realism is not what minecraft is to be.
Maybe some fruits are too big, i think
But here's what i want to spread to all ForgottenNature-fans:
With Vanilla version 1.4 block-IDs from 140-143 are being used by Mojang. As you should know, these IDs are (or were) used by FN, too.
Actually this is not the reason why i used following tool. I just wanted to keep my old world with all my mods installed! My world is simply too big and i spent so many hours on it, that i don't want to start a new one, just because of new block-IDs ..
The fact that ForgottenNature-block-IDs from 140-143 now are reserved by Vanilla, i recognized afterwards
So in the moment there is only one solution for it in the www: "mIDas" !
I tried changing IDs with MCEdit and SinglePlayerCommands, but they don't accept block-IDs from third parties.
With mIDas you can change up to 4096, any numbers you like and what you think of will not be used in the far future.
But beware, some IDs are generation-block-IDs, important for ground-generating. Mojang updated from 256 to 4096, but some classes concerning world-generation still seem to use IDs UNDER 256.
In ForgottenNature i left following Ids under 256:
-"New Stones ID"
-crystalBlockID
-crystalStoneID
-groundID
i am not sure about it, but it works. Nightshade, maybe you can tell if this is right, please?
However, i'm sure many players want to keep their old map. With mIDas it works.
http://www.minecraft...0#entry17232022
you find the correct download on page6, because it had to be updated to Anvil-format.
For keeping an old map i have a good tutorial:
1- backup world, backup world, backup world!!!
2- cut your region, you want to keep, out with "MCEdit" (in chunk view-mode)
3- look into level.dat with "NBTExplorer" for changing generatorVersion to '1', generaterName to i.e. 'default' (NOT 'default_1_1'), and maybe new seed ..
4- start "mcmerge" with command "trace" BEFORE you start playing the map.
now you can open the world and play:
5- play world with all your new mods, also ForgottenNature , look to new borders (which look ugly cutted still ..!)
6- close world, start mcmerge again with command "merge": this smoothes borders with a new river
7- only if you used ForgottenNature (or other mods) before, and IDs crash with new vanilla IDs, don't forget to use mIDas as described above AFTER USING "mcmerge", because (as for now) mcmerge only works with IDs under 256!! After blocks are converted to new numbers, beware to change config-files of the mods with the same new numbers as given, because playing the world with IDs, which don't exist, will letting them disappear actually. So IDs given with mIDas must be defined in the config! Please read guides of the original distributers, don't blame me afterwards
(7b- FN and TwilightForest share 7 biome-IDs (70-76). Don't forget to change these, too, if you don't want a Twilight biome spawned in overworld)
8- finished. See your old world in a new one with new biomes and all .. it's so fantastic!
dear Nightshade, i hope you are not bothered, because i mention other mods and tools here, but as a true fan of your mod, i feel with all the other fans of it, and so i wanted to share my way to keep an old beautiful ForgottenNature-map, connected with a new one.
One last wish in this endless long post (my longest actually!) is one i had for Vanilla, but this wish is better kept here: With each greater update a new tree or biome .. or cave ..
(my WIP-Ressort with a FN-tree with block-IDs 3340/3346 instead of 140/146)
edit: you should place a donation button
edit2:
it's true that mcmerge must not be used. If you use same seed, level type and generatorVersion, then generation continues from the old map borders to the new regions as before .. but because with mods, which have their own biomes, glitching still happens. I.g. from a flat vanilla-forest-biome to a high redwood-hills-biome ..
So only if there are no new biomes added, then no borders from old map to new one are visible.
Anyone tell me, if i'm wrong, but i tried many times ..
If not, we desperately need a way to do that. When used in conjuction with Railcraft it causes a lot of confusion.
Thanks.
I cannot wait to have it updated to 1.4.2
My only suggestion would be to add configuration options to toggle off certain things like:
-nitre/sulfer generation
-crystal forest generation
-new rocks generation
-new farming plants/seeds (I know this used to be a seperate mod)
Personally, I like all those things, but some of them can conflict with other mods.
This is already in the config. There's a line that reads something like "Crystal Forest = true" and you can make it false. You can also turn off the crystal ground and crystal object recipes, among other things.
My only complaint has been that turning off evergreen and deciduous bushes _doesn't_. I still find them in the world, even though I've got them turned off (I like the fruit bushes, just not the silly little ones with no food value).
Also waiting eagerly for 1.4, on this and ex-biomes and others. It just came out, give them time. It can be good to hear that people want it, but too much and we crowd them and seem ungrateful for the massive amount of work that goes into these mods.
-Sevi
....go figure.
All can be disabled.
Disable nitre and sulfur by setting gunpowder crafting to false.
Disable the crystal forest by setting it to false as well.
Disable all the new rocks by setting each rock to false (gneiss, hornfels, marble, granit, chert).
Disable the crops by setting the seed drop rate to 0, so no new seeds will drop.
I had no idea. Thanks! You are awesome!
Thanks
I fixed the black lines
Thanks for telling everyone about mIDas. It truly helps a lot.
As for the generation block IDs, that sounds about right.
I might add a donation option...
Ah yes. It will be fixed when the 1.4.2 update rolls out.The update will wait on a more stable release of Forge.
I'd much rather see a 32x than 512x!
I take requests for sprites or textures on occasion, so if you have a question, feel free to PM me or Note me on Deviantart-- Autumn-Fyre.deviantart.com
It's durability is scaled based on the iron axe's durability with respect to it's costs, which ends up making the durability higher than a diamond axe. Also, the harvest speed should be faster, and the range of harvest-able blocks wider.
but I cannot enchant and of the Crystal tools or swords (dark too).
They go in the enchanting table, and let you select your enchantment level, but then...nothing.
Fixed for next update.
Obviously all the mods I had installed aren't compatible with the Forgotten Nature Mod I had the mini map mod, Tree Capitator, Metallurgy 2, TooManyItems, ShowDur, Extra Blocks EE. That however doesn't explain why when I started a game (new world) It froze.
Craft the mushrooms in a similar manner as you would craft crystal saplings.
What do you mean you fixed a problem with the stair IDs?
It's been fine as is.
If someone else is willing..... I'm not a mac guy myself.