Is it still AOBD that crashes each time? In that case there's only two possible explanations for as far as I can see:
1. AOBD registers its blocks the latest of all mods. This, in combination, that it is "the waterdrop that made the bucket spill" would be just a bit too much of a coincidence for me to believe. (This would be a general issue, not AOBD's fault.)
2. AOBD may be generating a never ending, or unending set of items and blocks due to a mod not using the oreDictionary correctly or some mod conflict. (This would probably be the fault of another mod, but AOBD is a possible culprit.)
This is a list of mods that I don't know and you have installed:
Battletowers
Eureka
Advanced generators
Open modular turrets
Pandora's box
Primitive mobs
Redstone Armoury
Shatter
Forge Relocation
I only crash after I install AOBD. I since then removed Primitive Mobs and Pandoras Box.
Also anyway to find out what mod could be causing AOBD to add too many ores? And about the Biome IDs I already sorted through all of them so I must be missing something. Anything else you could find that might be a problem? And why would my world, (that was just a test world by the way) have a higher max ID than a newly generated world?
If you have Nether Ores, that may be the case.
If my memory serves me right, the issue is this (on a first launch):
1. NetherOres generate every possible ore it knows.
2. AOBD picks that and generate byproducts.
3. NetherOres tries to removу any ores it find unused. Boom, they are all used by AOBD.
To work around this issue,
1. Start world without NetherOres. Let AOBD generate config, then shut down the server.
2. Edit the generate config to remove anything you find explicitly undesirable.
3. Add NetherOres and start the world. AOBD will not regen its config, so NetherOres is free to do its magic undisturbed.
If you have Nether Ores, that may be the case.
If my memory serves me right, the issue is this (on a first launch):
1. NetherOres generate every possible ore it knows.
2. AOBD picks that and generate byproducts.
3. NetherOres tries to removу any ores it find unused. Boom, they are all used by AOBD.
To work around this issue,
1. Start world without NetherOres. Let AOBD generate config, then shut down the server.
2. Edit the generate config to remove anything you find explicitly undesirable.
3. Add NetherOres and start the world. AOBD will not regen its config, so NetherOres is free to do its magic undisturbed.
As a matter of fact, I do have Nether Ores. I'll try to remove Nether Ores and launch my game with AOBD and see what happens.
If you have Nether Ores, that may be the case.
If my memory serves me right, the issue is this (on a first launch):
1. NetherOres generate every possible ore it knows.
2. AOBD picks that and generate byproducts.
3. NetherOres tries to removу any ores it find unused. Boom, they are all used by AOBD.
To work around this issue,
1. Start world without NetherOres. Let AOBD generate config, then shut down the server.
2. Edit the generate config to remove anything you find explicitly undesirable.
3. Add NetherOres and start the world. AOBD will not regen its config, so NetherOres is free to do its magic undisturbed.
Nope, that wasn't it. I still get a maximum ID range exceeded crash.
Edit : I removed Metallurgy and boom, the game launched with AOBD.I think I actually just went over the block ID.
Metallurgy doesn't let AOBD add any blocks at all. It does make AOBD generate a lot of items though. That makes this an actual "too many items-problem", like the crash report says. This means that the item ID limit is not 31999, like your source says, but actually somewhere around 9600 (this is a sum of some powers of 2, so that makes sense, sort of).
Well honestly, I'd rather have AOBD than Metallurgy anyways. Metallurgy just adds ores that I can craft chests, armors, and weapons, and in my pack, I already got a lotta that stuff.
Why don't you just update BoP then? Your version is quite outdated.
I just updated all my mods today, and I still get the Undergarden in the Overworld.
Edit : On the crash report, does it say what block is going over the ID limit? If it does, then we might know what mod is causing AOBD to generate extra blocks, and then, all we need to figure out is why.
Edit: Seems I may have spoke too soon. I hadn't tried deleting my config files last night, and I'm now unable to re-create the issue even with all mods installed and the same seed. I'm going to close the issue for now. I'll let you know if I ever encounter it again.
So what you're saying that I should just delete my config files to solve the issue? If so this is going to be problematic, because I already arranged all the biome IDs. And thanks for the help. I definitely agree with you about using different metadate rather than new block IDs. It would help out a lot.
Well, make a backup of the config, delete it, start Minecraft once, then re-assign the biome IDs. (I hope that that does not mean you'll end up with the exact same config files as the original, because that wouldn't be getting you anywhere.)
Shouldn't take you more than 15 minutes. (starting Minecraft exclusive)
That worked. No more Undergardens are spawning in the overworld from what I seen. And I also removed Ex Nihilo and my game launches with AOBD and Metallurgy just fine now, Thanks for the help.
What I mean is that AOBD only preconfigures itself (and writes its config accordingly) the first time the game gets started if the config file does not exist yet.
If the config file already exists, it would read it without bothering to check which of the turned-on modules still make sense.
That was my point exactly. (You get a slightly reduced functionality, but a working pack.)
Like I said before, simply disabling the Ex-Nihilo part in the AOBD config should already suffice.
I disabled the Ex Nihilo part of AOBD and I still crash because of the maximum ID range exceeded. I don't really need Ex Nihilo though, I only had it in the pack because I originally had different plans for the pack which would have required Ex Nihilo.
Yep. It crashes on Pre Initialization. I also removed Ex Nihilo and created a new world, and then installed it again, but I can't launch the game with Ex Nihilo.
i'm noticing quite a few missing processing recipes for mekanism 5x processing for aluminum, any idea what's up?
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Did you add AOBD before you added a mod that contained Aluminium?
well our modpack has had aluminum of some form since the start, at the same time though, yeah we did re-add a mod recently that adds aluminum as well.
i guess i have to reset the existing config and let it generate them fresh again then or what?
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
I only crash after I install AOBD. I since then removed Primitive Mobs and Pandoras Box.
Anything? @grimalq
Also anyway to find out what mod could be causing AOBD to add too many ores? And about the Biome IDs I already sorted through all of them so I must be missing something. Anything else you could find that might be a problem? And why would my world, (that was just a test world by the way) have a higher max ID than a newly generated world?
If you have Nether Ores, that may be the case.
If my memory serves me right, the issue is this (on a first launch):
1. NetherOres generate every possible ore it knows.
2. AOBD picks that and generate byproducts.
3. NetherOres tries to removу any ores it find unused. Boom, they are all used by AOBD.
To work around this issue,
1. Start world without NetherOres. Let AOBD generate config, then shut down the server.
2. Edit the generate config to remove anything you find explicitly undesirable.
3. Add NetherOres and start the world. AOBD will not regen its config, so NetherOres is free to do its magic undisturbed.
As a matter of fact, I do have Nether Ores. I'll try to remove Nether Ores and launch my game with AOBD and see what happens.
Nope, that wasn't it. I still get a maximum ID range exceeded crash.
Edit : I removed Metallurgy and boom, the game launched with AOBD.I think I actually just went over the block ID.
This, is just a bug added by the mod :/ not a biome ID duplicate.
Well honestly, I'd rather have AOBD than Metallurgy anyways. Metallurgy just adds ores that I can craft chests, armors, and weapons, and in my pack, I already got a lotta that stuff.
Right here, http://biomesoplenty.wikia.com/wiki/Undergarden
And also, thanks for all the help, it made my life so much easier.
I just updated all my mods today, and I still get the Undergarden in the Overworld.
Edit : On the crash report, does it say what block is going over the ID limit? If it does, then we might know what mod is causing AOBD to generate extra blocks, and then, all we need to figure out is why.
So what you're saying that I should just delete my config files to solve the issue? If so this is going to be problematic, because I already arranged all the biome IDs. And thanks for the help. I definitely agree with you about using different metadate rather than new block IDs. It would help out a lot.
That worked. No more Undergardens are spawning in the overworld from what I seen. And I also removed Ex Nihilo and my game launches with AOBD and Metallurgy just fine now, Thanks for the help.
Or adding ExNihilo after establishing the game with AOBD.
Really not. Point was to settle the relations before adding too much weight on the game's shoulders.
That was my point exactly. (You get a slightly reduced functionality, but a working pack.)
I disabled the Ex Nihilo part of AOBD and I still crash because of the maximum ID range exceeded. I don't really need Ex Nihilo though, I only had it in the pack because I originally had different plans for the pack which would have required Ex Nihilo.
Yep. It crashes on Pre Initialization. I also removed Ex Nihilo and created a new world, and then installed it again, but I can't launch the game with Ex Nihilo.
i'm noticing quite a few missing processing recipes for mekanism 5x processing for aluminum, any idea what's up?
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
well our modpack has had aluminum of some form since the start, at the same time though, yeah we did re-add a mod recently that adds aluminum as well.
i guess i have to reset the existing config and let it generate them fresh again then or what?
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Hello, Gany! I would like to report a crash!
> http://pastebin.com/awqvDcMU
Minecraft Fan! And modder wanna be!
no change.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.