1.10
1.8.9
1.7.10
Realism
Biomes
Curse
Forge
Open Source
I got a crash report in 1.8.9 in latest forge version the forge version is 11.15.1.1794
---- Minecraft Crash Report ----
// Ouch. That hurt
Time: 3/24/16 3:53 PM
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderException: java.lang.ClassNotFoundException: rtg.RTG
at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:162)
at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:543)
at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:208)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:417)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:329)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: rtg.RTG
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
at net.minecraftforge.fml.common.ModClassLoader.loadClass(ModClassLoader.java:65)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:344)
at net.minecraftforge.fml.common.FMLModContainer.constructMod(FMLModContainer.java:468)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:211)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:189)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:512)
... 10 more
Caused by: java.io.FileNotFoundException: C:\Users\cj\AppData\Roaming\.minecraft\modpacks\Mods!! (The system cannot find the file specified)
at java.util.zip.ZipFile.open(Native Method)
at java.util.zip.ZipFile.<init>(ZipFile.java:220)
at java.util.zip.ZipFile.<init>(ZipFile.java:150)
at java.util.jar.JarFile.<init>(JarFile.java:166)
at java.util.jar.JarFile.<init>(JarFile.java:103)
at sun.net.www.protocol.jar.URLJarFile.<init>(URLJarFile.java:93)
at sun.net.www.protocol.jar.URLJarFile.getJarFile(URLJarFile.java:69)
at sun.net.www.protocol.jar.JarFileFactory.get(JarFileFactory.java:94)
at sun.net.www.protocol.jar.JarURLConnection.connect(JarURLConnection.java:122)
at sun.net.www.protocol.jar.JarURLConnection.getJarFile(JarURLConnection.java:89)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:145)
... 38 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.8.9
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 124887224 bytes (119 MB) / 259665920 bytes (247 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.19 Powered by Forge 11.15.1.1794 4 mods loaded, 4 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UC mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UC FML{8.0.99.99} [Forge Mod Loader] (forge-1.8.9-11.15.1.1794.jar)
UC Forge{11.15.1.1794} [Minecraft Forge] (forge-1.8.9-11.15.1.1794.jar)
UE RTG{1.8.9-0.0.5} [Realistic Terrain Generation] (RTG-1.8.9-0.0.5.jar)
Loaded coremods (and transformers):
GL info: ' Vendor: 'ATI Technologies Inc.' Version: '4.5.13399 Compatibility Profile Context 15.201.1151.1008' Renderer: 'AMD Radeon HD 7540D'
Maybe, but not yet guaranteed. *We* are reasonably satisfied with the vanilla and BoP biomes, but they might still get changed based on user feedback. With the next version those terrains will be set and you shouldn't see any more classic chunk walls as long as you keep the same biome set. There may still be some "lines in the sand" from surfacing changes or cut-off trees from decorator changes but those aren't catastrophic. Hopefully we'll be moving the surfacing and decoration into 'soft lockdown' soon as well.
Buildcraft biomes should be in there - if they're not, let us know. If you do see them, tell us whether they're acceptable or not. For the "minor biomes" - biomes added as part of some non-biome mod - we're looking for feedback because as a rule we don't know what they're supposed to look like.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
First I want to say that this is an amazing mod. I've been out of Minecraft for several years, but this along with some of the other realism mods are rekindling my interest. Flying around in RTG worlds I'm feeling a lot of the sense of wonder that made me like this game in the first place. I just want to spend all day exploring. Anyway, I've only been playing with this for a couple of days, and my knowledge of what's possible and what's in this mod vs. interactions with others is kind of sketchy, so apologies if I end up talking about things you can't change here. But I did want to weigh in on a couple of things before biomes are locked in.
I love your new rivers and lakes, they're really great, and they seem to play exceptionally well with the Streams mod. But I spawned on the bottom of one, which seems like it's suboptimal, and probably a bug. They also occasionally have these sort of strange portages at biome borders (ss #5) maybe this is intentional to make them less like channels between oceans, but I wanted to flag that in case it isn't. Another thing with them is that their texture seems to get overwritten by BoP's Dead Swamp biome (ss #1-2) which looks weird to me.
I did find one spot with a weird biome border, which is in a screenshot (#3). This seems to be the result of a BoP Coral Reef biome forming on land somehow and generating as grassland. There was another one that I didn't screenshot where a small area of the neighboring Swamp ended up top of a Crag, which was not really a problem but an oddity.
One thing I wonder about adding before lock in - is it possible to generate waterfalls that seem like they're a realistic part of the landscape? The current generation, where it pops up a water block and the water flows haphazardly and hugely down an existing mountainside (ss #4) seems like a significant hole in the realism. Buildcraft Oil Fields - which do generate and otherwise look fine - have a similar problem.
I just want to say again: this mod is really great work.
Waterfalls. I support the guy from above on this point, we need some kind of this, as it will look awesome Not just streams from mountains, but huge waterfalls
What are you using for biome layout? Climate Control should rescue you from a lake start. There is an issue with vanilla where after it picks a start location it adds a little random offset which can toss you into a lake/river/etc. However, the lakes aren't deep so it's not much of a problem to start a few blocks offshore in one.
The portages happen mostly because some biomes suppress rivers, usually because the terrain is too extreme to put them in. Sometimes that effect "leaks" out a bit. I actually don't think they're a problem; the problem I'm currently working on is the wonky banks you sometimes get *near* one. If anything, the portages will become more extreme to deal with the banks.
There are *some* cases where the biome code is not right, however - what biomes are in that pic?
Swamp biomes do sometimes end up at high elevations and that's something we've been thinking about how to fix but it looks like we won't get to it before the initial release.
I think I know the problem with the coral reef biome.
Big waterfalls: no, not in the cards. The little waterfalls tend to work out better with more small-scale surface irregularity and we're working on adding more.
Edit: swamp biomes overriding rivers is deliberate, because normal-colored rivers flowing through swamps look worse. There's not really any way to avoid biome boundaries in the water, so if you're using biomes with strongly colored water something is going to look off.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Better Forests Varied and beautiful trees and forests, in modern Minecraft.
BiomeTweaker with the config that's a couple pages back in this thread.
Snowy Coniferous Forest, Flower Field, and Extreme Hills. In that same map there's a really nice huge gulch in a section of Extreme Hills+ which is obviously a river that didn't work out, but I'd hate to lose it. I agree that the portages aren't necessarily a problem.
If we want big waterfalls, Streams should probably do it, as they're already doing similar things. I was just looking for waterfalls that look like they've been there long enough to affect the terrain.
Since no one saw my last post about my crash I'll post it again and the forge version is 1.8.9-11.15.1.1794 mc version is 1.8.9
---- Minecraft Crash Report ----
// Ouch. That hurt
Time: 3/24/16 3:53 PM
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderException: java.lang.ClassNotFoundException: rtg.RTG
at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:162)
at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:543)
at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:208)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:417)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:329)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.ClassNotFoundException: rtg.RTG
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
at net.minecraftforge.fml.common.ModClassLoader.loadClass(ModClassLoader.java:65)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:344)
at net.minecraftforge.fml.common.FMLModContainer.constructMod(FMLModContainer.java:468)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:211)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:189)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:512)
... 10 more
Caused by: java.io.FileNotFoundException: C:\Users\cj\AppData\Roaming\.minecraft\modpacks\Mods!! (The system cannot find the file specified)
at java.util.zip.ZipFile.open(Native Method)
at java.util.zip.ZipFile.<init>(ZipFile.java:220)
at java.util.zip.ZipFile.<init>(ZipFile.java:150)
at java.util.jar.JarFile.<init>(JarFile.java:166)
at java.util.jar.JarFile.<init>(JarFile.java:103)
at sun.net.www.protocol.jar.URLJarFile.<init>(URLJarFile.java:93)
at sun.net.www.protocol.jar.URLJarFile.getJarFile(URLJarFile.java:69)
at sun.net.www.protocol.jar.JarFileFactory.get(JarFileFactory.java:94)
at sun.net.www.protocol.jar.JarURLConnection.connect(JarURLConnection.java:122)
at sun.net.www.protocol.jar.JarURLConnection.getJarFile(JarURLConnection.java:89)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:145)
... 38 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.8.9
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 124887224 bytes (119 MB) / 259665920 bytes (247 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.19 Powered by Forge 11.15.1.1794 4 mods loaded, 4 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UC mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UC FML{8.0.99.99} [Forge Mod Loader] (forge-1.8.9-11.15.1.1794.jar)
UC Forge{11.15.1.1794} [Minecraft Forge] (forge-1.8.9-11.15.1.1794.jar)
UE RTG{1.8.9-0.0.5} [Realistic Terrain Generation] (RTG-1.8.9-0.0.5.jar)
Loaded coremods (and transformers):
GL info: ' Vendor: 'ATI Technologies Inc.' Version: '4.5.13399 Compatibility Profile Context 15.201.1151.1008' Renderer: 'AMD Radeon HD 7540D'
Hello, Im using the bukkit plugin Multivese with the RTG mod. Im trying to create a new world with this terrain generator, but I dont know how... Can anyone help me? thanks :3
Command:
/mv create {NAME} {ENV} [-s SEED] [-g GENERATOR[:ID]] [-t TYPE] [-a true|false]
Example:
/mv create my_world -g RTG NORMAL ???
Currently, RTG only works in Dim 0. All other Dims will use the vanilla chunk manager, unless another mod overrides the vanilla chunk manager for that Dim.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
This is the sort of error that occurs when you unpack the contents of a mod's .jar file in the mod directory. After you install Minecraft Forge all you need to do is put the RTG .jar file in the mod directory.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Thats what i did it was just the .jar of this mod in mods folder and i get this crash
Your mods folder is not standard and has weird pathing. Forge obviously didn't generate that structure for you, so start over and let forge do it. Then put the jar in the normal mods folder.
Sorry, I had only looked at the top of the stacktrace from your crash report and immediately recognised it for what happens when you unpack a .jar file, which was a common issue for a while with older version of minecraft+forge, when mods were in .zip files. After having gone back to look at the rest of the stacktrace I see:
So it's as exelsisxax said, your mod folder is non-standard.
Your minecraft directory structure should looks like this:
Or a better solution, if you want to have separate 'mod packs' for personal use, as Pink said, install MultiMC. It's what most of us (incuding myself) use.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
Okay ty
You don't need anything extra to do that, though. The vanilla launcher does it just fine - just make multiple profiles and set them to unique folders in the minecraft directory, each of which can have unique MC/forge versions, mods, and resourcepacks.
True, but MultiMC has a nicer an more easy to use interface, and allows for the easy copying of profiles, etc.. It's probably better for people that may be novices at Minecraft.
. .
RTG Discord Chat | RTG on CurseForge | RTG Wiki | RTG on GitHub
I have a question by tinker constructs being compatible does that mean I don't need to use biome tweaker if it does how....
Before you go to lockdown: Can you manage to get overhangs / cliffs to generate, or is that hopeless for your system?
Also, if you are looking for a massive/mountainous vanilla biome, how about the two Savanna M's? They have the most extreme overhangs and heights in vanilla -- do they make good mountains for you?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I'm getting crashes when installing this mod. I've followed your instructions and watched a video but can't figure out what I'm doing wrong.
Crash:http://pastebin.com/9604vtm8
If someone could look at it and help me, I would greatly appreciate it.
Build 1.9-12.16.0.1805-1.9:
fry: Fixed isSideSolid causing infinite loops due to the call to getActualState.
fry: Removed LanguageRegistry and CollectionWrapperFactory.
fry: Removed RenderWorldEvent, encapsulated all public event fields.
fry: Made some more public fields either private or final.
This is the cause of the crash, specifically the last item.
We will need to update RTG before it will work beyond Forge 1804.Updated. Just need to wait until someone is around to push my changes then we can release a new alpha that will work with the latest Forge (1809).Here's a dev build with the fix (requires Forge 1809): RTG-1.9-DEV-17.jar
. .
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