So basicly, I'm trying to play a world in my modded Minecraft section with some mods I installed, and Twilight Forest is bugging me with this every time I get into a world:
17:05:53] [Client thread/INFO]: [CHAT] [TwilightForest] Biome ID conflict detected. Fix by editing the config file.
Unfortantly, I can't find which Biome ID is causing it. I don't exactly know which mod is causing it, but the only Biome adding mods I have are Twilight Forest, Biomes O' Plenty, and Erebus's alpha. It started when I added the Erebus mod within my mod folder of my seccion, and now I don't know which biome is causing the conflict. Currently, my Biome settings within the 3 config files of those mods are these:
I can't find a conflict within any of them, and I'm stumped on which biome IDs i should change. If anybody wants to help me on which Biome ID's I should change, I'll be grateful.
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I can see plenty of conflicts in the three config file entries you have provided (100 is in two different config files for instance). I have this same issue and am having the symptom of seeing Advent of Ascension and Erebus dimensions in the Overworld. I believe you simply need to change the id's to mutually non-conflicting values.
I'm going to find all the relevant config files and save a copy out and then edit the existing file to ensure mutually exclusive id numbers across all of the config files.
I have Biomes O' Plenty and Twilight Forest in my game and it seems to have lagged out trying to put a Twilight biome into the overworld, trying to figure out how to change the config files appropritely
I tried changing the biome Id's and now all it does is crash
Unfortunately, it looks like you have to change the biome IDs in BoP. It seems that Erebus is limited to a maximum ID of 127, which everything under that will be eaten up by BoP and Twilight Forest.
I'm getting the same message, and I have Biomes O'Plenty and Thaumcraft installed, not Erebus though. I did follow this guide and changed the TF biome IDs as shown. No two IDs are identical, but the message doesn't go away.
I don't really mind Twilight Forest biomes in my overworld, but this is kind of annoying and I fear there might be more severe issues resulting from it.
I personally have a lot of mods on. I have no clue which ones have the '100' on them. I don't know how to change the ID numbers for biomes either (If I understand that you CAN do that.)
Between AbyssalCraft and Biomes' o plenty, Ars Magica 2 and Blood magic. Thaumcraft, Draconic Evolution, Forbidden Magic plus also Forestry. Industrial Craft, MystCraft, Natura, and don't forget The Aether II. I have The Twilight Forest and Witchery and even Witchery Gadgets.
Some of those may not actually add biomes, But those are the mods I have that would (Maybe) add some. I want to keep as many mods as possible, but I have so much!
Maybe Custom NPCs would have one, but it seems unlikely. Would AgriCraft Have one? Maybe BiblioCraft? I don't know, but I LIKE MODS, and I don't want to have a separate modpack splitting apart the different mods.
I'm willing to part with some, but is there any way at all that I can keep all my mods? I'd like if you could at least tell me which ones have the Biome ID 100.
It does not fix ids conflicts automatically! Because of the limitations of java!
When crash do not worry he only detected conflicts and in Crash Report are the conflicts he detected!
If it crashes for non-existent conflicts, just disable the crash in: config>AntiIDConflict>"Conflict Id type">main.cfg - crash if conflicts "True" to "False".
1) Download and put in the folder "mods".
2) Wait for it to crash and open the Crash Report.
3) See the conflicting id and mods, open the config of one of the two conflicting mods in the "config" folder.
4) config>AntiIDConflict>"Id conflict type">avaibleIDs.txt - Copy one of the unused ids and replace it with the conflicting id of one of the two mods in its config.
You have no conflict or there is something wrong. Check the console to see the conflicts if you have nothing related to "anti id conflict" in the console, the mod is not active!
You have the Dragon API in your modpack?
look this problem isn't your typical id conflict yes I know what they are and no I dont have dragon api
this is is something that just pops up when you log into a world singleplayer or multiplayer Ok you got in now all it does is makes twilight forest biomes have a small chance to spawn in the overworld
so according to my info nothing can be done about so expect twilight forest biomes here and there while exploring
Unfortantly, I can't find which Biome ID is causing it. I don't exactly know which mod is causing it, but the only Biome adding mods I have are Twilight Forest, Biomes O' Plenty, and Erebus's alpha. It started when I added the Erebus mod within my mod folder of my seccion, and now I don't know which biome is causing the conflict. Currently, my Biome settings within the 3 config files of those mods are these:
Click on this spoiler to see mods and ideas that I support!
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
It may be Erebus' Elysian Forest, which conflicts with Twilight Forest's biome of the same name.
I can see plenty of conflicts in the three config file entries you have provided (100 is in two different config files for instance). I have this same issue and am having the symptom of seeing Advent of Ascension and Erebus dimensions in the Overworld. I believe you simply need to change the id's to mutually non-conflicting values.
I'm going to find all the relevant config files and save a copy out and then edit the existing file to ensure mutually exclusive id numbers across all of the config files.
I have Biomes O' Plenty and Twilight Forest in my game and it seems to have lagged out trying to put a Twilight biome into the overworld, trying to figure out how to change the config files appropritely
Sugar Kane
I tried changing the biome Id's and now all it does is crash
Unfortunately, it looks like you have to change the biome IDs in BoP. It seems that Erebus is limited to a maximum ID of 127, which everything under that will be eaten up by BoP and Twilight Forest.
I'm getting the same message, and I have Biomes O'Plenty and Thaumcraft installed, not Erebus though. I did follow this guide and changed the TF biome IDs as shown. No two IDs are identical, but the message doesn't go away.
I don't really mind Twilight Forest biomes in my overworld, but this is kind of annoying and I fear there might be more severe issues resulting from it.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/requests-ideas-for-mods/2238320-mod-concept-kamen-rider-ryuki-dragon-knight-mirror
I have this problem to. I'm to lazy so what IDs should i use in BoP to get TF to work? TF is just not the same with a normal grass ground.......
Heyo! I am a big minecraft fan (and fan of lots of other things) and i hope i can find more ways to have fun in minecraft! X3
I personally have a lot of mods on. I have no clue which ones have the '100' on them. I don't know how to change the ID numbers for biomes either (If I understand that you CAN do that.)
Between AbyssalCraft and Biomes' o plenty, Ars Magica 2 and Blood magic. Thaumcraft, Draconic Evolution, Forbidden Magic plus also Forestry. Industrial Craft, MystCraft, Natura, and don't forget The Aether II. I have The Twilight Forest and Witchery and even Witchery Gadgets.
Some of those may not actually add biomes, But those are the mods I have that would (Maybe) add some. I want to keep as many mods as possible, but I have so much!
Maybe Custom NPCs would have one, but it seems unlikely. Would AgriCraft Have one? Maybe BiblioCraft? I don't know, but I LIKE MODS, and I don't want to have a separate modpack splitting apart the different mods.
I'm willing to part with some, but is there any way at all that I can keep all my mods? I'd like if you could at least tell me which ones have the Biome ID 100.
That message pops up for me evreytime i have twilight fores and any other biome-adding mods
The hero of the Forum is here to save you!!!
xD
Use the AntiIDConflict And say goodbye to id conflicts!
Tutorial:
It does not fix ids conflicts automatically! Because of the limitations of java!
When crash do not worry he only detected conflicts and in Crash Report are the conflicts he detected!
If it crashes for non-existent conflicts, just disable the crash in: config>AntiIDConflict>"Conflict Id type">main.cfg - crash if conflicts "True" to "False".
1) Download and put in the folder "mods".
2) Wait for it to crash and open the Crash Report.
3) See the conflicting id and mods, open the config of one of the two conflicting mods in the "config" folder.
4) config>AntiIDConflict>"Id conflict type">avaibleIDs.txt - Copy one of the unused ids and replace it with the conflicting id of one of the two mods in its config.
5) Have Fun!
but this happens without crashing
You have no conflict or there is something wrong. Check the console to see the conflicts if you have nothing related to "anti id conflict" in the console, the mod is not active!
You have the Dragon API in your modpack?
look this problem isn't your typical id conflict yes I know what they are and no I dont have dragon api
this is is something that just pops up when you log into a world singleplayer or multiplayer Ok you got in now all it does is makes twilight forest biomes have a small chance to spawn in the overworld
so according to my info nothing can be done about so expect twilight forest biomes here and there while exploring