I've not heard of that mod Mexifelio, but I'll look into it!
Develsaa you know I love your work. Please ... if you're going to add another mod to texture don't let it be Millenaire. The texturing would 90% be different genders, professions and cultures of villagers and GUI's. I think your absolute best work in your textures is your blocks. I don't think Millenaire even uses custom textures for blocks.
If you're really looking for a mod that I think fits your talents and interests to a T ... well I'll have to muster up the courage to ask you to support yet another mod on top of BoP.
Didn't mean to insinuate you didn't know what you were doing. Don't know anything about you at all, really. Just more often than not issues on the forum are user error in one way or another.There's just so many variables with mods in Minecraft and so many different levels of technical savvy among users.
I tried a quick repro myself on a test instance by randomly changing a few block and item id's because I wondered if it was maybe an error myself.
An error about an ID being zero typically means minecraft isn't successfully obtaining the id from the config file. Nonetheless something is obviously whacked out and I'm sure if it's a bug the BoP team would love to fix it. As they say detailed crash report/forge log or it didn't happen.
I lost the exact error line through lots of copy and pasting in trying to solve it, but whenever I tried to edit the BOP block IDs to solve conflicts with any other mods, suddenly it would be crashing out saying that now (Whether or not i edited their values) the liquid poison and spring water IDs were conflicting, both set at 0. The only way to prevent that was to not touch the BOP config at all, it appears
Just a guess but it does state quite specifically in the BoP config file that the ID value for both Liquid Poison and Spring water needs to have an empty ID value below it. If you set an id in a config for another mod this will break BoP somehow.
"liquid ids" {
I:"Liquid Poison Still ID (ID before this must be free!)"=1973
I:"Spring Water Still ID (ID before this must be free!)"=1971
}
It's also possible with the copy and pasting that you introduced a blank space or character by accident that messed something up. It's additionally possible you assigned a block id greater than 4096 which is the max limit with forge.
But if you're getting that error while not touching the BoP config file it's a 99% certainty it's some issue with another config file. I just did several random changes to block and item id's on a test instance to unused ID's and it loaded fine.
thanks EntropySeattle as promised bless you kind sir (also my old world did work so REJOICE!!! )
Thanks are appreciated, but not necessary. But GREATLY appreciate you posting back your results so that someone else with the problem might read back and find they have the same problem and solution. Then again Mojang might add flying pigs right after horses. People on the interwebz don't read.
could you add options to the config to make it possible to remove the mud tools, armor, amehtyst, darts and stuff if one wanted to
That's not going to happen. The mod owner has already said so maybe a page back. Fortunately there is a way to remove them. Don't use them. Don't craft them. Simply ignore them.
This request has come up a few times recently and I'm seriously baffled as to why this could be a problem. If they were overpowered on an SMP server I could see the need, maybe.
I'm not trying to be flippant here. I'd seriously love a logical answer as to why someone feels the need to disable things in ANY mod they won't use anyway? There are dozens of recipes for items in the mods I tend to run that I know I'll never use. I don't dump the mod(s) because I love the other items they bring to the table.
---- Minecraft Crash Report ----
// This doesn't make any sense!
Time: 6/8/13 7:30 PM
Description: Exception generating new chunk
java.lang.NullPointerException
at biomesoplenty.world.ChunkProviderBOPNaturaHell.generateNetherTerrain(ChunkProviderBOPNaturaHell.java:177)
at biomesoplenty.world.ChunkProviderBOPNaturaHell.func_73154_d(ChunkProviderBOPNaturaHell.java:324)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:131)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:166)
at net.minecraft.world.World.func_72964_e(World.java:525)
at net.minecraft.world.World.func_72838_d(World.java:1571)
at net.minecraft.server.management.ServerConfigurationManager.func_72377_c(ServerConfigurationManager.java:261)
at net.minecraft.server.management.ServerConfigurationManager.func_72355_a(ServerConfigurationManager.java:130)
at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:97)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:675)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:571)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:171)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:469)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at biomesoplenty.world.ChunkProviderBOPNaturaHell.generateNetherTerrain(ChunkProviderBOPNaturaHell.java:177)
at biomesoplenty.world.ChunkProviderBOPNaturaHell.func_73154_d(ChunkProviderBOPNaturaHell.java:324)
-- Chunk to be generated --
Details:
Location: 154,155
Position hash: 665719931034
Generator: HellRandomLevelSource
Stacktrace:
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:131)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:166)
at net.minecraft.world.World.func_72964_e(World.java:525)
at net.minecraft.world.World.func_72838_d(World.java:1571)
at net.minecraft.server.management.ServerConfigurationManager.func_72377_c(ServerConfigurationManager.java:261)
at net.minecraft.server.management.ServerConfigurationManager.func_72355_a(ServerConfigurationManager.java:130)
at net.minecraft.server.integrated.IntegratedServerListenThread.func_71747_b(IntegratedServerListenThread.java:97)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:675)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:571)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:171)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:469)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
just added the newest version of BoP had to change some id's because of incombatibility with xlbiomes so got that working played a bit in sp and crashed when i went into the nether and it wont let me load the world at all now :/ any help will be smily faced and thanked
Don't know if it will fix your current world but this was due to a Nether worldgen conflict between BoP and Natura that required a fix to Natura. You should be running the Natura 2.1 RC2 version.
BTW it should be noted that Mob Spawn Controls 2 isn't even to the Beta stage yet. It's admittedly not done per Davidee and he's only just started serious development on the GUI recently.
For people looking for an easier, less glitchy option than MoC's Custom Spawner this isn't it . I do think it will be a viable contender and I used MSC 1 as the sole spawner on my 1.4.7 server that ran for a long time.
does anyone have any idea to make this work with the Treecapitator mod?
Really a question for the Treecapitator thread but yes. You'll find more information in that thread but use bspkrs's Dev/RC build. The filename I'm using is: [1.5.2]TreeCapitator.Forge.1.5.2.r09.Uni.CoreMod.jar.
The only tree I found that didn't work with that (so far) was the fir tree and that I had to manually edit the Treecapitator config file for.
We currently have an smp world that was generated for 1.5.2 (2 versions ago). We waited for that version, because it had clearly been posted that block ids were changing. Then we generated our new world. So now we have that world, but you have changed the biomes ids AGAIN, and not just the IDs, but the names that describe them to the server and are avaiable to players through the f3 button. Let me give you an example: in our version, Arctic was actually snowy conifer forest. You have changed it and renamed it. Arctic is now just that, and a new biome "conifer forest snowy" is in the new config file. Deleting the old config file does nothing to remedy the changes that have been caused as a result of this update. The map files identify chunks as they were before your update, despite the fact that the biome in that location has physically changed. It's snowing in the cherry grove! You cannot support old versions? What that means is this: any time you change something, the map has to be redone. That doesn't fly on an SMP server where people settle in a biome and expect it to stay the same. That's BS, and the original author would never have done it.
Let me explain and I'll use simple words. Change your biome id #'s, not the names, in the new config to match your old id #'s. Copy that updated config file to your server and all the clients that connect and everything should work fine. Unless you've been making adhoc edits to the world data which could have completely messed things up since you would be trying to fix a problem without fully knowing the cause.
BTW it might not have been listed in the changelog but it was communicated in this topic several times that 0.5.4 could break existing worlds and that it would be the last foreseeable update to do so.
Also ... learn to back up your server or SSP games before updating mods. Seriously. It takes a minute and will save you hours of grief potentially. I've had world-breaking bugs from major mods that I was able to roll back from and simply wait for the next bugfixed version.
Someone needs help with reading comprehension. He stated he updated from two versions ago (0.5.3) to 0.5.5. Its snowing in his cherry grove for the same reason its snowing in mine. Because according to the game my cherry grove is a snowy coniferous forest, my arctic forest is a canyon, my jungle is ocean, ect. this also makes where when start exploring out into new areas you have parts when the chunks don't matchup my jungle suddenly stops with a drop off into ocean.
A private server for mod development is a completely different animal from a public SMP server intended for use by the average player. It seems ridiculous to not at least mention such ID changes in the change log so people know not to update. Either there had to have been a level or intent, or you were just too lazy. Can't continue to support old versions of the mod? All you have to do is stop changing IDs because you feel like it. I get that it probably made sense on some level, keeping things organized in some way, but people shouldn't have to do a bunch of work to keep old worlds, when you could have just not made changes that seem arbitrary to those that aren't programmers.
A private dev server is just like a public SMP server. They both need good administrators that understand what they're doing and can administer the server so that the average players don't have to worry about it. On a related note ... level of intent or just lazy? If the server admin spent <1 minute to back up the files before updating the server could have been rolled back with a minimal amount of progress lost. I back up both my servers and SSP games EVERY time before I upgrade ANY mod. It's common sense. A server admin who doesn't do this I wouldn't want administering my mobile phone.
Assuming you had backup copies you could fix the biome id mismatches in less than 10 minutes. Simply change the 0.5.5 config file to match the 0.5.3 biome id's that were being used when the server was created.
You accuse others of lacking reading comprehension? It was missed in the changelog but it was announced SEVERAL times on this topic that 0.5.4 may break existing worlds. You also were given the resolution of your problem by TDWP_FTW who is the mod creator.
All you have to do to fix your issue is to compare your old config file to the new config file and change the biome ID #'s to what they were previously. Once you have that done copy this config file onto the server and the clients of all players that connect, restart the server and all will be well if you haven't changed or modified things outside of this trying to fix it.
If it were that simple, I wouldn't have asked in the first place. I don't see a texture for liquid poison anywhere in the textures folder under mods > bop > textures
It crashes EVERY time I install it..
I swear I'm about to punch a hole in my wall.
Anyone else having the same problem? All I have installed is optifine and I swear I have the right forge...
If someone wants to see the crash report I'll post it
Without a crash report there's absolutely nothing anyone can help with as anything would be a guess. With such a simple setup it should work fine. You should have just had to copy the mod .zip file into the /mods folder (not inject it into the .jar or put it in coremods) and just in case you also shouldn't extract/unzip it.
Double-check that and if it still crashes post a crash report WITH spoilers please.
Hey i love this mod but when i download it it works . on creative menu the menu for biomes of plenty is there but i flew around and didnt find any new biome please help me i did this for many new worlds i really want this mod thanks
When you create a new world change the world type from "Default" to "Biomes O Plenty". Voila problem solved.
It really doesn't take much of a fix. You just go into the MoCBiomegroups config, go to the NETHER biomegroup, then add the BoP biomes to the list (ex. BOP|Boneyard:BOP|Undergarden... etc.) And it's fixed.
Yes this. Additionally though if you didn't re-create config files when upgrading to MoC 5.2.3 (or if you're still on 5.2.2) there's a very important step that many folks may have missed in the 5.2.3 release notes. A prior MoC bug was creating a garbage entry in the MoCGlobal.cfg that seemed to kill spawning for several mods. Here's the steps from their relnotes and without doing this I know for certain Ars Magica and Grimoire of Gaia 2 mobs cannot be made to spawn at all in the Overworld or the Nether.
Note: If you have issues with spawning, open up MoCGlobal.cfg and delete the following line
under mod-mappings if it exists "S:net <NET:net.cfg>"
Here's what I have if it makes it easier for anyone:
Are mobs spawning in the new Nether Biomes and do you have Mo Creatures installed?
TDWP_FTW
Are you aware of the broken Mo Creatures spawn in the new Nether Biomes? If the new biomes in the nether have the same IDs as the old, why is it now broken?
I feel like no one is very aware of this. I just tested it out with absolutely nothing installed besides forge 716, optifine D3, BoP 055, ExtrabiomesXL .4, Mo Creatures 523 with Custom Mob Spawn 222 and tested with 221 and also GUI API 156. Broken Nether spawn =(. Only mobs spawn on the nether bricks or the fortresses..
I'm not sure how Mo' Creatures/Custom Mob Spawns handles mob spawning in the Nether, but they'll have to add the compatibility on their end regardless.
I've got a fix for this. It's MoC screwing up their hardcoding again. Finishing up some testing but I'll post the fix in around 15 minutes or so.
0
Develsaa you know I love your work. Please ... if you're going to add another mod to texture don't let it be Millenaire. The texturing would 90% be different genders, professions and cultures of villagers and GUI's. I think your absolute best work in your textures is your blocks. I don't think Millenaire even uses custom textures for blocks.
If you're really looking for a mod that I think fits your talents and interests to a T ... well I'll have to muster up the courage to ask you to support yet another mod on top of BoP.
0
I tried a quick repro myself on a test instance by randomly changing a few block and item id's because I wondered if it was maybe an error myself.
An error about an ID being zero typically means minecraft isn't successfully obtaining the id from the config file. Nonetheless something is obviously whacked out and I'm sure if it's a bug the BoP team would love to fix it. As they say detailed crash report/forge log or it didn't happen.
0
Just a guess but it does state quite specifically in the BoP config file that the ID value for both Liquid Poison and Spring water needs to have an empty ID value below it. If you set an id in a config for another mod this will break BoP somehow.
####################
# liquid ids
####################
"liquid ids" {
I:"Liquid Poison Still ID (ID before this must be free!)"=1973
I:"Spring Water Still ID (ID before this must be free!)"=1971
}
It's also possible with the copy and pasting that you introduced a blank space or character by accident that messed something up. It's additionally possible you assigned a block id greater than 4096 which is the max limit with forge.
But if you're getting that error while not touching the BoP config file it's a 99% certainty it's some issue with another config file. I just did several random changes to block and item id's on a test instance to unused ID's and it loaded fine.
1
Thanks are appreciated, but not necessary. But GREATLY appreciate you posting back your results so that someone else with the problem might read back and find they have the same problem and solution. Then again Mojang might add flying pigs right after horses. People on the interwebz don't read.
0
That's not going to happen. The mod owner has already said so maybe a page back. Fortunately there is a way to remove them. Don't use them. Don't craft them. Simply ignore them.
This request has come up a few times recently and I'm seriously baffled as to why this could be a problem. If they were overpowered on an SMP server I could see the need, maybe.
I'm not trying to be flippant here. I'd seriously love a logical answer as to why someone feels the need to disable things in ANY mod they won't use anyway? There are dozens of recipes for items in the mods I tend to run that I know I'll never use. I don't dump the mod(s) because I love the other items they bring to the table.
0
Don't know if it will fix your current world but this was due to a Nether worldgen conflict between BoP and Natura that required a fix to Natura. You should be running the Natura 2.1 RC2 version.
0
BTW it should be noted that Mob Spawn Controls 2 isn't even to the Beta stage yet. It's admittedly not done per Davidee and he's only just started serious development on the GUI recently.
For people looking for an easier, less glitchy option than MoC's Custom Spawner this isn't it . I do think it will be a viable contender and I used MSC 1 as the sole spawner on my 1.4.7 server that ran for a long time.
0
Really a question for the Treecapitator thread but yes. You'll find more information in that thread but use bspkrs's Dev/RC build. The filename I'm using is: [1.5.2]TreeCapitator.Forge.1.5.2.r09.Uni.CoreMod.jar.
The only tree I found that didn't work with that (so far) was the fir tree and that I had to manually edit the Treecapitator config file for.
0
Let me explain and I'll use simple words. Change your biome id #'s, not the names, in the new config to match your old id #'s. Copy that updated config file to your server and all the clients that connect and everything should work fine. Unless you've been making adhoc edits to the world data which could have completely messed things up since you would be trying to fix a problem without fully knowing the cause.
BTW it might not have been listed in the changelog but it was communicated in this topic several times that 0.5.4 could break existing worlds and that it would be the last foreseeable update to do so.
Also ... learn to back up your server or SSP games before updating mods. Seriously. It takes a minute and will save you hours of grief potentially. I've had world-breaking bugs from major mods that I was able to roll back from and simply wait for the next bugfixed version.
0
A private dev server is just like a public SMP server. They both need good administrators that understand what they're doing and can administer the server so that the average players don't have to worry about it. On a related note ... level of intent or just lazy? If the server admin spent <1 minute to back up the files before updating the server could have been rolled back with a minimal amount of progress lost. I back up both my servers and SSP games EVERY time before I upgrade ANY mod. It's common sense. A server admin who doesn't do this I wouldn't want administering my mobile phone.
Assuming you had backup copies you could fix the biome id mismatches in less than 10 minutes. Simply change the 0.5.5 config file to match the 0.5.3 biome id's that were being used when the server was created.
You accuse others of lacking reading comprehension? It was missed in the changelog but it was announced SEVERAL times on this topic that 0.5.4 may break existing worlds. You also were given the resolution of your problem by TDWP_FTW who is the mod creator.
All you have to do to fix your issue is to compare your old config file to the new config file and change the biome ID #'s to what they were previously. Once you have that done copy this config file onto the server and the clients of all players that connect, restart the server and all will be well if you haven't changed or modified things outside of this trying to fix it.
0
Biomes-O-Plenty-0.5.5\mods\BiomesOPlenty\textures\blocks\
Liquid_Poison_Flowing.png and Liquid_Poison_Still.png
Same relative location as water and lava in Vanilla minecraft.
Without a crash report there's absolutely nothing anyone can help with as anything would be a guess. With such a simple setup it should work fine. You should have just had to copy the mod .zip file into the /mods folder (not inject it into the .jar or put it in coremods) and just in case you also shouldn't extract/unzip it.
Double-check that and if it still crashes post a crash report WITH spoilers please.
0
When you create a new world change the world type from "Default" to "Biomes O Plenty". Voila problem solved.
0
Yes this. Additionally though if you didn't re-create config files when upgrading to MoC 5.2.3 (or if you're still on 5.2.2) there's a very important step that many folks may have missed in the 5.2.3 release notes. A prior MoC bug was creating a garbage entry in the MoCGlobal.cfg that seemed to kill spawning for several mods. Here's the steps from their relnotes and without doing this I know for certain Ars Magica and Grimoire of Gaia 2 mobs cannot be made to spawn at all in the Overworld or the Nether.
Note: If you have issues with spawning, open up MoCGlobal.cfg and delete the following line
under mod-mappings if it exists "S:net <NET:net.cfg>"
Here's what I have if it makes it easier for anyone:
####################
# nether
####################
nether {
S:NETHER <BOP|Boneyard:BOP|Corrupted Sands:BOP|Nether:BOP|Phantasmagoric Inferno:BOP|Undergarden:BWG|Hell:MC|Hell>
}
0
I've got a fix for this. It's MoC screwing up their hardcoding again. Finishing up some testing but I'll post the fix in around 15 minutes or so.
0