My usual group of friends have gotten tired of Minecraft, so I'm looking for a handful of players(3-5) who are into modded Minecraft to come join me, the server is hosted in Sydney, Australia.
Required:
1. Curse with Minecraft
2. Fairly active
3. Based In Australia
4. 18+
5. A form of voice contact (Skype, Discord, Curse Voice) in the event of something happening on the server
So uh, I think I know what I did wrong, seems I forgot to delete the old RTG configs. Now the new spawns don't have mushroom biomes next to them, I'll keep running around for a bit to make sure, and report back when done, but I'm sorry for being dumb ¯\_(ツ)_/¯
So uh, I think I know what I did wrong, seems I forgot to delete the old RTG configs. Now the new spawns don't have mushroom biomes next to them, I'll keep running around for a bit to make sure, and report back when done, but I'm sorry for being dumb ¯\_(ツ)_/¯
If you still have the single player world, could you pastebin/dropbox the 'fml-client-latest.log' file?
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I *think* this is the right one for the world you're asking for, as I already made a new world before you asked, but the time lines up. http://puu.sh/mP2Dt/38e3e327b2.log
I did make a new world to attempt to simulate what happened the first time and it worked exactly the same as the first, so here's the log to the new world I just generated. http://puu.sh/mP2IK/62f752c56d.log
Is that an ocean at the bottom-left of your screenshot? If so, this is normal (although rare) vanilla behaviour. If there's no ocean adjacent to it, then we might have a problem.
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That was actually a screenshot from a single player world, the server I was testing was closed down before I could take a screenshot of a much larger mushroom biome roughly 1.5k blocks across, I also counted 5 volcanoes in it, the mushroom biome also spread around the edges of other biomes much like a river.
I should also note I got the mushroom biome on the first creation of both the server and single player world, both were directly connected to the spawn biome.
Terrain generation appears to be much, much slower compared to 0.4.0
Quote from Emoniphjump
"Ok, more info. Seems this is to do with registering an Ambient-type mob, with some biome types. Most mobs are not ambient-type which is why this is triggered by witchery. Additionally why this registration causes non-ambient mobs from other mods to spawn in Twilight forest I have no idea. As long as TF biomes are detectable and TF does not use any vanilla biomes, I can work around this. Just to note, registering an ambient mob should not cause this behavior, it is a bug somewhere else."
Mob spawning rules have a weird interaction with others mods that add new creatures, like mo' creatures. Twilight forest prevents wyverns from spawning in the wyvern lair dimension when chisel 2 is in the pack, remove twilight and all mob spawning returns to normal, going to twilight with chisel 2 and gravestone mod results in over population of zombie dogs, going to twilight with chisel 2 and tinkers construct results in over population of blue slimes, This used to happen with witchery and so with all situations twilight is always involved in sloppy mob spawning, maybe you could please look into this?
Image shows how many zombie dogs spawn with twilight, gravestone mod and chisel 2 installed.
There's a bug that happens when witchery, ars magica 2 and twilight forest are running together; ars magica 2 mobs seem to spawn in the twilight forest. After trying to figure this out with the dev of witchery this is his conclusion.
Quote from Emoniphjump
Ok, more info. Seems this is to do with registering an Ambient-type mob, with some biome types. Most mobs are not ambient-type which is why this is triggered by witchery. Additionally why this registration causes non-ambient mobs from other mods to spawn in Twilight forest I have no idea. As long as TF biomes are detectable and TF does not use any vanilla biomes, I can work around this. Just to note, registering an ambient mob should not cause this behavior, it is a bug somewhere else.
0
My usual group of friends have gotten tired of Minecraft, so I'm looking for a handful of players(3-5) who are into modded Minecraft to come join me, the server is hosted in Sydney, Australia.
Required:
1. Curse with Minecraft
2. Fairly active
3. Based In Australia
4. 18+
5. A form of voice contact (Skype, Discord, Curse Voice) in the event of something happening on the server
6. A beefy-ish computer that will be able to handle the following mods: http://puu.sh/oAXY7/82732ad99e.png
7. To put up with fairly often updates to the server/pack
8. Can tolerate weeb talk
9. Some occasional downtime
If you feel you can handle the above feel free to leave a message here or join this discord server: https://discord.gg/0yuOjbcWeO6AAPcR
Thanks for your time!
0
Seems like using Biome Tweaker with BOP messes up mushroom island spawns, climate controls seems to be completely fine!
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What can I do about this?
0
Never mind it's still happening. http://puu.sh/mP6vI/a99a5d0afa.jpg
1
So uh, I think I know what I did wrong, seems I forgot to delete the old RTG configs. Now the new spawns don't have mushroom biomes next to them, I'll keep running around for a bit to make sure, and report back when done, but I'm sorry for being dumb ¯\_(ツ)_/¯
0
Yes
0
I *think* this is the right one for the world you're asking for, as I already made a new world before you asked, but the time lines up. http://puu.sh/mP2Dt/38e3e327b2.log
I did make a new world to attempt to simulate what happened the first time and it worked exactly the same as the first, so here's the log to the new world I just generated. http://puu.sh/mP2IK/62f752c56d.log
Here is the actual world itself if you want/need it: http://puu.sh/mP2PG/5e4ccd364a.zip
Sorry for the slow reply, I had to hunt for that first log
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That was actually a screenshot from a single player world, the server I was testing was closed down before I could take a screenshot of a much larger mushroom biome roughly 1.5k blocks across, I also counted 5 volcanoes in it, the mushroom biome also spread around the edges of other biomes much like a river.
I should also note I got the mushroom biome on the first creation of both the server and single player world, both were directly connected to the spawn biome.
Terrain generation appears to be much, much slower compared to 0.4.0
0
Mushroom islands still spawn on connected terrain...
http://puu.sh/mP0Jx/0002e586d8.jpg
0
Should I go ahead and use 0.5.0 on my server now or wait for some fixes over the next few days?
0
Can you please add support for the newest thaumcraft, also ars magica 2, witchery, botania and the elysium mod?
1
Quote from Emoniph jump
"Ok, more info. Seems this is to do with registering an Ambient-type mob, with some biome types. Most mobs are not ambient-type which is why this is triggered by witchery. Additionally why this registration causes non-ambient mobs from other mods to spawn in Twilight forest I have no idea. As long as TF biomes are detectable and TF does not use any vanilla biomes, I can work around this. Just to note, registering an ambient mob should not cause this behavior, it is a bug somewhere else."
1
Mob spawning rules have a weird interaction with others mods that add new creatures, like mo' creatures. Twilight forest prevents wyverns from spawning in the wyvern lair dimension when chisel 2 is in the pack, remove twilight and all mob spawning returns to normal, going to twilight with chisel 2 and gravestone mod results in over population of zombie dogs, going to twilight with chisel 2 and tinkers construct results in over population of blue slimes, This used to happen with witchery and so with all situations twilight is always involved in sloppy mob spawning, maybe you could please look into this?
Image shows how many zombie dogs spawn with twilight, gravestone mod and chisel 2 installed.
0
0