Theres an achievement conflict between this mod and divinerpg, which is annoying as achievements cannot be edited in either config.
---- Minecraft Crash Report ----
Time: 1/9/13 6:24 AM
Description: Failed to start game
java.lang.RuntimeException: Duplicate stat id: "achievement.achRedRock" and "achievement.divineintervention" at id 5244882
at jl.g(SourceFile:32)
at jg.c(SourceFile:51)
at xolova.blued00r.divinerpg.DivineRPG.load(DivineRPG.java:3994)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:483)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:656)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Theres an achievement conflict between this mod and divinerpg, which is annoying as achievements cannot be edited in either config.
---- Minecraft Crash Report ----
Time: 1/9/13 6:24 AM
Description: Failed to start game
java.lang.RuntimeException: Duplicate stat id: "achievement.achRedRock" and "achievement.divineintervention" at id 5244882
at jl.g(SourceFile:32)
at jg.c(SourceFile:51)
at xolova.blued00r.divinerpg.DivineRPG.load(DivineRPG.java:3994)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:483)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:656)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Yes, some of the larger trees can cause quit a bit of lag.
I'm not entirely sure what you mean by Twilight Forest combining it. Do you mean that the Twilight Forest biomes are generating in Large Biomes+? Or that biomes from my mod are generating in the Twilight Forest?
As for the biome IDs, I had fixed that in the previous update, so you'll have to delete your config file for Biomes O' Plenty and let it create a new one.
Err for some reason mud brick is ignoring the ID I set it to, its trying to load up mud brick as ID 4095 instead of 2003(The ID I set it to), which is making it conflict with IC2.
Works great with many other Forge mods I have loaded... no issues at all.
One thing I did notice, Mo Creatures only spawn in Boimes that are like default... snow, basic forrest, plains... not in all biomes.
Plus, some of the biomes are small, so you get a TON of mobs... like snow... it get loaded with Wolves and Polar Bears.
Alright, bad news. I won't be able to have custom leaves work with Fast graphics. I copied exactly how vanilla leaves do it, yet it's still not working. It doesn't change the texture, and even in Fancy graphics, the block will act as opaque.
I still wonder why the mud brick's item ID is hardcoded, changing it in the config does nothing.
Not sure why. It's no different from any other item.
Anyway, new update will be up in a bit. The update will allow you to toggle which biomes you want to generate, as well as changing the biome size in the config file. The biomes only generate in the Default world type now (All mod-added world types have been removed), so if you want to play on an old world, and don't want any of the biomes generate, you can disable them completely in the config file.
I'll talk to ScottKillen about the fancy/fast leaves as well.
Not sure why. It's no different from any other item.
Anyway, new update will be up in a bit. The update will allow you to toggle which biomes you want to generate, as well as changing the biome size in the config file. The biomes only generate in the Default world type now (All mod-added world types have been removed), so if you want to play on an old world, and don't want any of the biomes generate, you can disable them completely in the config file.
I'll talk to ScottKillen about the fancy/fast leaves as well.
When I say that Twilight Forest generates with BoP, I mean, lets take the quagmire for instance, Canopy Trees (the really tall, rainforest-esque trees from TF) spawn in Quagmires. Seasonal Forests turn into vast plains with giant Twilight Oaks dotting them throughout, Canopy Trees also generate in many of the rainforest biomes and other biomes. We do get pure twilight forest biomes occasionally as well as pure BoP biomes, but more often than not, twilight forest infuses with BoP in the overworld.
I do like the changes you are making however in terms of configuration. We love the larger biomes, and there are biomes that we'd like to see more of!
It seems that changing biome ID's in the config file does nothing (yes I deleted my old one) since I have a problem where biomes from the Twilight Forest mod are using the same biome ID's as this mod which results in TF biomes generating in the overworld and overwriting BOP biomes
---- Minecraft Crash Report ----
Time: 1/9/13 6:24 AM
Description: Failed to start game
java.lang.RuntimeException: Duplicate stat id: "achievement.achRedRock" and "achievement.divineintervention" at id 5244882
at jl.g(SourceFile:32)
at jg.c(SourceFile:51)
at xolova.blued00r.divinerpg.DivineRPG.load(DivineRPG.java:3994)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:483)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:656)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.6
Operating System: Windows 8 (amd64) version 6.2
Java Version: 1.7.0_09, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 5169763256 bytes (4930 MB) / 6174015488 bytes (5888 MB) up to 11453267968 bytes (10922 MB)
JVM Flags: 2 total; -Xms6144m -Xmx12288m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.25 FML v4.6.17.515 Minecraft Forge 6.5.0.489 49 mods loaded, 49 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
mod_GuiAPI [mod_GuiAPI] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
mod_ReiMinimap [mod_ReiMinimap] ([1.4.6]ReiMinimap_v3.2_06.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_Audiotori [mod_Audiotori] (Audiotori_r3__1_4_6.zip) Unloaded->Constructed->Pre-initialized->Initialized
BiomesOPlenty [Biomes O' Plenty] (BiomesOPlenty-1.4.6-Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Core [BuildCraft] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Builders [BC Builders] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Energy [BC Energy] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Factory [BC Factory] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Transport [BC Transport] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
ChocoCraft [Torojimas ChocoCraft] (Chococraft_2.4.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
CustomSpawner [DrZhark's CustomSpawner] (CustomMobSpawner 1.10.zip) Unloaded->Constructed->Pre-initialized->Initialized
DamageIndicatorsMod [Damage Indicators] (DamageIndicators[1.4.6]2.3.5.zip) Unloaded->Constructed->Pre-initialized->Initialized
DivineRPG [DivineRPG] (DivineRPG1.2.4.jar) Unloaded->Constructed->Pre-initialized->Errored
MoCreatures [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v4.4.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
eplus [Enchanting Plus] (EnchantingPlus-1.12.3.jar) Unloaded->Constructed->Pre-initialized->Initialized
factorization [Factorization] (Factorization-0.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized
IC2 [IndustrialCraft 2] (industrialcraft-2_1.112.170-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized
mod_chainBodyRecipeTwo [mod_chainBodyRecipeTwo] (LegitChainArmour2.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_chainBootsRecipeTwo [mod_chainBootsRecipeTwo] (LegitChainArmour2.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_chainHelmRecipeTwo [mod_chainHelmRecipeTwo] (LegitChainArmour2.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_chainLegsRecipeTwo [mod_chainLegsRecipeTwo] (LegitChainArmour2.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_chainlinks [mod_chainlinks] (LegitChainArmour2.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_smithingStone [mod_smithingStone] (LegitChainArmour2.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_smithingStoneRecipe [mod_smithingStoneRecipe] (LegitChainArmour2.zip) Unloaded->Constructed->Pre-initialized->Initialized
More Bows [More Bows mod] (More bows Forge 1.4.6v1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized
Mystcraft [Mystcraft] (mystcraft-uni-1.4.6-0.9.5.00.zip) Unloaded->Constructed->Pre-initialized->Initialized
Netherrocks [Netherrocks] (Netherrocks 1.4.6.zip) Unloaded->Constructed->Pre-initialized->Errored
integerArray_Obsidian [Obsidian Armor and Tools Sets] (Obsidian 1.4.6 v2.zip) Unloaded->Constructed->Pre-initialized->Initialized
MelonSpawn [Pam's Melon Spawn] (Pam's Melon Spawn 1.3 (MC 1.4.6).zip) Unloaded->Constructed->Pre-initialized->Initialized
Railcraft [Railcraft] (Railcraft_1.4.6-6.13.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
RecipeRemover [Recipe Remover] (reciperemover-v1.1-universal(2).zip) Unloaded->Constructed->Pre-initialized->Initialized
SimpleOres [SimpleOres] (SimpleOres 1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
SoulShards [SoulShards] (SoulShards-v1.26-universal.zip) Unloaded->Constructed->Pre-initialized->Initialized
stillhungry [Still Hungry!] (StillHungry-v1.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion [Thermal Expansion] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion|Factory [Factory] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion|Energy [Energy] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion|Transport [Transport] (ThermalExpansion-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion|NEI [NEI] (ThermalExpansion-NEI-2.1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThirstMod [Thirst Mod] (ThirstMod) Unloaded->Constructed->Pre-initialized->Initialized
mod_Timber [Timber!] (Timber! (1.4.6).zip) Unloaded->Constructed->Pre-initialized->Initialized
TwilightForest [The Twilight Forest] (twilightforest-1.14.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_CustomRecipes [mod_CustomRecipes] (CustomRecipes-146.zip) Unloaded->Constructed->Pre-initialized->Initialized
LWJGL: 2.4.2
OpenGL: AMD Radeon HD 7800 Series GL version 4.2.11762 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Think I will be on here often? Haha no.
The newest update solves this, same thing happened to us two days ago, and he released an update that solved it.
Yes, some of the larger trees can cause quit a bit of lag.
I'm not entirely sure what you mean by Twilight Forest combining it. Do you mean that the Twilight Forest biomes are generating in Large Biomes+? Or that biomes from my mod are generating in the Twilight Forest?
As for the biome IDs, I had fixed that in the previous update, so you'll have to delete your config file for Biomes O' Plenty and let it create a new one.
You seem to be using an old ModLoader version of the mod.
----------------------------
Also, I'm going to try to make it so you can toggle which biomes you want to generate for the next update.
Think I will be on here often? Haha no.
I would soooo love that.
One thing I did notice, Mo Creatures only spawn in Boimes that are like default... snow, basic forrest, plains... not in all biomes.
Plus, some of the biomes are small, so you get a TON of mobs... like snow... it get loaded with Wolves and Polar Bears.
Is that a Mo Creatures thing?
Read the post I quoted. It was on the page before this one.
Think I will be on here often? Haha no.
Not sure why. It's no different from any other item.
Anyway, new update will be up in a bit. The update will allow you to toggle which biomes you want to generate, as well as changing the biome size in the config file. The biomes only generate in the Default world type now (All mod-added world types have been removed), so if you want to play on an old world, and don't want any of the biomes generate, you can disable them completely in the config file.
I'll talk to ScottKillen about the fancy/fast leaves as well.
When I say that Twilight Forest generates with BoP, I mean, lets take the quagmire for instance, Canopy Trees (the really tall, rainforest-esque trees from TF) spawn in Quagmires. Seasonal Forests turn into vast plains with giant Twilight Oaks dotting them throughout, Canopy Trees also generate in many of the rainforest biomes and other biomes. We do get pure twilight forest biomes occasionally as well as pure BoP biomes, but more often than not, twilight forest infuses with BoP in the overworld.
I do like the changes you are making however in terms of configuration. We love the larger biomes, and there are biomes that we'd like to see more of!
Also, ScottKillen saved the day, once again!
Gonna add palm logs/wood (I meant to add it a while ago, but forgot), and the giant flowers, and then the update will be ready!
Yaaaay! Are you going to be looking into condensing IDs using metadata?
Now, if only hadn't gotten all into this EBXL world.. wonder if I can just install this with it and disable all the biomes from that mod.