Ok, so after countless days, stress, headaches, lack of enjoyment. I've come to find out this mod is the one that's ruined all my fun. I don't know if its a config problem, or what. But, this mod has no problem gening things like Copper/Tin from mods into the various difference stones... Yet, for things like Silver, and so forth it seems to be very limited in where it spawns them. I tore a huge chunk of my world apart in the area I was in and not a single piece of this ore spawned. Yet on a test world, in a different area it spawned. So I have no idea, if it's based on biome, rock type, or what.. The mod using silver was thermal expansion, I can get the tin/copper from it, but none of the others. So, yeah no clue, and not sure what to do now.
Are you using any mods to modify ore gen? Like custom ore generation?
What mods are you getting tin/copper from? Are you sure it's Thermal Expansion? If TE is generating some ores but not others, ask them what's different about Silver. I do get Silver just fine from Metallurgy.
The #1 reason a mods fails to generate ore in UB is that their check for whether it can be placed is "=Block.STONE" rather than "isReplaceableOreGen(parameters) = true". Actually I can't ever recall another reason now that I think about it.
You could try generating with UBIfyOres = off. I was getting some overwrite problems during development. I haven't seen anything with the current versions, but it's possible. That was never stopping *all* ores of a type, though, just some.
Rollback Post to RevisionRollBack
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.
What mods are you getting tin/copper from? Are you sure it's Thermal Expansion? If TE is generating some ores but not others, ask them what's different about Silver. I do get Silver just fine from Metallurgy.
The #1 reason a mods fails to generate ore in UB is that their check for whether it can be placed is "=Block.STONE" rather than "isReplaceableOreGen(parameters) = true". Actually I can't ever recall another reason now that I think about it.
You could try generating with UBIfyOres = off. I was getting some overwrite problems during development. I haven't seen anything with the current versions, but it's possible. That was never stopping *all* ores of a type, though, just some.
Getting copper/tin from Tinkers Construct, Mariculture, Forestry, Thermal Expansion.. they gen their copper/tin just fine. I have my mine in the Green Shist rock, so it some reason doesn't gen silver and others, but has no problems with copper/tin
It's sort of hard to talk with the devs of Thermal Expansion since they don't have a thread on this forum anymore ever since the original developer up and left, the old thread is locked. I don't have an issue with spawns myself for thermal expansion ores since this is the main one I use. But I'm also using custom ore gen
[quote]Quote from mogymog»
Getting copper/tin from Tinkers Construct, Mariculture, Forestry, Thermal Expansion.. they gen their copper/tin just fine. I have my mine in the Green Shist rock, so it some reason doesn't gen silver and others, but has no problems with copper/tin
How far are you digging down? If I recall you find TE silver halfway down to bedrock usually around 30-50 range, sometimes even lower.
My original config from TE said silver was 30-15. I dug a chunk wide hole from 40 straight down to bedrock. I'm sure there is no silver/lead in the Green Shist. My test world, it spawned in 1 kind of stone, I think it was the defualt UBC stone, I thinkg it was like 11## something. But, the ones with :# dont work. I'm not sure if that's on TE's side, or what. But I like both mods, and I'd really hate not being able to play both of them, cause of incompatibility reasons.
A workaround would be to use the option vanillaStoneBiomes=true. That generates some underground biomes with vanilla stone rather than the UB stones. UB-unaware mods should work just fine there. You do have to look for them; IIRC they are about 1/7 of the underground biomes if you're using them.
Which UB stone you're dealing with is almost certainly irrelevant. Other mods IME will work with either all of them or none of them.
Rollback Post to RevisionRollBack
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.
A workaround would be to use the option vanillaStoneBiomes=true. That generates some underground biomes with vanilla stone rather than the UB stones. UB-unaware mods should work just fine there. You do have to look for them; IIRC they are about 1/7 of the underground biomes if you're using them.
Which UB stone you're dealing with is almost certainly irrelevant. Other mods IME will work with either all of them or none of them.
Yeah, tried that on a new test world. It didn't fix enough to make it feasible.. and since my test world is now crashing bad, I can't do any more tests. Means, I'm gonna have to remove one of those 2 mods, and be unable to fully enjoy my fun.. sigh.
I seem to be having an issue with this mod on 1.7.10. Any time I update, add, or remove a mod to my custom pack, the block IDs for this shift and ends up ruining the world. Having it set in the config to force config IDs does not work and the game still shifts them when removing or adding mods that add block ids to the game. Is this something related to 1.7 and block ID behavior or solely this mod that is changing things?
A workaround would be to use the option vanillaStoneBiomes=true. That generates some underground biomes with vanilla stone rather than the UB stones. UB-unaware mods should work just fine there. You do have to look for them; IIRC they are about 1/7 of the underground biomes if you're using them.
Which UB stone you're dealing with is almost certainly irrelevant. Other mods IME will work with either all of them or none of them.
I just want to make sure I understand this correctly.
There are 8 main stones, for 8 types of UB zones. Adding vanilla stones makes 9 total zones.
There are 8 "sandstones". Those, plus vanilla sandstone, make 9 "layers".
And there are 8 secondary stones. These are also in layers.
At any given vertical column, there will be up to 4 layers if the ground is deep enough; if the layer is sandstone, then normal sand will be found as well.
(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 just want to make sure I understand this correctly.
There are 8 main stones, for 8 types of UB zones. Adding vanilla stones makes 9 total zones.
There are 8 "sandstones". Those, plus vanilla sandstone, make 9 "layers".
And there are 8 secondary stones. These are also in layers.
At any given vertical column, there will be up to 4 layers if the ground is deep enough; if the layer is sandstone, then normal sand will be found as well.
Am I correct so far?
Pretty close. You're right, it is actually 1 in 9, not 1 in 7 vanilla stone biomes. So: there are 8 igneous stones and 8 metamorphic stones. There are 32 different columns: *2* for 14 of those stones, 0 for Marble and 4 for Eclogite (essentially, marble's strata columns were reassigned to Eclogite).
If Vanilla stone biomes are present, 4 additional strata columns are added with vanilla stone as the primary stone.
Each column has 3 or 4 strata layers, which can be the UB sedimentary stones (sort of analogous to sandstone, as you say), marble, sandstone, or sand. Sandstone and sand always occur together. As you say, the strata layers will not show up if the level they're supposed to be at is not stone.
Rollback Post to RevisionRollBack
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.
I seem to be having an issue with this mod on 1.7.10. Any time I update, add, or remove a mod to my custom pack, the block IDs for this shift and ends up ruining the world. Having it set in the config to force config IDs does not work and the game still shifts them when removing or adding mods that add block ids to the game. Is this something related to 1.7 and block ID behavior or solely this mod that is changing things?
If ForceConfigs is off, UB does nothing to the block IDs and just accepts what Forge does. Somebody else had the problem and it wasn't that UB was doing something funky, it was that UB is generally about the last mod to load and so any changes affect it. I have added and removed mods without trouble in 1.7.2 (I just did it again, actually). Can you see that other mods are supposed to have their IDs altered and it's being done correctly?
I'd like get your permission to use Underground Biomes Constructs in a private FTB pack. If things go well, I intend to make it a public pack.
Sure, go ahead. There are three conditions: attribution to the three authors (exteminatorJeff, GromPE, and Zeno410); a link to one of the UBC posts I maintain, and no commercial use (including no AdFly).
So I'm not crazy, marble is "out of place" appearing as a layer instead of a main stone?
What do you mean by 32 columns, 2 for each of the 16 stone types? I have not yet seen 15 or 16 main ground stones, and I am seeing both sandstones and (sorry, I don't know igneous from metamorphic) as the horizontal layers ... at least that's what I think I'm seeing.
If I understood you correctly, then aside from marble, the other 15 stones should all be in the ground as main stones, giving 15 different underground biomes; each of those biomes will have 2 or 4 sets of sandstone-types at the 4 different levels, plus lignite that can show up almost anywhere for several chunks as a bonus bump.
(which makes me wonder, why was I thinking that the horizontals included some of the main stones, not just marble?)
(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?
So I'm not crazy, marble is "out of place" appearing as a layer instead of a main stone?
What do you mean by 32 columns, 2 for each of the 16 stone types? I have not yet seen 15 or 16 main ground stones, and I am seeing both sandstones and (sorry, I don't know igneous from metamorphic) as the horizontal layers ... at least that's what I think I'm seeing.
If I understood you correctly, then aside from marble, the other 15 stones should all be in the ground as main stones, giving 15 different underground biomes; each of those biomes will have 2 or 4 sets of sandstone-types at the 4 different levels, plus lignite that can show up almost anywhere for several chunks as a bonus bump.
(which makes me wonder, why was I thinking that the horizontals included some of the main stones, not just marble?)
Yes, marble is effectively treated as a sedimentary stone, not a metamorphic. All 8 igneous and the other 7 metamorphics definitely show up as main stones - I've seen them all.
Yes, each "stoneome" will have 3 or 4 intrusive layers. Lignite is not a bonus, but just another layer, and counts as one of the 3 or four, except that it's thick.
You might have thought there were other metamorphic/igneous layers because in vanilla stone biomes, they can be. I should have said that. In addition, it's not really obvious looking at a layer that it's sedimentary or igneous/metamorphic unless you know the stones *really* well.
Rollback Post to RevisionRollBack
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.
Ook, so yeah its Tinkers. I was using a low-end Pickaxe, one with a cactus head. It can mine the ore rock, it just can't produce the ore... I tried mining a shale iron ore with a top level Tinkers Pick and it droped an iron ore block just fine, and using vanilla tools drops iron ore block fine too.
Any news on this front? I can verify in my world that any tinker's pick can mine UBified ore as though it were effective, but the ore only drops if the harvest level is high enough. The speed at which the ores are destroyed could confuse players into mining valuable ores with ineffective picks, then getting upset when nothing drops.
Err, in case that wasn't clear: No form of fossil can tame a wolf right now; the only use I can find for them is to make bonemeal. I'm wondering if the various rib or bone fossils (there's several) might be made usable for wolf taming.
(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?
Any news on this front? I can verify in my world that any tinker's pick can mine UBified ore as though it were effective, but the ore only drops if the harvest level is high enough. The speed at which the ores are destroyed could confuse players into mining valuable ores with ineffective picks, then getting upset when nothing drops.
Hmm. The speed issue sounds like it might be on my side. I'll take a look at it.
Err, in case that wasn't clear: No form of fossil can tame a wolf right now; the only use I can find for them is to make bonemeal. I'm wondering if the various rib or bone fossils (there's several) might be made usable for wolf taming.
It probably *could* be done but it seems kind of odd to me. I know dogs wouldn't really be interested in the bones that come off a skeleton (they want the marrow) but fossils are even stranger. I figure bonemeal/collectible is about the intended use. If it were done an addon mod seems more appropriate.
Rollback Post to RevisionRollBack
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.
Got a crash report for you. Triggered on a village generation, and ubfying the village stones.
[00:23:53] [Server thread/WARN]: Failed to handle packet for /127.0.0.1:64794
java.lang.RuntimeException: no cobble for UndergroundBiomes:tile.stoneSlab metadata 0
at exterminatorJeff.undergroundBiomes.worldGen.UBStoneCodes.cobbleVersion(UBStoneCodes.java:91) ~[UBStoneCodes.class:?]
at exterminatorJeff.undergroundBiomes.worldGen.UBStoneCodes.(UBStoneCodes.java:15) ~[UBStoneCodes.class:?]
at exterminatorJeff.undergroundBiomes.worldGen.UBStoneCodes.slabVersionEquivalent(UBStoneCodes.java:18) ~[UBStoneCodes.class:?]
at exterminatorJeff.undergroundBiomes.worldGen.VillageStoneChanger.onVillageSelectBlock(VillageStoneChanger.java:49) ~[VillageStoneChanger.class:?]
at exterminatorJeff.undergroundBiomes.common.WorldGenManager.onVillageSelectBlock(WorldGenManager.java:122) ~[WorldGenManager.class:?]
at exterminatorJeff.undergroundBiomes.common.DimensionManager.onVillageSelectBlock(DimensionManager.java:238) ~[DimensionManager.class:?]
at cpw.mods.fml.common.eventhandler.ASMEventHandler_88_DimensionManager_onVillageSelectBlock_GetVillageBlockID.invoke(.dynamic) ~[?:?]
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:51) ~[ASMEventHandler.class:?]
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:122) ~[EventBus.class:?]
at net.minecraft.world.gen.structure.StructureVillagePieces$Village.func_151558_b(StructureVillagePieces.java:1630) ~[awd.class:?]
at net.minecraft.world.gen.structure.StructureVillagePieces$Village.func_151549_a(StructureVillagePieces.java:1703) ~[awd.class:?]
at net.minecraft.world.gen.structure.StructureVillagePieces$House2.func_74875_a(StructureVillagePieces.java:890) ~[avz.class:?]
at net.minecraft.world.gen.structure.StructureStart.func_75068_a(StructureStart.java:44) ~[avm.class:?]
at net.minecraft.world.gen.structure.MapGenStructure.func_75051_a(MapGenStructure.java:93) ~[ave.class:?]
at com.xcompwiz.mystcraft.symbol.symbols.SymbolVillages$Populator.populate(SymbolVillages.java:42) ~[SymbolVillages$Populator.class:?]
at com.xcompwiz.mystcraft.world.AgeController.populate(AgeController.java:494) ~[AgeController.class:?]
at com.xcompwiz.mystcraft.world.ChunkProviderMyst.func_73153_a(ChunkProviderMyst.java:193) ~[ChunkProviderMyst.class:?]
...
Let me know if you need more; I think the first few lines make it clear.
(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?
Are you using any mods to modify ore gen? Like custom ore generation?
Nope.. only mod I'm using that effects anything other then whats 'normal' for world/ore gen is this mod.
The #1 reason a mods fails to generate ore in UB is that their check for whether it can be placed is "=Block.STONE" rather than "isReplaceableOreGen(parameters) = true". Actually I can't ever recall another reason now that I think about it.
You could try generating with UBIfyOres = off. I was getting some overwrite problems during development. I haven't seen anything with the current versions, but it's possible. That was never stopping *all* ores of a type, though, just some.
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.
Getting copper/tin from Tinkers Construct, Mariculture, Forestry, Thermal Expansion.. they gen their copper/tin just fine. I have my mine in the Green Shist rock, so it some reason doesn't gen silver and others, but has no problems with copper/tin
[quote]Quote from mogymog »
Getting copper/tin from Tinkers Construct, Mariculture, Forestry, Thermal Expansion.. they gen their copper/tin just fine. I have my mine in the Green Shist rock, so it some reason doesn't gen silver and others, but has no problems with copper/tin
How far are you digging down? If I recall you find TE silver halfway down to bedrock usually around 30-50 range, sometimes even lower.
Which UB stone you're dealing with is almost certainly irrelevant. Other mods IME will work with either all of them or none of them.
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.
Yeah, tried that on a new test world. It didn't fix enough to make it feasible.. and since my test world is now crashing bad, I can't do any more tests. Means, I'm gonna have to remove one of those 2 mods, and be unable to fully enjoy my fun.. sigh.
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.
I just want to make sure I understand this correctly.
There are 8 main stones, for 8 types of UB zones. Adding vanilla stones makes 9 total zones.
There are 8 "sandstones". Those, plus vanilla sandstone, make 9 "layers".
And there are 8 secondary stones. These are also in layers.
At any given vertical column, there will be up to 4 layers if the ground is deep enough; if the layer is sandstone, then normal sand will be found as well.
Am I correct so far?
* 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?
Pretty close. You're right, it is actually 1 in 9, not 1 in 7 vanilla stone biomes. So: there are 8 igneous stones and 8 metamorphic stones. There are 32 different columns: *2* for 14 of those stones, 0 for Marble and 4 for Eclogite (essentially, marble's strata columns were reassigned to Eclogite).
If Vanilla stone biomes are present, 4 additional strata columns are added with vanilla stone as the primary stone.
Each column has 3 or 4 strata layers, which can be the UB sedimentary stones (sort of analogous to sandstone, as you say), marble, sandstone, or sand. Sandstone and sand always occur together. As you say, the strata layers will not show up if the level they're supposed to be at is not stone.
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.
If ForceConfigs is off, UB does nothing to the block IDs and just accepts what Forge does. Somebody else had the problem and it wasn't that UB was doing something funky, it was that UB is generally about the last mod to load and so any changes affect it. I have added and removed mods without trouble in 1.7.2 (I just did it again, actually). Can you see that other mods are supposed to have their IDs altered and it's being done correctly?
Sure, go ahead. There are three conditions: attribution to the three authors (exteminatorJeff, GromPE, and Zeno410); a link to one of the UBC posts I maintain, and no commercial use (including no AdFly).
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.
What do you mean by 32 columns, 2 for each of the 16 stone types? I have not yet seen 15 or 16 main ground stones, and I am seeing both sandstones and (sorry, I don't know igneous from metamorphic) as the horizontal layers ... at least that's what I think I'm seeing.
If I understood you correctly, then aside from marble, the other 15 stones should all be in the ground as main stones, giving 15 different underground biomes; each of those biomes will have 2 or 4 sets of sandstone-types at the 4 different levels, plus lignite that can show up almost anywhere for several chunks as a bonus bump.
(which makes me wonder, why was I thinking that the horizontals included some of the main stones, not just marble?)
* 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?
Yes, marble is effectively treated as a sedimentary stone, not a metamorphic. All 8 igneous and the other 7 metamorphics definitely show up as main stones - I've seen them all.
Yes, each "stoneome" will have 3 or 4 intrusive layers. Lignite is not a bonus, but just another layer, and counts as one of the 3 or four, except that it's thick.
You might have thought there were other metamorphic/igneous layers because in vanilla stone biomes, they can be. I should have said that. In addition, it's not really obvious looking at a layer that it's sedimentary or igneous/metamorphic unless you know the stones *really* well.
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.
Any news on this front? I can verify in my world that any tinker's pick can mine UBified ore as though it were effective, but the ore only drops if the harvest level is high enough. The speed at which the ores are destroyed could confuse players into mining valuable ores with ineffective picks, then getting upset when nothing drops.
Err, in case that wasn't clear: No form of fossil can tame a wolf right now; the only use I can find for them is to make bonemeal. I'm wondering if the various rib or bone fossils (there's several) might be made usable for wolf taming.
* 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?
Hmm. The speed issue sounds like it might be on my side. I'll take a look at it.
It probably *could* be done but it seems kind of odd to me. I know dogs wouldn't really be interested in the bones that come off a skeleton (they want the marrow) but fossils are even stranger. I figure bonemeal/collectible is about the intended use. If it were done an addon mod seems more appropriate.
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.
Got a crash report for you. Triggered on a village generation, and ubfying the village stones.
[00:23:53] [Server thread/WARN]: Failed to handle packet for /127.0.0.1:64794
java.lang.RuntimeException: no cobble for UndergroundBiomes:tile.stoneSlab metadata 0
at exterminatorJeff.undergroundBiomes.worldGen.UBStoneCodes.cobbleVersion(UBStoneCodes.java:91) ~[UBStoneCodes.class:?]
at exterminatorJeff.undergroundBiomes.worldGen.UBStoneCodes.(UBStoneCodes.java:15) ~[UBStoneCodes.class:?]
at exterminatorJeff.undergroundBiomes.worldGen.UBStoneCodes.slabVersionEquivalent(UBStoneCodes.java:18) ~[UBStoneCodes.class:?]
at exterminatorJeff.undergroundBiomes.worldGen.VillageStoneChanger.onVillageSelectBlock(VillageStoneChanger.java:49) ~[VillageStoneChanger.class:?]
at exterminatorJeff.undergroundBiomes.common.WorldGenManager.onVillageSelectBlock(WorldGenManager.java:122) ~[WorldGenManager.class:?]
at exterminatorJeff.undergroundBiomes.common.DimensionManager.onVillageSelectBlock(DimensionManager.java:238) ~[DimensionManager.class:?]
at cpw.mods.fml.common.eventhandler.ASMEventHandler_88_DimensionManager_onVillageSelectBlock_GetVillageBlockID.invoke(.dynamic) ~[?:?]
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:51) ~[ASMEventHandler.class:?]
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:122) ~[EventBus.class:?]
at net.minecraft.world.gen.structure.StructureVillagePieces$Village.func_151558_b(StructureVillagePieces.java:1630) ~[awd.class:?]
at net.minecraft.world.gen.structure.StructureVillagePieces$Village.func_151549_a(StructureVillagePieces.java:1703) ~[awd.class:?]
at net.minecraft.world.gen.structure.StructureVillagePieces$House2.func_74875_a(StructureVillagePieces.java:890) ~[avz.class:?]
at net.minecraft.world.gen.structure.StructureStart.func_75068_a(StructureStart.java:44) ~[avm.class:?]
at net.minecraft.world.gen.structure.MapGenStructure.func_75051_a(MapGenStructure.java:93) ~[ave.class:?]
at com.xcompwiz.mystcraft.symbol.symbols.SymbolVillages$Populator.populate(SymbolVillages.java:42) ~[SymbolVillages$Populator.class:?]
at com.xcompwiz.mystcraft.world.AgeController.populate(AgeController.java:494) ~[AgeController.class:?]
at com.xcompwiz.mystcraft.world.ChunkProviderMyst.func_73153_a(ChunkProviderMyst.java:193) ~[ChunkProviderMyst.class:?]
...
Let me know if you need more; I think the first few lines make it clear.
* 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?