Something is causing infinite loop chunk generation. My mod is almost improbably not at fault, but happens to be in the call stack: nothing in Ores looks at/modifies adjacent chunks.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Currently trying to find mods that up immersion and create more realism while keeping the fun and you have done just that
Mods I'm using in combination with this:
RWG-alpha-1.3.2 (Having an odd problem with hot biomes being cold and sometimes having lots of snow (that melts because it suddenly turns hot)
Really odd.
If you go into creative, there's an item...vitometer (looks like a food pyramid) if I recall the name correctly that will print statements into chat when you right click detailing the current biome. Use that on one of the troublesome ones and get back to me.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Just a heads up, I've got conventions the next two weekends and I'm trying to get the new Curse projects set up, and I'm trying to utilize a feature that I think will link the projects, except that I can't link a project that's not live (meaning it needs an approved file) nor can I link it afterwards and the library file has been sitting at "awaiting approval" for hours now.
Sigh.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
If you go into creative, there's an item...vitometer (looks like a food pyramid) if I recall the name correctly that will print statements into chat when you right click detailing the current biome. Use that on one of the troublesome ones and get back to me.
As you can see, there is snow everywhere, and oddly, enviromine reads this biome as cold, even though your tool specifies it as dry, and hot. (Is this being caused by enviromine?...)
Interesting mod. Is it possible we could see an optional feature for non-solid leaves blocks added in the future?
Its crossed my mind, but I'm not sure how to do it. I think it takes a coremod to make that alteration, and while HardLib does coremoddy things, those changes insert events, not alter behavior. It's harder to do that with the collision volumes. I may get around to it, I just have to figure out how first.
As you can see, there is snow everywhere, and oddly, enviromine reads this biome as cold, even though your tool specifies it as dry, and hot. (Is this being caused by enviromine?...)
Ah, they're mutants. I think that might be related to a bug I fixed a little while ago, don't remember if that one is pushed yet. Managed to get the project split up, as soon as the new widgets are in the OP, give it another try.
The item-tool there is listing off the biome parameters as seen by Forge, direct access to the class object that represents the biome. The bug I fixed relates to having incorrectly utilized that information (only for mod-added mutant biomes).
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Hey, i'm using this mod with some others that add structures to terrain generation. Is there a way in the config to disable tree decay completely? I've got a few forts that are automatically generated with log walls that soon turned into goo walls.
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I had a signature here before, but I seem to have misplaced it..
Ah, they're mutants. I think that might be related to a bug I fixed a little while ago, don't remember if that one is pushed yet. Managed to get the project split up, as soon as the new widgets are in the OP, give it another try.
The item-tool there is listing off the biome parameters as seen by Forge, direct access to the class object that represents the biome. The bug I fixed relates to having incorrectly utilized that information (only for mod-added mutant biomes).
Hey, i'm using this mod with some others that add structures to terrain generation. Is there a way in the config to disable tree decay completely? I've got a few forts that are automatically generated with log walls that soon turned into goo walls.
Yes. Its a poorly named option called "auto plant saplings." Disabling that turns off tree killing (there may be another config that does as well, I'm just not recalling the name of hand) as without that mechanic, the tree killing effect just turns the world lifeless. The config comments will tell you.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Hello again! So, I've been playing with this mod for a while. I recently added in the wildlife addon with the tree regrowing disabled, I already had a nice home in a taiga (not snow taiga). I was very happy to see it snow when winter came, but by the a year passed, the snow had never melted. Is there any way I can adjust season temperature changes? As it is, my taiga (not snow taiga) will remain snowy, I just want it to be a bit warmer to melt in the summer.
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I had a signature here before, but I seem to have misplaced it..
I'd have to know the base temp value, bone types, and if it is a mutant biome.
thermometer + waila (turn seasons off in the configs) and the vitometer mentioned recently
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
In case anybody cares here is a list of mods that seem to work with Reasonable Realism.Mc+mods, Auto switch, Thebomzen Api,better FPS,cave control,Dragon Api,Dynamic Lights,farseek, WAILA,fastcraft,Multi mine,Optifine, and wild caves.
TBH, it's more useful to list the mods that don't work, as this is a Forge mod, and all other Forge mods should automatically be compatible (unless they also do coremod operations on the same functions I do, or otherwise try to make incompatible alterations in the event system).
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
I'll take a look when I get back home on Monday. Could be that Taiga is just that cold, but I in should be able to adjust it so there's a melting period.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
(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'll take a look when I get back home on Monday. Could be that Taiga is just that cold, but I in should be able to adjust it so there's a melting period.
cool, thanks!
Rollback Post to RevisionRollBack
I had a signature here before, but I seem to have misplaced it..
Do you by any chance see what mod causes this error in my modlist? I have no idea to figure it out in this mess of a log, usually it's easier :S.
Missed this earlier:
No, I don't. The reason the log isn't helpful is because you're looking at the stack trace of an infinite loop. That is, the same dozen or so functions being called over and over again.
Looking at it some more, I think maybe something is loading the chunks from the disk (the mapper, possibly) without actually loading all of the data, so it's throwing a chunkLoad event, but it only contains the block data and not the other data, so my mod is freaking out that the ore data is missing and trying to regenerate it. And in trying to request the chunk, it gets loaded again, but incompletely.
See if you can locate this message (code posted, you're looking for something like it) in the full Forge log (not the crash log):
OresBase.logger.log(Level.INFO, "Chunk " + "["+dimID+"]("+posX+","+posY+","+posZ+")" + " is missing ore data, it will be rescanned. Chunks way out on the edge of the world may not save and cause this message to repeat next launch; do not be alarmed.");
I'm interested in knowing if its throwing the same chunk over and over.
As you can see, there is snow everywhere, and oddly, enviromine reads this biome as cold, even though your tool specifies it as dry, and hot. (Is this being caused by enviromine?...)
Any change after updating to the latest version of Wildlife?
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Something is causing infinite loop chunk generation. My mod is almost improbably not at fault, but happens to be in the call stack: nothing in Ores looks at/modifies adjacent chunks.
Really odd.
If you go into creative, there's an item...vitometer (looks like a food pyramid) if I recall the name correctly that will print statements into chat when you right click detailing the current biome. Use that on one of the troublesome ones and get back to me.
Just a heads up, I've got conventions the next two weekends and I'm trying to get the new Curse projects set up, and I'm trying to utilize a feature that I think will link the projects, except that I can't link a project that's not live (meaning it needs an approved file) nor can I link it afterwards and the library file has been sitting at "awaiting approval" for hours now.
Sigh.
Interesting mod. Is it possible we could see an optional feature for non-solid leaves blocks added in the future?
Just a question
I am playing with this excellent mod together with others, including Makanism, and I have not been able to find any osmium ore.
There seems not to exist an indicator flower for it.
Do I need just to be lucky or there is a way?
Thanks in advance and go on with your good work!!
As you can see, there is snow everywhere, and oddly, enviromine reads this biome as cold, even though your tool specifies it as dry, and hot. (Is this being caused by enviromine?...)
Its crossed my mind, but I'm not sure how to do it. I think it takes a coremod to make that alteration, and while HardLib does coremoddy things, those changes insert events, not alter behavior. It's harder to do that with the collision volumes. I may get around to it, I just have to figure out how first.
I have not touched osmium. There's no replacement for it, but it shouldn't be removed either.
Ah, they're mutants. I think that might be related to a bug I fixed a little while ago, don't remember if that one is pushed yet. Managed to get the project split up, as soon as the new widgets are in the OP, give it another try.
The item-tool there is listing off the biome parameters as seen by Forge, direct access to the class object that represents the biome. The bug I fixed relates to having incorrectly utilized that information (only for mod-added mutant biomes).
Hey, i'm using this mod with some others that add structures to terrain generation. Is there a way in the config to disable tree decay completely? I've got a few forts that are automatically generated with log walls that soon turned into goo walls.
I had a signature here before, but I seem to have misplaced it..
Ah, great. Love to see your activity with this.
Yes. Its a poorly named option called "auto plant saplings." Disabling that turns off tree killing (there may be another config that does as well, I'm just not recalling the name of hand) as without that mechanic, the tree killing effect just turns the world lifeless. The config comments will tell you.
Do you by any chance see what mod causes this error in my modlist? I have no idea to figure it out in this mess of a log, usually it's easier :S.
Hello again! So, I've been playing with this mod for a while. I recently added in the wildlife addon with the tree regrowing disabled, I already had a nice home in a taiga (not snow taiga). I was very happy to see it snow when winter came, but by the a year passed, the snow had never melted. Is there any way I can adjust season temperature changes? As it is, my taiga (not snow taiga) will remain snowy, I just want it to be a bit warmer to melt in the summer.
I had a signature here before, but I seem to have misplaced it..
I'd have to know the base temp value, bone types, and if it is a mutant biome.
thermometer + waila (turn seasons off in the configs) and the vitometer mentioned recently
In case anybody cares here is a list of mods that seem to work with Reasonable Realism.Mc+mods, Auto switch, Thebomzen Api,better FPS,cave control,Dragon Api,Dynamic Lights,farseek, WAILA,fastcraft,Multi mine,Optifine, and wild caves.
TBH, it's more useful to list the mods that don't work, as this is a Forge mod, and all other Forge mods should automatically be compatible (unless they also do coremod operations on the same functions I do, or otherwise try to make incompatible alterations in the event system).
Is it that snow should melt at some point in a taiga, but my little blob of taiga is colder than others? That would make me sad
Temperature is -4 degrees without seasons
The vitometer says biome is Taiga, types are forest, coniferous, cold
EDIT: Also, thanks for helping me, and thanks for the help on the tree thing before!
I had a signature here before, but I seem to have misplaced it..
I'll take a look when I get back home on Monday. Could be that Taiga is just that cold, but I in should be able to adjust it so there's a melting period.
I think that 1.7.10's taiga became non-snowy, and a snow taiga was added.
... Yea, according to the wiki, cold taiga is -0.5, and normal taiga is 0.25. So a very hilly normal taiga M can snow at the tops
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(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?
cool, thanks!
I had a signature here before, but I seem to have misplaced it..
Missed this earlier:
No, I don't. The reason the log isn't helpful is because you're looking at the stack trace of an infinite loop. That is, the same dozen or so functions being called over and over again.
Looking at it some more, I think maybe something is loading the chunks from the disk (the mapper, possibly) without actually loading all of the data, so it's throwing a chunkLoad event, but it only contains the block data and not the other data, so my mod is freaking out that the ore data is missing and trying to regenerate it. And in trying to request the chunk, it gets loaded again, but incompletely.
See if you can locate this message (code posted, you're looking for something like it) in the full Forge log (not the crash log):
OresBase.logger.log(Level.INFO, "Chunk " + "["+dimID+"]("+posX+","+posY+","+posZ+")" + " is missing ore data, it will be rescanned. Chunks way out on the edge of the world may not save and cause this message to repeat next launch; do not be alarmed.");
I'm interested in knowing if its throwing the same chunk over and over.
Change made, it will be in the next update. I twiddled with the logic a little, should warm Taiga up a bit.
Any change after updating to the latest version of Wildlife?