[Bug]: FABRIC 1.18.2 version not naturally generating content
Heamaci opened this issue · 26 comments
Mod Version
1.4.0
Mod Loader
Fabric
Mod Loader Version
0.13.3
What happened?
I've removed basically every content mod and this is all thats left in my mod folder. It seems that the fabric version doesn't naturally generate any of the features mentioned except walnut trees. I haven't found a single mob or feature that isn't a walnut tree without using creative.
latest.log
There isn't any crashes
Can you first please try the same seed without any other mods other than the absolute necessary, E.g. Fabric API, Ecologics, and Geckolib?
I had mentioned it in the discord a week ago but I am also having the same issue on fabric. I have an extensive mod list including kotlin so i probably just need to test some more.
Can you attempt
/locatebiome minecraft:beach
, tp to that beach, then on that beach, type/placefeature ecologics:coconut
?This should place a tree.
Yes, this works for the coconut tree, desert monument, and walnut tree. The others don't work for some reason
Okay, create a new world, note the seed down, go to a beach and find if or if not there are any coconut trees. Relay that information back here.
SEED: -5427182365627808776
All i did was /locatebiome the nearest beach and there is just huge empty spaces with no trees at all
Huh...??? Kotlin is a programming language. fabric-language-kotlin shouldn't have anything to do with that. The more likely option would be that a mod which uses Kotlin and modifies biomes is messing up the weighting.
Huh...??? Kotlin is a programming language. fabric-language-kotlin shouldn't have anything to do with that. The more likely option would be that a mod which uses Kotlin and modifies biomes is messing up the weighting.
I removed it, made a new world, same seed, and the trees were there. I wanted to make sure, so i added it back in, made a new world with the same seed and the trees were gone.
Of the mods listed above in the picture, I have not noticed any that use Kotlin, so it's hard to tell which mod might actually be causing this issue.
hey, here too, i did the same as the OP, could only place coconut tree, desert monument and walnut tree, the others give back an error. I'm not using Kotlin, and I'm using terralith along with this mod, does it have any incompability?
Are you attempting 1.4.0 content or 1.5.0 content? If it's Fabric, then you must test 1.4 content as 1.5 hasn't been ported as of yet.
As for the other question, it shouldn't have an incompatibility, but Minecraft can produce very unexpected results in certain cases.
1.4 content, the fabric version of 1.5 wasnt up for download on curseforge when i downloaded it.
(i'm on fabric)
Hmm... could you provide a log? A log will contain the full set of mods, so while terralith may or may not be causing it, we will be able to identify a potential problem in totality.
Did you generate the previous world without the mod AND did you go to a chunk you previously visited/generated?
nope, both worlds were generated on a fresh MultiMC instance, i'm building a modpack for my next playtrough, and those are my first 2 worlds generated on the instance.
here's the log file:
https://paste.ee/p/fGCkf
welp, idk about that entity_gravity stuff, maybe some forge mod i downloaded by accident, let me check
Forge mods wouldn't be loaded, rather one of those Fabric mods have invalid JSONs, likely the Architectury ones as oversights between codebases.
hmmm idk, i'll have a look to see wich mod is causing that. But now your mod is working greatly, just found more coconut trees in fresh chunks, thanks for your time dude!
Please provide your latest.log file. The game always creates a log, it doesn't need to crash.
Can you attempt /locatebiome minecraft:beach
, tp to that beach, then on that beach, type /placefeature ecologics:coconut
?
This should place a tree.