FewerFlaws
FewerFlaws
I got this crash too. Charm 2.2.0 is not compatible with Charmonium 2.1.9, but sticking with Charm 2.1.9 is fine.
That still wouldn't match vanilla style, which is worth doing IMO.
To be clear, I'm running the [Overworld Two](https://www.curseforge.com/minecraft/mc-mods/overworld-two) mod, which is supposed to do generally the same thing as vanilla but will produce different results than vanilla given the same...
Other potentially relevant mods for reproducing this include traverse, terrestria, cinderscape, and wild explorer with pumpkin pastures and cherry oak forests disabled. 
Currently I cannot replicate the issue with or without overworld-two >_>
New development on this. REI displays "andisol_grass_path" in the interface, but F3 debug view reveals that a placed block uses "basalt_grass_path"  
Surely the tooltip issue can be fixed, right? The name shown in the extended F3+H tooltip should be the actual namespace name so that mod authors can see the block...
Oh, I didn't describe the issue with the grass path properly. Check out that first screenshot to see the issue. The Andisol grass path's extended tooltip is displaying the wrong...
Oh, I understand. Thanks =] On Tue, Dec 29, 2020 at 7:05 PM Prospector wrote: > No it's not. Item IDs are different from block IDs. > > — >...
The same issue: https://github.com/Lemonszz/Biome-Makeover/issues/11