I'm looking for a 1.6 mod to customize ores (mostly to eliminate extra coppers), and Thermal Expansion is unlikely to get an update. Is Geocraft very stable or server-ready yet? And does it work with the Underground Biomes mod? Thanks.
Well ......... it's stable in that I don't expect it to crash or cause huge problems, but I'm still working on adding important features and fixing bugs. It does seem to work well though, so I'd suggest you test if very well to make sure it will do what you want for all the ores you want, and then decide for yourself. Oh, and Geocraft automatically allows only one form of copper at a time, as long as the mod uses the vanilla spawning class. Now, Forestry and Metallurgy don't, and setting up Metallurgy is a bit of a pain at the moment, but it's not impossible, just harder. IC2, Applied Energistics and Factorization for sure work without any additional set up.
Someone already asked for Underground Biomes compatibility and I did it. He now confirms that it is working.
marcopolo1613, how soon are you planning to release a BOD 3.0 and which version will be mod? Will there be a bug with the trees?
Sorry for my english
He's not planing on doing anything. Marco is busy with school and other things and he said that I could take over. BOD 3 is already in Beta, I just called it Geocraft. Yes it doesn't have the annoying tree thing. I've tried to fix that, but realized it was WAY easier to just rewrite the whole mod, so I did.
It's easy with Geocraft. Just set the "volumeModifier" to "rich" and you've got a lot more ore. Set it to "veryRich" or even "superRich" and you've got HUGE amounts of it.
Just saying. *whistles innocently*
But can you do something in-between "big, occasional veins" and "lots of tiny droplets"?
With COG, while it took a while (because I didn't understand one of the parameters, and it's an early one that no longer really has the intended purpose), I was able to get veins about half the size it normally produced, at twice the frequency. I then went and toned it down to half that frequency in the overworld, and normal in ages, to encourage mining in ages.
As I asked,
Alright then, here are some critical questions:
1. Would you consider a mod that encouraged caving instead of digging? Lets say that you had a mod where just digging into rock was unlikely to find something, but exploring caves would give you a good chance of finding them exposed on the walls. Would that be a good tradeoff to you?
2. Would you consider something that made ores harder to find -- less frequent deposits -- but higher quantity when you do find them? The result could be more ores per pick, but potentially having to go through two picks before finding them.
The response was in favor of #2 -- bigger than vanilla deposits, less frequent to find. But not so rare that you had to find them by caving because you wouldn't find them otherwise.
(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 don't understand. I completlely deleted my .minecraft folder. I ran minecraft again, let it install vanilla. Installed the latest forge for 1.5.2, started minecraft, let it install. Placed Better Ore Distribution 2.7.1 - 1.5.2.jar into the coremods folder and started it again, and it STILL doesn't read it as a mod in the mod button on the main page of the minecraft game menu. I checked and the ores haven't changed the way they normally are.
i don't understand. I completlely deleted my .minecraft folder. I ran minecraft again, let it install vanilla. Installed the latest forge for 1.5.2, started minecraft, let it install. Placed Better Ore Distribution 2.7.1 - 1.5.2.jar into the coremods folder and started it again, and it STILL doesn't read it as a mod in the mod button on the main page of the minecraft game menu. I checked and the ores haven't changed the way they normally are.
Try to make sure whether its opening it with your zip program and not java.
Thanks for the update!! I can finally play again. Love the game but not enough ore in the vanilla game to justify the amount of mining. You just made MC fun again.
I think i have it installed on my regular Minecraft correctly... BUT i play tekkit alot and was wondering if i have to place the files i downloaded in the tekkit files too. it would make sense to me but i dont know where to put them since the tekkit files dont have a "minecraft.jar". could somebody pls let me know if i do or dont have to do this process and if so pls let me know where all the files go??
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LordBlackHole,
Does GeoCraft support customizing ore gen in mod-added biomes, like those added by Biomes O Plenty? I can't tell from the GeoCraft page, but it only lists vanilla biome names under "biomeRarity". BOD supported mod-biomes (by their ID), which was a key reason we were evaluating it for our modpack.
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Geocraft uses the Biome Registry, in which all biomes, vanilla or mod-added, tell it what describes the biome, based on temperature and rainfall. So the biomeRarity is not the NAME of the biome, but they TYPE of biome. A biome can have more than one type too. So, yes it will work with any mod added biome, but you can't use the ID, just the type.
So if you make more iron spawn in deserts, it will apply to any biome that is considered a desert by the Biome Registry, no matter what that biome's name is or where it came from.
That helps, thanks. I used NEI to dump the biomes and it includes that type information, which is handy. Although I did hit an error getting Geocraft to run in 1.6.4.
I added Chemcraft_Core 1.5.7 and Geocraft 1.2.1 beta and it errors pretty quick when starting the server (below). Something to do with the snow? This is with MC 1.6.4 and Forge 9.11.1.934. If I remove Geocraft and leave Chemcraft core the error still appears. Am I doing something wrong?
2013-10-19 10:56:06 [SEVERE] [ForgeModLoader] Unable to launch
java.lang.reflect.InvocationTargetException
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 net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
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.relauncher.ServerLaunchWrapper.run(ServerLaunchWrapper.java:48)
at cpw.mods.fml.relauncher.ServerLaunchWrapper.main(ServerLaunchWrapper.java:17)
Caused by: java.lang.NoClassDefFoundError: net/minecraft/block/BlockSnow
at net.minecraft.block.Block.<clinit>(Block.java:183)
at net.minecraft.stats.StatList.func_75921_a(StatList.java:185)
at net.minecraft.stats.StatList.<clinit>(StatList.java:96)
at net.minecraft.server.MinecraftServer.main(MinecraftServer.java:1406)
... 12 more
Caused by: java.lang.ClassNotFoundException: net.minecraft.block.BlockSnow
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 16 more
Caused by: java.lang.ClassFormatError: Duplicate method name&signature in class file net/minecraft/block/BlockSnow
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 18 more
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Yes, you are about the hundredth person to point that out to me. It's a problem with Core and a newer version of Forge. I've already fixed it and will upload it very soon. Like, within an hour.
Sorry for my english
Someone already asked for Underground Biomes compatibility and I did it. He now confirms that it is working.
He's not planing on doing anything. Marco is busy with school and other things and he said that I could take over. BOD 3 is already in Beta, I just called it Geocraft. Yes it doesn't have the annoying tree thing. I've tried to fix that, but realized it was WAY easier to just rewrite the whole mod, so I did.
But can you do something in-between "big, occasional veins" and "lots of tiny droplets"?
With COG, while it took a while (because I didn't understand one of the parameters, and it's an early one that no longer really has the intended purpose), I was able to get veins about half the size it normally produced, at twice the frequency. I then went and toned it down to half that frequency in the overworld, and normal in ages, to encourage mining in ages.
As I asked,
The response was in favor of #2 -- bigger than vanilla deposits, less frequent to find. But not so rare that you had to find them by caving because you wouldn't find them otherwise.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
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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?
still remains,
whiteberrywyatt
And the final nail in the coffin, Geocraft is not going to be backported, and I've been too busy with other things to make vein types like that.
Sorry.
Does GeoCraft support customizing ore gen in mod-added biomes, like those added by Biomes O Plenty? I can't tell from the GeoCraft page, but it only lists vanilla biome names under "biomeRarity". BOD supported mod-biomes (by their ID), which was a key reason we were evaluating it for our modpack.
Thanks
So if you make more iron spawn in deserts, it will apply to any biome that is considered a desert by the Biome Registry, no matter what that biome's name is or where it came from.
I hope that clears it up.
That helps, thanks. I used NEI to dump the biomes and it includes that type information, which is handy. Although I did hit an error getting Geocraft to run in 1.6.4.
I added Chemcraft_Core 1.5.7 and Geocraft 1.2.1 beta and it errors pretty quick when starting the server (below). Something to do with the snow? This is with MC 1.6.4 and Forge 9.11.1.934. If I remove Geocraft and leave Chemcraft core the error still appears. Am I doing something wrong?
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