Just letting you know, noogenesis... since I've retired from maintaining Sprocket, and since you seem to have the project well in hand (despite my poor programming skills), I've gone ahead and assigned you as a collaborator in the project. That way, you have full control over the main project pages.
Just a quick question: I know that a while back, you were redoing the default vein frequency/sizes to better match vanilla's ore ratios.
Was that ever completed, and if so, was it ever put into the 1.7.10 releases? If not, which version has that in the configs so I can backport to 1.7.10?
(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?
Just a quick question: I know that a while back, you were redoing the default vein frequency/sizes to better match vanilla's ore ratios.
Was that ever completed, and if so, was it ever put into the 1.7.10 releases? If not, which version has that in the configs so I can backport to 1.7.10?
So I've downloaded this mod with the 1.7.10 pack on the technic launcher. When I use this mod, I try to change the vanilla ores, and I adjust the sliders, but nothing ever happens with the vanilla ores. The vanilla ores are NEVER increased. Made about 30 new worlds trying different things, no luck, so I give up. Any ideas?
So I've downloaded this mod with the 1.7.10 pack on the technic launcher. When I use this mod, I try to change the vanilla ores, and I adjust the sliders, but nothing ever happens with the vanilla ores. The vanilla ores are NEVER increased. Made about 30 new worlds trying different things, no luck, so I give up. Any ideas?
could be another mod superceding custom ore generation?
Is it possible to use the Huge Veins preset to create huge pipe veins?
I'm trying to so that, but even specifiing the same seed for both parent and children distribution it doesn't deem to work correctly:
the first segments coming out of the motherlode are perfectly alligned, but the following segments often take completely different directions T.T
Am I missing something?
If the two distributions are parameterized such that they access the random stream differently, they will diverge, even if the seed is identical. For example, any difference in branching probabilities will lead to divergence.
Could be,l tried it out in vanilla and it was working fine. I've been trying it with a few different mod packs and something does seem to have a restriction against adjusting the vanilla ores in the game. Right now I am trying it on FTB Beyond 1.10.2 and no luck. I'm not entirely sure what the mod would be giving me problems... would anyone know?
I think there are 2 possibilities. Either the mod pack has overridden the XML and has hardcoded generation amounts, or there is a mod that is installing a custom world provider instead of using Minecraft's default one.
CustomOreGen should work with other mods because it uses Forge's generator plug-in system ( GameRegistry.registerWorldGenerator() ). It doesn't simply replace the world generator.
So I would first check the XML in the CustomOreGen config directory and ensure the modpack isn't using some special script. Try replacing the default xml with a freshly generated one. Then you can try building a custom modpack and keep adding mods that are part of FTB . It won't have all the same scripting and configuration data of the real FTB pack but at least it might show which mod pack causes it to fail.
Is it possible to replace Gregtech's ores using this? I can see that it's possible to spawn them, but the wiki only says "It is now possible to add an NBT child element to OreBlock to specify the NBT for tile entities.", only mentioning with "OreBlock", when for substituting them I'd clearly want it to work with the "Replaces" format. I want to use Gregtech's own oregen, but GT's ore blocks can't be used by another mod I'm using, so I'd just like to be able to have Gregtech spawn the veins and then have COG replace the appropriate blocks within them for more standard ore blocks.
I haven't tested putting the "nbt" child element simply after the "block" child element yet, but I figured I'd ask here in case anyone has a definitive answer as to whether it'd work or not, or what in fact would work.
Is it possible to replace Gregtech's ores using this? I can see that it's possible to spawn them, but the wiki only says "It is now possible to add an NBT child element to OreBlock to specify the NBT for tile entities.", only mentioning with "OreBlock", when for substituting them I'd clearly want it to work with the "Replaces" format. I want to use Gregtech's own oregen, but GT's ore blocks can't be used by another mod I'm using, so I'd just like to be able to have Gregtech spawn the veins and then have COG replace the appropriate blocks within them for more standard ore blocks.
I haven't tested putting the "nbt" child element simply after the "block" child element yet, but I figured I'd ask here in case anyone has a definitive answer as to whether it'd work or not, or what in fact would work.
Probably doesn't work, but there is an easier way: just use ReplacesOre elements. GT registers all of its ores in the dictionary.
Probably doesn't work, but there is an easier way: just use ReplacesOre elements. GT registers all of its ores in the dictionary.
Ah yeah, that makes sense actually. Thanks!
Edit: actually, this sounds like a good idea, but runs into some problems.
Firstly, it doesn't seem to be working (though I'll do some more troubleshooting)
and secondly, wouldn't this also replace the varieties in GT's different granite types too? If I only replace the stone varieties of the ores, then I'll have enough for normal gameplay, and the special stone types can stay, making the veins that generated in say red granite still look right. I suppose I could do a PlacesBeside check but that feels clunkier and I feel as though it would add to the generation time. Perhaps I'm asking for too much there though if it's not possible to replace by NBT; oh 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?
Hello, I am trying to get COG to use Vanilla preset generation in the Deep Dark just so I can increase the frequency and size of the veins even further. Nothing I do works. I have tried COGActive both true and false. I have tried HarderOresActive both true and false. I have tried enableVanilla both true and false. I can't get the Vanilla Ores to generate in the deep dark. Please help. Thank you.
Hello there i am new to using this mod and coding in any sort of way for minecraft. i been slowly getting into it and trying to understand it. I am just wondering if some one could help me out and explain how to add ores and such from other mods to be added in to the main configuration settings for this mod and also add amply ore generation to other dimensional as well like the aroma1997 dimensional world and maybe the deep dark If i have to add it to the configuration settings on those mods or i have to make a new XML document for just those mods and the corresponding ores in it??
Oh great thank you!
Just letting you know, noogenesis... since I've retired from maintaining Sprocket, and since you seem to have the project well in hand (despite my poor programming skills), I've gone ahead and assigned you as a collaborator in the project. That way, you have full control over the main project pages.
Just a quick question: I know that a while back, you were redoing the default vein frequency/sizes to better match vanilla's ore ratios.
Was that ever completed, and if so, was it ever put into the 1.7.10 releases? If not, which version has that in the configs so I can backport to 1.7.10?
* 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, reteo's changes made it into 1.7.10.
So I've downloaded this mod with the 1.7.10 pack on the technic launcher. When I use this mod, I try to change the vanilla ores, and I adjust the sliders, but nothing ever happens with the vanilla ores. The vanilla ores are NEVER increased. Made about 30 new worlds trying different things, no luck, so I give up. Any ideas?
could be another mod superceding custom ore generation?
If the two distributions are parameterized such that they access the random stream differently, they will diverge, even if the seed is identical. For example, any difference in branching probabilities will lead to divergence.
Could be,l tried it out in vanilla and it was working fine. I've been trying it with a few different mod packs and something does seem to have a restriction against adjusting the vanilla ores in the game. Right now I am trying it on FTB Beyond 1.10.2 and no luck. I'm not entirely sure what the mod would be giving me problems... would anyone know?
I think there are 2 possibilities. Either the mod pack has overridden the XML and has hardcoded generation amounts, or there is a mod that is installing a custom world provider instead of using Minecraft's default one.
CustomOreGen should work with other mods because it uses Forge's generator plug-in system ( GameRegistry.registerWorldGenerator() ). It doesn't simply replace the world generator.
So I would first check the XML in the CustomOreGen config directory and ensure the modpack isn't using some special script. Try replacing the default xml with a freshly generated one. Then you can try building a custom modpack and keep adding mods that are part of FTB . It won't have all the same scripting and configuration data of the real FTB pack but at least it might show which mod pack causes it to fail.
It's a forge mod.
Is it possible to replace Gregtech's ores using this? I can see that it's possible to spawn them, but the wiki only says "It is now possible to add an NBT child element to OreBlock to specify the NBT for tile entities.", only mentioning with "OreBlock", when for substituting them I'd clearly want it to work with the "Replaces" format. I want to use Gregtech's own oregen, but GT's ore blocks can't be used by another mod I'm using, so I'd just like to be able to have Gregtech spawn the veins and then have COG replace the appropriate blocks within them for more standard ore blocks.
I haven't tested putting the "nbt" child element simply after the "block" child element yet, but I figured I'd ask here in case anyone has a definitive answer as to whether it'd work or not, or what in fact would work.
Probably doesn't work, but there is an easier way: just use ReplacesOre elements. GT registers all of its ores in the dictionary.
Ah yeah, that makes sense actually. Thanks!
Edit: actually, this sounds like a good idea, but runs into some problems.
Firstly, it doesn't seem to be working (though I'll do some more troubleshooting)
and secondly, wouldn't this also replace the varieties in GT's different granite types too? If I only replace the stone varieties of the ores, then I'll have enough for normal gameplay, and the special stone types can stay, making the veins that generated in say red granite still look right. I suppose I could do a PlacesBeside check but that feels clunkier and I feel as though it would add to the generation time. Perhaps I'm asking for too much there though if it's not possible to replace by NBT; oh well!
The OP does not list the download for 1.12.2.
* 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?
Hello, I am trying to get COG to use Vanilla preset generation in the Deep Dark just so I can increase the frequency and size of the veins even further. Nothing I do works. I have tried COGActive both true and false. I have tried HarderOresActive both true and false. I have tried enableVanilla both true and false. I can't get the Vanilla Ores to generate in the deep dark. Please help. Thank you.
#customoregen 1.12 Config Options
#Sun Sep 23 21:20:56 EDT 2018
COGActive=false
deferredPopulationRange=16.0
drawWireframes=true
debugDist=false
cleanUpChisel2=true
chslLimestoneDist=none
chslLimestoneFreq=1.0
chslLimestoneSize=1.0
chslMarbleDist=none
chslMarbleFreq=1.0
chslMarbleSize=1.0
chslBasaltDist=none
chslBasaltFreq=1.0
chslBasaltSize=1.0
spruSupplementalCavesDist=none
spruSupplementalCavesFreq=1.0
spruSupplementalCavesSize=1.0
spruMantleDist=none
spruMantleFreq=1.0
spruMantleSize=1.0
spruMantleLevel=8.0
spruWaterTableDist=none
spruWaterTableFreq=1.0
spruWaterTableSize=1.0
spruWaterTableLevel=8.0
spruIgneousDikesDist=none
spruIgneousDikesFreq=1.0
spruIgneousDikesSize=1.0
vanillaOreGen=true
HarderOresActive=false
You'll need to copy the vanilla configuration and change the dimension condition to match the Deep Dark.
Hello there i am new to using this mod and coding in any sort of way for minecraft. i been slowly getting into it and trying to understand it. I am just wondering if some one could help me out and explain how to add ores and such from other mods to be added in to the main configuration settings for this mod and also add amply ore generation to other dimensional as well like the aroma1997 dimensional world and maybe the deep dark If i have to add it to the configuration settings on those mods or i have to make a new XML document for just those mods and the corresponding ores in it??