keybounceMBP:resources michael$ git push
warning: push.default is unset; its implicit value is changing in
Git 2.0 from 'matching' to 'simple'. To squelch this message
and maintain the current behavior after the default changes, use:
git config --global push.default matching
To squelch this message and adopt the new behavior now, use:
git config --global push.default simple
See 'git help config' and search for 'push.default' for further information.
(the 'simple' mode was introduced in Git 1.7.11. Use the similar mode
'current' instead of 'simple' if you sometimes use older versions of Git)
Username for 'https://github.com': keybounce
Password for 'https://[email protected]':
Everything up-to-date
keybounceMBP:resources michael$
(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?
At this point, you need to commit your changes. See
git commit
. If you add new files, you need
git add
.
Attempting a push is very helpful:
keybounceMBP:resources michael$ git push
warning: push.default is unset; its implicit value is changing in
Git 2.0 from 'matching' to 'simple'. To squelch this message
and maintain the current behavior after the default changes, use:
git config --global push.default matching
To squelch this message and adopt the new behavior now, use:
git config --global push.default simple
See 'git help config' and search for 'push.default' for further information.
(the 'simple' mode was introduced in Git 1.7.11. Use the similar mode
'current' instead of 'simple' if you sometimes use older versions of Git)
Username for 'https://github.com': keybounce
Password for 'https://[email protected]':
Everything up-to-date
keybounceMBP:resources michael$
You probably want to follow instructions and choose a default to avoid the annoying warning.
Point was, the "git push" command didn't do anything! It just said everything was up to date.
Meanwhile, java is silly:
Caused by: At VARIABLE(82-95) vanillaOreGen : Expected a boolean value.
... * if (vanillaOreGen & dimension.generator ...
at ------------------------^-----------^
Caused by: java.lang.ClassCastException: java.lang.String cannot be cast to java.lang.Boolean
Sure it can. If it's the string "true", or "false", then behave appropriately.
Grumble grumble :-)
Can't cast a string to a boolean, what, am I supposed to do everything myself?
(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?
(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?
Things got busy for a bit, so I wasn't able to run those tests as soon as I meant to, but I've checked some things and I think I may have found the cause of the lockups.
I am almost certain now they are in fact tied to another mod that I must have installed at around the same time, and so far removing it seems to prevent the aformentioned random lockups. If I run into the issue in association with COG again, I'll let you know, but for now I'll assume my initial assessment was incorrect, and that COG was not the cause.
Thought I should keep you posted after my initial accusatory error post.
So I think I came up with a way to force water/lava to become flowing and update/flow when added by a distribution. Feedback on this please:
Block #95 -- the old april fools trapped chest -- will decay into air with time.
So by having a "near identical" distribution that only differs in motherlode height will give me the ability to place a block 95 just above the block for flowing water or flowing lava.
Result: the ability to place water and lava sources in the extra caves.
Now, it's not perfect -- they will appear anywhere on the edge, rather than only on the side walls. There will always be an air block above them.
But it's the only thing I can think of to force the game to update the water/lava blocks and make them flow instead of sit there. Ideas/comments?
(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?
Started a new world with Custom OreGen.... have yet to see a single iron ore, over 12 hours in. the only iron I've managed to get has been Tinker's Construct Iron Berries and Gravel.
Both multipliers were set to 1 upon generation:
Is this paucity of ore normal? I've only run across tin (forestry), uranium (ic2) and redstone so far. (But boy, do I ever have some uranium!) And I've done ALOT of digging.
So I think I came up with a way to force water/lava to become flowing and update/flow when added by a distribution. Feedback on this please:
Block #95 -- the old april fools trapped chest -- will decay into air with time.
So by having a "near identical" distribution that only differs in motherlode height will give me the ability to place a block 95 just above the block for flowing water or flowing lava.
A clever hack, but there must be better ways. Other biome decorators have no problem getting water to flow, so there should be something possible in COG itself. Will look into it.
Hello,
I am a big fan of this mod. That's why I tried to compile it for 1.6.4 Minecraft. There were several errors during compiling, but that seems to be a problem with my envirenment.
Has anyone tried to compile the sources für MC 1.6.4 and got it to work?
Michael (aka BakermanLP)
Thanks for giving it a go. I'll release a 1.6.4 version sometime this week.
Started a new world with Custom OreGen.... have yet to see a single iron ore, over 12 hours in. the only iron I've managed to get has been Tinker's Construct Iron Berries and Gravel.
Both multipliers were set to 1 upon generation:
Is this paucity of ore normal? I've only run across tin (forestry), uranium (ic2) and redstone so far. (But boy, do I ever have some uranium!) And I've done ALOT of digging.
Best answer: Don't dig. Explore caves and ravines.
The point of the vein distributions, roughly, is that when you find some iron, you will find lots of it. And, it spreads tendrils around, so anything that cuts around large areas (caves/ravines) will give you the best change to interrupt a vein.
Iron is significantly more common in frozen areas; if you are using clouds instead of veins, it will only be in frozen areas.
Oh yea -- iron veins are only found relatively shallow -- around (from memory) 45 to 60 in a normal "sea at 63" world. Iron clouds are like the other clouds, roughly 20 to 50, with scattered blots all the way to the surface (but still leaving the dirt/grass untouched.)
A clever hack, but there must be better ways. Other biome decorators have no problem getting water to flow, so there should be something possible in COG itself. Will look into it.
Idea: I recently found out that blocks can have future scheduled updates. Can these be registered during decoration?
(Schedule an update for 10 ticks after the chunk is generated; add a flag to indicate if the block should invoke the update or not.)
(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?
If plains, and other "low, flat" land (deserts are the only vanilla such land I can think of) are made by the land being stretched and flattened by geological forces, then perhaps ores in these should also be stretched and flattened?
I was giving some thought to that, and came up with a partial idea.
In the vein preset, if() clauses to test if you are in a "flat" biome type, and if so, lower the default inclination angle to 75% of normal, lower the default range (I think it's +/- 10 blocks in the Y direction), and you get veins that are flatter; the ore deposits are over less vertical distance.
But that doesn't make the branches flatter (implies less ore per distance), nor longer (to keep the ores per vein system near constant).
Ideas? "Flatter" could be as simple as making the ore radius smaller, but that runs the serious risk of killing some ores completely (especially gold). And "longer" is NOT as simple as making the total length longer; I tried that back in 147 and found that the Y cutoff was a serious killer.
(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?
So... I'm a little confused... I'm using BoP and Underground Biomes and if I enable custom generation ( veins ) everything works as expected but only in spawn area ( spawn chunkloading area ), then around spawn generation looks like standard one...few chunks farther once again veins and so on - confusing. Seems that this is not related to biomes, both types within one biome nor stone types, all ids added to config. Can be fixed via population command so my question is why this is happening ?
So... I'm a little confused... I'm using BoP and Underground Biomes and if I enable custom generation ( veins ) everything works as expected but only in spawn area ( spawn chunkloading area ), then around spawn generation looks like standard one...few chunks farther once again veins and so on - confusing. Seems that this is not related to biomes, both types within one biome nor stone types, all ids added to config. Can be fixed via population command so my question is why this is happening ?
A alot of people are running into this.
Best solution so far: Switch to disable vanilla ore gen, disable the substitute, and set deferred population to 0.
Let me know if you need configs for this ... mine are a bit messy at the moment, but work.
(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?
Ok thanks I will try but if I switch off vanilla oregen will ores from mods without config files for cog that utilizes vanilla oregen mechanizm spawn at all ?
Ok thanks I will try but if I switch off vanilla oregen will ores from mods without config files for cog that utilizes vanilla oregen mechanizm spawn at all ?
I don't see how switching from the "substitute" to the debugging option for disabling the vanilla decorators (won't affect custom ores but maybe custom generation of vanilla ores) is going to solve this problem and cause distributions to populate. If setting the deferred population range to 0 solves the problem, then it's very likely that the population has just been deferred until more chunks have generated. If that's the case, then perhaps this range is too large for 1.5/6.x chunk generation and we need a new default.
So i did few tests and now I'm confused even more hehe. The results is that the mix veins/standard gen is denser than before.( few diffrent sets of parameters based on Keybounce's sugestions )
Unfortunelly I don't have that much time to study how exactly cog's configs works so I would be grateful for your configs Keybounce :).
I don't see how switching from the "substitute" to the debugging option for disabling the vanilla decorators (won't affect custom ores but maybe custom generation of vanilla ores) is going to solve this problem and cause distributions to populate. If setting the deferred population range to 0 solves the problem, then it's very likely that the population has just been deferred until more chunks have generated. If that's the case, then perhaps this range is too large for 1.5/6.x chunk generation and we need a new default.
The issue, in my testing, is the deferred population range. I have no problems when it's 0.
But if it's zero, then vanilla "clumps" can escape the substitute.
If it's over zero, I can consistently generate vanilla ore gen by going in a loop; the error does not happen in the spot in the middle of the loop (Where I was expecting it), but at the seam where I close the loop.
The solution is to stop the vanilla clumps and only use the veins.
I still haven't manged to commit anything on my fork yet -- check these out:
Top config.xml: http://paste.minecra...t/view/9a53a14a -- note that it has doubled in size (but about half of the new stuff is comments)
Minecraft ores.xml: http://paste.minecra...t/view/210239ac -- note the significant changes in the mystcraft skeletons and mushroom biomes in ages.
NB: These change the name of the config options for dimension 0, so that what you do for the overworld won't override what you do in ages. This is functional, but has limits; the code has historical "I tried this and it did not work" in comments all over the place (be careful that you aren't looking at commented out stuff while trying to read it),
Known issues:
1. ATG does not use Extreme Hills biome markers; I'm not sure (yet) if it marks anything as "Mountain".
2. "Mountain" biomes not yet checked for double dosing of emeralds. Vanilla EH's do not.
(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?
Is there a repository for "CustomOreGen Extra Modules"?
I royally suck at reading raw XML, and the one Tinker's Construct Module I found crashed the game when I attempted to load MC with it in the folder.
If I read through enough of them, I would probably start to understand the patterns and how it all works, but the Wiki of the Ancients doesn't make any sense to me.
Mod list I am looking for (HA!) that do not appear to use the vanilla OreGen Engine:
ElectroDynamics when it is out of Alpha
Possibly Gregtech when IC2 Experminetal becomes stable enough to not cut my FPS in half upon spawn.
Assistance is appreciated
EDIT: An extra folder on the GITHUB (https://github.com/l...mi/CustomOreGen) would probably be the easiest option for extra modules. may make merging into the main config easier too?
Is there a repository for "CustomOreGen Extra Modules"?
I royally suck at reading raw XML, and the one Tinker's Construct Module I found crashed the game when I attempted to load MC with it in the folder.
If I read through enough of them, I would probably start to understand the patterns and how it all works, but the Wiki of the Ancients doesn't make any sense to me.
Mod list I am looking for (HA!) that do not appear to use the vanilla OreGen Engine:
ElectroDynamics when it is out of Alpha
Possibly Gregtech when IC2 Experminetal becomes stable enough to not cut my FPS in half upon spawn.
Assistance is appreciated
EDIT: An extra folder on the GITHUB (https://github.com/l...mi/CustomOreGen) would probably be the easiest option for extra modules. may make merging into the main config easier too?
This has been the plan, but no one has submitted any yet. I did get a pull request for SimpleOres2, but it wasn't quite complete. Just place the config file in the "resources/CustomOreGen Standard Modules" directory. The Extra Modules is for local configs not part of the official distribution.
Please note I haven't changed anything in any of the XML files.
java.lang.IllegalStateException: Ore block descriptor for StandardOreSubstitute is overspecified with a total match weight of 400.0%.
at CustomOreGen.Server.WorldGenSubstitution.validate(WorldGenSubstitution.java:161)
at CustomOreGen.Server.ServerState.validateDistributions(ServerState.java:174)
at CustomOreGen.Server.ServerState.onServerChanged(ServerState.java:402)
at CustomOreGen.Server.ServerState.checkIfServerChanged(ServerState.java:354)
at CustomOreGen.ForgeInterface.onLoadWorld(ForgeInterface.java:39)
at net.minecraftforge.event.ASMEventHandler_181_ForgeInterface_onLoadWorld_Load.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:85)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:107)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:443)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
Meanwhile, can someone help me with git? I followed the help page on github about starting a fork of a project, and can't actually push anything.
Attempting a push is very helpful:
* 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?
At this point, you need to commit your changes. See . If you add new files, you need .
You probably want to follow instructions and choose a default to avoid the annoying warning.
Meanwhile, java is silly:
Sure it can. If it's the string "true", or "false", then behave appropriately.
Grumble grumble :-)
Can't cast a string to a boolean, what, am I supposed to do everything myself?
* 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?
Try
I have to say '?vanillaOreGen', to force the cast.
Meanwhile, testing in a mystcraft age, and everything is falling apart ...
* 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?
Things got busy for a bit, so I wasn't able to run those tests as soon as I meant to, but I've checked some things and I think I may have found the cause of the lockups.
I am almost certain now they are in fact tied to another mod that I must have installed at around the same time, and so far removing it seems to prevent the aformentioned random lockups. If I run into the issue in association with COG again, I'll let you know, but for now I'll assume my initial assessment was incorrect, and that COG was not the cause.
Thought I should keep you posted after my initial accusatory error post.
Looking forward to the next updates.
So I think I came up with a way to force water/lava to become flowing and update/flow when added by a distribution. Feedback on this please:
Block #95 -- the old april fools trapped chest -- will decay into air with time.
So by having a "near identical" distribution that only differs in motherlode height will give me the ability to place a block 95 just above the block for flowing water or flowing lava.
Result: the ability to place water and lava sources in the extra caves.
Now, it's not perfect -- they will appear anywhere on the edge, rather than only on the side walls. There will always be an air block above them.
But it's the only thing I can think of to force the game to update the water/lava blocks and make them flow instead of sit there. Ideas/comments?
* 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?
Both multipliers were set to 1 upon generation:
Is this paucity of ore normal? I've only run across tin (forestry), uranium (ic2) and redstone so far. (But boy, do I ever have some uranium!) And I've done ALOT of digging.
A clever hack, but there must be better ways. Other biome decorators have no problem getting water to flow, so there should be something possible in COG itself. Will look into it.
Thanks for giving it a go. I'll release a 1.6.4 version sometime this week.
Best answer: Don't dig. Explore caves and ravines.
The point of the vein distributions, roughly, is that when you find some iron, you will find lots of it. And, it spreads tendrils around, so anything that cuts around large areas (caves/ravines) will give you the best change to interrupt a vein.
Iron is significantly more common in frozen areas; if you are using clouds instead of veins, it will only be in frozen areas.
Oh yea -- iron veins are only found relatively shallow -- around (from memory) 45 to 60 in a normal "sea at 63" world. Iron clouds are like the other clouds, roughly 20 to 50, with scattered blots all the way to the surface (but still leaving the dirt/grass untouched.)
Idea: I recently found out that blocks can have future scheduled updates. Can these be registered during decoration?
(Schedule an update for 10 ticks after the chunk is generated; add a flag to indicate if the block should invoke the update or not.)
* 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?
If plains, and other "low, flat" land (deserts are the only vanilla such land I can think of) are made by the land being stretched and flattened by geological forces, then perhaps ores in these should also be stretched and flattened?
I was giving some thought to that, and came up with a partial idea.
In the vein preset, if() clauses to test if you are in a "flat" biome type, and if so, lower the default inclination angle to 75% of normal, lower the default range (I think it's +/- 10 blocks in the Y direction), and you get veins that are flatter; the ore deposits are over less vertical distance.
But that doesn't make the branches flatter (implies less ore per distance), nor longer (to keep the ores per vein system near constant).
Ideas? "Flatter" could be as simple as making the ore radius smaller, but that runs the serious risk of killing some ores completely (especially gold). And "longer" is NOT as simple as making the total length longer; I tried that back in 147 and found that the Y cutoff was a serious killer.
* 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?
A alot of people are running into this.
Best solution so far: Switch to disable vanilla ore gen, disable the substitute, and set deferred population to 0.
Let me know if you need configs for this ... mine are a bit messy at the moment, but work.
* 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?
I don't see how switching from the "substitute" to the debugging option for disabling the vanilla decorators (won't affect custom ores but maybe custom generation of vanilla ores) is going to solve this problem and cause distributions to populate. If setting the deferred population range to 0 solves the problem, then it's very likely that the population has just been deferred until more chunks have generated. If that's the case, then perhaps this range is too large for 1.5/6.x chunk generation and we need a new default.
Unfortunelly I don't have that much time to study how exactly cog's configs works so I would be grateful for your configs Keybounce :).
The issue, in my testing, is the deferred population range. I have no problems when it's 0.
But if it's zero, then vanilla "clumps" can escape the substitute.
If it's over zero, I can consistently generate vanilla ore gen by going in a loop; the error does not happen in the spot in the middle of the loop (Where I was expecting it), but at the seam where I close the loop.
The solution is to stop the vanilla clumps and only use the veins.
I still haven't manged to commit anything on my fork yet -- check these out:
Top config.xml: http://paste.minecra...t/view/9a53a14a -- note that it has doubled in size (but about half of the new stuff is comments)
Minecraft ores.xml: http://paste.minecra...t/view/210239ac -- note the significant changes in the mystcraft skeletons and mushroom biomes in ages.
NB: These change the name of the config options for dimension 0, so that what you do for the overworld won't override what you do in ages. This is functional, but has limits; the code has historical "I tried this and it did not work" in comments all over the place (be careful that you aren't looking at commented out stuff while trying to read it),
Known issues:
1. ATG does not use Extreme Hills biome markers; I'm not sure (yet) if it marks anything as "Mountain".
2. "Mountain" biomes not yet checked for double dosing of emeralds. Vanilla EH's do not.
EDIT: Issue #3:
* 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?
I royally suck at reading raw XML, and the one Tinker's Construct Module I found crashed the game when I attempted to load MC with it in the folder.
If I read through enough of them, I would probably start to understand the patterns and how it all works, but the Wiki of the Ancients doesn't make any sense to me.
Mod list I am looking for (HA!) that do not appear to use the vanilla OreGen Engine:
Applied Energistics
Factorization
Metallurgy
Steamcraft
Tinker's Construct
ElectroDynamics when it is out of Alpha
Possibly Gregtech when IC2 Experminetal becomes stable enough to not cut my FPS in half upon spawn.
Assistance is appreciated
EDIT: An extra folder on the GITHUB (https://github.com/l...mi/CustomOreGen) would probably be the easiest option for extra modules. may make merging into the main config easier too?
This has been the plan, but no one has submitted any yet. I did get a pull request for SimpleOres2, but it wasn't quite complete. Just place the config file in the "resources/CustomOreGen Standard Modules" directory. The Extra Modules is for local configs not part of the official distribution.
Please note I haven't changed anything in any of the XML files.