I believe Highlands has its own ore generation, it is biome specific, so I made sure to disable this in the CFG for highlands (to ensure Geocraft is generating the ore for as many biomes as possible).
Geocraft is also completely compatible with Metallurgy. You will need to disable Metallurgy's ore generation, which isn't too difficult to do if you know how to edit CFGs (if anyone needs more info about this, please ask). Geocraft will generate all additional ores from most other mods as well.
I am waiting for Gems+ compatibility. Is this possible LordBlackHole?
Geocraft will either leave the Highlands ores alone, or it will catch them and gen them in all biomes. I could write a plugin to interact with it if needed.
Like I said, the last time I tested it Metallurgy worked right out of the box. Is that still true? Again, I can write a plugin if not to make it work.
And the same for Gems+. I thought I'd heard from someone that it worked just fine. Does it not? Plugin for that too.
Although ........... it would actually be easier if these other mods use my API instead.
Geocraft will either leave the Highlands ores alone, or it will catch them and gen them in all biomes. I could write a plugin to interact with it if needed.
Like I said, the last time I tested it Metallurgy worked right out of the box. Is that still true? Again, I can write a plugin if not to make it work.
And the same for Gems+. I thought I'd heard from someone that it worked just fine. Does it not? Plugin for that too.
Although ........... it would actually be easier if these other mods use my API instead.
I have not seen Gems+ entities generated in large mines like ores from vanilla and Metallurgy. I will look for this, along with Limestone deposits, when I have the chance to test more.
I have not seen Gems+ entities generated in large mines like ores from vanilla and Metallurgy. I will look for this, along with Limestone deposits, when I have the chance to test more.
Just check the configs. If they're there, then it's catching them.
Just check the configs. If they're there, then it's catching them.
Yes, I just noticed that all Gems+ entries are in the Geocraft.cfg. Thanks for making this suggetion.
Additionally, I was able to install my new PSU and GPU this evening. It was a royal pain in the ass, however, because i couldn't get the system to power on for a long time (it would post but not boot into windows. I finally went through the process of adding one device at a time, and the system finally functioned properly.
I look forward to the new official release of Geocraft. Keep up the good work, LordBlackHole!
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2.1.0 Is here.
Spent hours updating thread. .... Fingers too sore to type much ........ this post is only to alert people who've subscribed and to bump the thread for the update ....... read OP and changelog for more info.
Is the Entity/Block lag fixed? Can't play with it and it still lags even on new world
I don't know how to um, "fix" lag. I've tried to reduce it a bit. Have you tried messing with the generation rate?
New world would cause it to lag MORE since it's generating the whole world. Stay in the same area for a while and it should clear up when the chunks are done.
I want to say that I love this mod. I have had the chance to experience it in all of its glory, and it makes the Minecraft experience much more enjoyable. Additionally, I spent quite a bit of time determining the appropriate materials for the construction of my house. I chose your basalt stone blocks, so thanks again. Without your contribution, I would have had to settle on another, less desireable, material. You the man!
LordBlackHole, I want to say that I love this mod. I have had the chance to experience it in all of its glory, and it makes the Minecraft experience much more enjoyable. Additionally, I spent quite a bit of time determining the appropriate materials for the construction of my house. I chose your basalt stone blocks, so thanks again. Without your contribution, I would have had to settle on another, less desireable, material. You the man!
i like the idea of modding ore distribution but i dont know how i feel about new blocks being incorporated with it. I do like new types of blocks but considering that future minecraft version get new blocks it might get confusing or redundant. Also i believe you will have less issues with people reporting block id conflicts. If you could seperate it would be much better for me..
I have a few questions. Does per-biome ore spawning work? And does anyone have some good settings for big mines but with sparse ore in them? The default settings seem to just spawn in ridiculously huge solid chunks of coal with other ores strewn randomly everywhere. And Is the coal thing a bug? Because I can't seem to get rid of it.
I have a few questions. Does per-biome ore spawning work? And does anyone have some good settings for big mines but with sparse ore in them? The default settings seem to just spawn in ridiculously huge solid chunks of coal with other ores strewn randomly everywhere. And Is the coal thing a bug? Because I can't seem to get rid of it.
Thanks!
No. I had biome specific code before, but I got rid of it during a big rewrite and decided that it doesn't really make any sense. The ore content and distribution of an area is based on the PAST biomes of it, not the current.
No, coal is supposed to be that way. Check the configs, it defaults to those values. You can change them to be more like the others if you like. And coal does get a special vein type just for it, and so does diamond. I'm working on a 1.7 release that will take that to the next level.
I know you've moved on to 1.7.X, but I figured I'd report this bug in the 1.6.4 version, anyhow:
Looks like your mod is generating fossil ore from the Erebus mod in the overworld. It'd be nice if it generated fossil ore from Wild Caves instead, as the stone matches the overworld stone.
I know you've moved on to 1.7.X, but I figured I'd report this bug in the 1.6.4 version, anyhow:
Looks like your mod is generating fossil ore from the Erebus mod in the overworld. It'd be nice if it generated fossil ore from Wild Caves instead, as the stone matches the overworld stone.
Ok. I'm planning on resurrecting the ability to control what dimensions ores spawn in, as well as a config overhaul, for next version.
Would that, by chance, be for an upcoming 1.6.4 version?
Backporting is a huge pain in my butt. I won't do it without serious motivation. Plus, now that I've got this release out, I likely won't be getting back to it for a while. So ......... no.
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Sorry about the configs being confusing. I'm very behind on documenting, and I'm not always so good at explaining things clearly.
1. Complex mines are specialized mine types for Coal, Diamond, Gold and to a lesser extent the other metals. Have you found a coal, diamond or gold mine? They're each very special and unique. Turning this off will set them to use cylinder mines instead.
2. Cylinder mode refers to the shape of the MINES. Not the veins. The top is random, anywhere between the sky and 16 blocks above bedrock, and the bottom is 4 blocks above bedrock. The radius is also random, from 4 to 16 I think, and veins will randomly spawn anywhere in that shape.
3. All ores will have the chance to spawn single ore block randomly anywhere from bedrock to the sky. These lone blocks are trace veins, as they represent random tiny amounts of ore. With them, you can always find SOME ore located everywhere, so setting ores very very rare will still give you small amounts of ore everywhere, unless you disable them of course.
4. Normally veins are blobby spheres. Spidery will make interesting randomly snaking chains of ore instead. It is the default for all metals except gold.
5. Are you talking about gold? Gold away does that. Although it's not really supposed to always reach the surface. They actually are generated from bedrock up.
6. The reason that isn't clearly defined is because it's up to the mine to decide how to adjust it. Coal will make larger veins, Diamonds and gold will have more ore in the same sized mines, and the others will produce more veins.
7. Larger veins. No effect on how many. People kept asking for this although I don't see much point in it.
8. I was so busy testing everything else that I didn't have much time to test that. Making mines too large could cause lots of lag, but it really shouldn't be crashing. What values are you using? And does it throw errors?
Thaumcraft huh? Odd, it says it's getting a null pointer when creating Research Pages. Geocraft DOES use Aspects for it's Thaumcraft plugin, but it doesn't include that class.
I'll update my Thuamcraft and Thaumcraft API and see if I can figure it out. In the mean time, try turning off the Thaumcraft plugin in the configs, it's at the very bottom.
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Ok, so I updated my Thaumcraft and started up. And ......... everything worked fine. No problems. So I decomplied Thaumcraft and followed the error.
It turns out it's a bug in Thaumcraft, not Geocraft. It's the metals, Copper, Tin, Silver and Lead. Geocraft adds ores for these, but it does NOT add ingots. Now, if you don't have ingots for them, Geocraft won't generate them in the world, but it still creates the blocks and items. Thaumcraft is crashing when it's trying to add recipes to make the Native Ore Clusters. I'm not exactly sure why, but all signs point to that. That's why it's crashing for you but not me, since I have IC2 which adds ingots for all those. Take this info to Azanor. He should be able to fix it in two minutes tops.
I've been playing around with the config a bunch now and I'm still having some trouble. Like I said I'm trying to have it so that I have really huge mines with lots and lots of ore but that they are rare, and that they only have one type of ore. This is turning out to be problematic. If I increase the raritymodifier then sure it takes ages until I come upon some ore, but once I do many varied kinds are there in the same mine (I only want one kind per mine). So then I thought, maybe volumemodifier adds random veins to a mine, and I decreased that to only be one (I thought, if I get a chunk of iron, it will spawn an iron mine etc) but I think I was wrong because as far as I could tell the mines then spawned with only one little chunk of ore in them.. granted it was the same ore in that chunk, as I wished but yeah..
as for the level 2 configs I now have all the ores set to somewhere around
D:mineRarity=1.0
D:mineSize=32.0
I:veinSize=8
I guess my question is, is there a way to make a mine only contain one type of ore? or at least a way that I can make it more likely to happen?
Wha? Each mine IS only one ore. They COULD spawn together, but that should be just as random as them spawning apart.
Damn it. This had better not be caused by seeding the random with the chunk coords. That's how vanilla uses it's seed to keep worlds the same. I might have to remove that.
Like I said, the last time I tested it Metallurgy worked right out of the box. Is that still true? Again, I can write a plugin if not to make it work.
And the same for Gems+. I thought I'd heard from someone that it worked just fine. Does it not? Plugin for that too.
Although ........... it would actually be easier if these other mods use my API instead.
I have not seen Gems+ entities generated in large mines like ores from vanilla and Metallurgy. I will look for this, along with Limestone deposits, when I have the chance to test more.
Yes, I just noticed that all Gems+ entries are in the Geocraft.cfg. Thanks for making this suggetion.
Additionally, I was able to install my new PSU and GPU this evening. It was a royal pain in the ass, however, because i couldn't get the system to power on for a long time (it would post but not boot into windows. I finally went through the process of adding one device at a time, and the system finally functioned properly.
I look forward to the new official release of Geocraft. Keep up the good work, LordBlackHole!
Spent hours updating thread. .... Fingers too sore to type much ........ this post is only to alert people who've subscribed and to bump the thread for the update ....... read OP and changelog for more info.
New world would cause it to lag MORE since it's generating the whole world. Stay in the same area for a while and it should clear up when the chunks are done.
I want to say that I love this mod. I have had the chance to experience it in all of its glory, and it makes the Minecraft experience much more enjoyable. Additionally, I spent quite a bit of time determining the appropriate materials for the construction of my house. I chose your basalt stone blocks, so thanks again. Without your contribution, I would have had to settle on another, less desireable, material. You the man!
Just disable it.
Thanks!
No, coal is supposed to be that way. Check the configs, it defaults to those values. You can change them to be more like the others if you like. And coal does get a special vein type just for it, and so does diamond. I'm working on a 1.7 release that will take that to the next level.
The 1.7 release is here. Lots of neat new ore blocks. I should document it. ....................
Just read the change log or jump it and play it.
Eno started a wiki for Red Gear. Someday I'll find it in me to put all the info about Geocraft up there.
Looks like your mod is generating fossil ore from the Erebus mod in the overworld. It'd be nice if it generated fossil ore from Wild Caves instead, as the stone matches the overworld stone.
Would that, by chance, be for an upcoming 1.6.4 version?
1. Complex mines are specialized mine types for Coal, Diamond, Gold and to a lesser extent the other metals. Have you found a coal, diamond or gold mine? They're each very special and unique. Turning this off will set them to use cylinder mines instead.
2. Cylinder mode refers to the shape of the MINES. Not the veins. The top is random, anywhere between the sky and 16 blocks above bedrock, and the bottom is 4 blocks above bedrock. The radius is also random, from 4 to 16 I think, and veins will randomly spawn anywhere in that shape.
3. All ores will have the chance to spawn single ore block randomly anywhere from bedrock to the sky. These lone blocks are trace veins, as they represent random tiny amounts of ore. With them, you can always find SOME ore located everywhere, so setting ores very very rare will still give you small amounts of ore everywhere, unless you disable them of course.
4. Normally veins are blobby spheres. Spidery will make interesting randomly snaking chains of ore instead. It is the default for all metals except gold.
5. Are you talking about gold? Gold away does that. Although it's not really supposed to always reach the surface. They actually are generated from bedrock up.
6. The reason that isn't clearly defined is because it's up to the mine to decide how to adjust it. Coal will make larger veins, Diamonds and gold will have more ore in the same sized mines, and the others will produce more veins.
7. Larger veins. No effect on how many. People kept asking for this although I don't see much point in it.
8. I was so busy testing everything else that I didn't have much time to test that. Making mines too large could cause lots of lag, but it really shouldn't be crashing. What values are you using? And does it throw errors?
Thaumcraft huh? Odd, it says it's getting a null pointer when creating Research Pages. Geocraft DOES use Aspects for it's Thaumcraft plugin, but it doesn't include that class.
I'll update my Thuamcraft and Thaumcraft API and see if I can figure it out. In the mean time, try turning off the Thaumcraft plugin in the configs, it's at the very bottom.
It turns out it's a bug in Thaumcraft, not Geocraft. It's the metals, Copper, Tin, Silver and Lead. Geocraft adds ores for these, but it does NOT add ingots. Now, if you don't have ingots for them, Geocraft won't generate them in the world, but it still creates the blocks and items. Thaumcraft is crashing when it's trying to add recipes to make the Native Ore Clusters. I'm not exactly sure why, but all signs point to that. That's why it's crashing for you but not me, since I have IC2 which adds ingots for all those. Take this info to Azanor. He should be able to fix it in two minutes tops.
Damn it. This had better not be caused by seeding the random with the chunk coords. That's how vanilla uses it's seed to keep worlds the same. I might have to remove that.