Haha, I can certainly see validity in the points you and Keybounce have made about the black granite, but the reasons you dislike it are the exact reasons that I am quite fond of it. I absolutely love how it makes caves feel more foreboding and menacing. The increased danger it causes reminds me of the reasons why real life mining can be dangerous. Especially if you were actually doing it by torchlight. I like the extra caution needed in the darker stone caves and I like using the black granite in certain, more sinister builds. That being said, not all monitors are created equal. I know that when I play on my laptop, despite brightness and gamma settings, things can become annoyingly dark and foreboding. Perhaps a config option would be a nice middle ground solution?
Your mod sounds quite interesting. I may have missed it, in the OP. Do I need to install Underground Biomes for this mod to work? Is Construct able to work without Underground Biomes?
I'm currently using EXBL and Tinker's for 1.6.4. How compatible is your mod with these?
Rollback Post to RevisionRollBack
Ever onward, ever forward,I shall go along this dusty road;
Ever onward, ever forward for stories to share on my site, Inspiration Point
Your mod sounds quite interesting. I may have missed it, in the OP. Do I need to install Underground Biomes for this mod to work? Is Construct able to work without Underground Biomes?
I'm currently using EXBL and Tinker's for 1.6.4. How compatible is your mod with these?
You do not need underground biomes to use this mod. It essentially is underground biomes, just with additional code allowing for stairs and buttons and such to be created from the various stone types. If you are already using UB, just replace it with this and do not delete your config file. As for compatibility, I use Tinker's Construct without issue, though you must craft the mod's cobble into vanilla cobble. The settings for that can be tweaked in the config file. I do not Use Extra Biomes, but I do use Biomes o Plenty, and everything works beautifully so I'd imagine it would be the same in your situation. Give it a try.
Haha, I can certainly see validity in the points you and Keybounce have made about the black granite, but the reasons you dislike it are the exact reasons that I am quite fond of it. I absolutely love how it makes caves feel more foreboding and menacing. The increased danger it causes reminds me of the reasons why real life mining can be dangerous. Especially if you were actually doing it by torchlight. I like the extra caution needed in the darker stone caves and I like using the black granite in certain, more sinister builds. That being said, not all monitors are created equal. I know that when I play on my laptop, despite brightness and gamma settings, things can become annoyingly dark and foreboding. Perhaps a config option would be a nice middle ground solution?
Let me describe my monitor setup to you. All of these tests are at zero sky light.
Normal light-grey smooth stone ground? At zero torch light, I can see nothing. I can tell zero from non-zero -- I can see the line between 1 and zero. But at light level 1, stone is confusable with other blocks. In fact, this -- zero is black, there is a line between 0 and 1 -- holds for all blocks except things like snow, white wool, sand, etc. It also fails for the dark wools -- blue/green have to be up to 2 or 3, I think, before I can see them.
At light level 3, I can identify any block by sight. (I think I get blue and green wool mixed up until 4.)
From 4 to 13, the lighting response is smooth.
Around 7 or 8 is where stone "looks dark" to my eye.
I have a monitor and OS that gives my display a good, gamma 2.2 curve, with a "black point" of around 10%; so any RGB of under 20,20,20 will look black and be hard to tell apart. On moody, minecraft wants to put out around 8,8,8 for stone at light level 1, and around 16,16,16 for stone at light level 2. (In fact, if I go to an 8 bit monitor, guess what actual values I measure on screen?)
I have to play at approximately +70 to be able to see reasonable close. Minecraft does not have a brightness slider. The slider that is there is "gamma", and controls the midtones more than the dark level.
Have you ever noticed that people will play with no torches in the caves at times, and be able to see what they are doing? How silly is that? Notch must have had a low-gamma, washed out monitor -- I've seen a 1.21 gamma LCD monitor in native mode on moody, and it looks good -- but on any calibrated monitor things are bad in the dark.
(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?
Haha, I can certainly see validity in the points you and Keybounce have made about the black granite, but the reasons you dislike it are the exact reasons that I am quite fond of it. I absolutely love how it makes caves feel more foreboding and menacing. The increased danger it causes reminds me of the reasons why real life mining can be dangerous. Especially if you were actually doing it by torchlight. I like the extra caution needed in the darker stone caves and I like using the black granite in certain, more sinister builds. That being said, not all monitors are created equal. I know that when I play on my laptop, despite brightness and gamma settings, things can become annoyingly dark and foreboding. Perhaps a config option would be a nice middle ground solution?
I wouldn't zap the existing settings/textures. If I ever change things, it will be by recommending an add-on texture pack (which will have to be made by somebody else.)
Your mod sounds quite interesting. I may have missed it, in the OP. Do I need to install Underground Biomes for this mod to work? Is Construct able to work without Underground Biomes? I'm currently using EXBL and Tinker's for 1.6.4. How compatible is your mod with these?
Constructs replaces UB. Originally, months back, I wrote it as an add-on but GromPE requested I combine it. GromPE hasn't had the time to work on an "officially" merged version so I released my working, merged version.
I haven't worked with Tinker's but, in general, UB is a "well-behaved" mod. It tries to minimize changes to Minecraft code proper, to implementations, and to implicit design goals. Generally the worst thing that happens is that the other mod can't use the UB stone as stone.
There are several workarounds for that: UB stone -> vanilla stone recipes you can set in the configs, and an option to create some vanilla stone in the world (approximately 1/7 of the world will be vanilla stone). The default recipe is 4 UB stone -> 1 vanilla; 4 -> 4 is an option you can set. I think I'm going to change the default to be 4 -> 4, because UB stone in general is supposed to serve all the functions of vanilla (existing configs won't change). The option to have some of the world be vanilla stone is currently off by default and I think I'll leave it that way.
I haven't tried EXBL, but I did run it with Highlands and the only problem I had is that Highlands has a couple of terrain-modifying routines that use vanilla stone. Most aren't noticeable but one I did mod because it was leaving obvious chunk boundaries. Other than that all the many biomes worked fine, even rocky and mountainous ones and I expect the same with EXBL. The current released version of Constructs does have a 127 cap on generating the new stones but that's been fixed in my personal version for a while and the next release in a few days won't have that problem.
The new release will have an API to allow other mods to use UB stone generation.
I wouldn't zap the existing settings/textures. If I ever change things, it will be by recommending an add-on texture pack (which will have to be made by somebody else.)
In general, this is a really, _really_ bad idea.
The rule is something like, "90% of users don't know about config files; 95% won't change them; the default choices must be reasonable". Keyword "must".
I don't use any texture packs. I absolutely *hate* any youtube video that is either a mod spotlight or tutorial that uses a texture pack -- BECAUSE THAT'S NOT WHAT IT LOOKS LIKE!
As soon as you say "I expect you to use a texture pack", you are saying that what looks good to some people will look bad/strange to others -- and YouTubers will not match what viewers see/expect.
The "darkest" normal block in vanilla is probably around obsidian or netherbrick (and N.B. is really, really dark). No stock texture should be darker than 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?
I wouldn't zap the existing settings/textures. If I ever change things, it will be by recommending an add-on texture pack (which will have to be made by somebody else.)
Cool, I hope you decide to keep it. Its purely my opinion. I was just roaming around my world looking at the patches of lignite and black granite and I really would miss them. There aren't many truly dark textures in vanilla minecraft and none that are actually black. I don't see anything wtong with having textures that are darker than what ws provided by vanilla. The whole point of using mods isn't just to expand on vanilla, but to exceed vanilla. As I said, its purely my opinion, but for what its worth, my vote is for keeping the textures. A config or texture pack alternative seems like a good idea to me.
The new versions, with slabs, changeable biome size, speed improvements, and a couple of other changes, is up. Check the OP.
Yay! A day early too. Thanks Zeno, gonna try it out now. I've got 124 other mods I'm sticking in alongside it so it'll take me a while to set up everything and fix conflicts though. The joys of modded minecraft. (sigh)
...
The default has been changed to 3 (same result as old configs with the current release). At that setting, you will almost always see multiple underground biomes in any outdoor screenshot. If you like seeing large stretches of similar stone, I would recommend a setting of 5, which makes most biome blobs a single type of strata column. A config setting of 5 does mean that most 2K by 2K max zoom maps will be missing a few stone types.
So, if "3" is considered too small, and "5" is too big, how well does "4" work?
Important: you will get sharp changes between already-generated and newly generated chunks. In my experience this is not generably noticeable (can you see where it happens in my survival journal? I can't.)
Which episode was the change in?
Faster Generation
Ahh ...
Smoother strata transitions option There is an option in the config file, "harmoniousStrata" that rearranges the strata layers slightly to stop black-white transitions. Default is off (old strata)
It sounds like this is wanted; why is the default off?
Cobblestone replacement There is an option to replace cobblestone made by world generation with the appropriate UB cobblestone. This will also convert village roads to appropriate brick (gravel looks bad next to many UB stones). Stone stairs become oak; making UB stairs during village generation is difficult. Default is off.
So ... no more cheap free gravel for Tinkers Construct smelteries?
Brick ... makes sense if you have a smithy in the town, to smelt the cobble you mine into brick making form.
But only about half of towns have one -- so where does all the brick come from?
Maybe the gravel needs to be replaced, but perhaps there's a better choice than brick?
(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?
Yay! A day early too. Thanks Zeno, gonna try it out now. I've got 124 other mods I'm sticking in alongside it so it'll take me a while to set up everything and fix conflicts though. The joys of modded minecraft. (sigh)
That sounds like so much fun. Compared to UB, Constructs now needs 13 more IDs, and tries to get 2012-2024. It loads late, so you may get lucky.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
So, if "3" is considered too small, and "5" is too big, how well does "4" work?
Which episode was the change in?
It sounds like this is wanted; why is the default off?
So ... no more cheap free gravel for Tinkers Construct smelteries?
Brick ... makes sense if you have a smithy in the town, to smelt the cobble you mine into brick making form.
But only about half of towns have one -- so where does all the brick come from?
Maybe the gravel needs to be replaced, but perhaps there's a better choice than brick?
Actually, I don't think "5" is too big. It's what I use. "4" means you'll see generally no more than 2 biomes at once but you'll only have to go half as far as with "5" to find a given stone. It's an intermediate choice. You can go to "6", IMO, - it looks nice and sweeping but you'll really have to trek to get a big stone collection. "2" looks pretty piebald to me but YMMV.
I changed after episode one. The contrast is basically between the Badlands shots in the first episode (with multiple stones sets in almost every pic) to those later (which sometimes show 1 set and sometimes two).
The default for harmoniousStrata is off because I didn't want to change from the pre-existing version. I hate the effect of black granite against chalk in particular, but I'd never seen anybody else complain, so I didn't want to change purely based on my own aesthetics.
I'm very open to alternate suggestions for stone replacements in the villages. I thought about brick for the buildings and cobble for the road. The big problem is that right now the ore functions don't recognize the UB stones as something to leave alone, and so you can get dirt, gravel, or even coal in the buildings. That's why the default is off. I am wrestling with fixes for that now but I didn't want to delay things.
I don't think I can make the presence of brick depend on the presence of a smithy because I don't get to know what's being built. I figure they could have imported the brick.
I don't think those are necessary. I actually have similar statements in my own logs and I haven't had any trouble. I'd never noticed, actually. It might be that this is coming up when the name of the mod zip file changes, or maybe I'm double adding the items (don't know how I could, actually). I'll look into it. But, like I said, it still works for me.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I don't think those are necessary. I actually have similar statements in my own logs and I haven't had any trouble. I'd never noticed, actually. It might be that this is coming up when the name of the mod zip file changes, or maybe I'm double adding the items (don't know how I could, actually). I'll look into it. But, like I said, it still works for me.
No problem. Its just the item overwriting itself with itself so there's no real reason it wouldn't work. Whatever the cause, I've actually seen other mods do the same thing and function as intended. Thanks Zeno.
So looking at the code, what seems to be happening is that I create the item and then pass it to Forge GameRegistry to register it. It seems Forge re-creates the Item object to register it. I'll look into it but it certainly shouldn't cause any trouble - the "extra" item is never referred to by anything. There's no effect on save files at all.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
You can go to "6", IMO, - it looks nice and sweeping but you'll really have to trek to get a big stone collection. "2" looks pretty piebald to me but YMMV.
Hmm, if I wanted to encourage exploration, then going to 6 would mean exploring more for a complete collection ... Maybe that's the answer for me then.
I changed after episode one. The contrast is basically between the Badlands shots in the first episode (with multiple stones sets in almost every pic) to those later (which sometimes show 1 set and sometimes two).
Yea, I see the badlands in episode 1, near the end.
In episode 2, your "Reeds!" picture looks like lots of different stone.
Otherwise, yes, it looks singular.
I'm very open to alternate suggestions for stone replacements in the villages. I thought about brick for the buildings and cobble for the road. The big problem is that right now the ore functions don't recognize the UB stones as something to leave alone, and so you can get dirt, gravel, or even coal in the buildings. That's why the default is off. I am wrestling with fixes for that now but I didn't want to delay things.
Isn't the default for buildings a combination of cobble and wood? How about using different types of cobble for the villages (the "local stone" as it were), along with the normal roads?
(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?
Hmm, if I wanted to encourage exploration, then going to 6 would mean exploring more for a complete collection ... Maybe that's the answer for me then.
In episode 2, your "Reeds!" picture looks like lots of different stone.
Otherwise, yes, it looks singular.
Isn't the default for buildings a combination of cobble and wood? How about using different types of cobble for the villages (the "local stone" as it were), along with the normal roads?
Yeah, the section for the Reeds pic was close enough to my base that it was probably generated at the very beginning, before I patched things.
Cobble and gravel does work most of the time. It's just some of the stones that look bad with gravel - Komantite was what made me really go "ugh". Probably it's just the brown/red/yellow stones. There are probably some stones that don't work with sandstone, either. I could easily put brick/gravel in a config option if you want the UB cobble with gravel roads.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Are your stone textures new? They're nice. Much different than the current version of UB.
Oh, crud. It must have gone out with the 32x32 faithful pack. I didn't realize I had it in the zip. Bother.
Thanks for telling me. I'll have to post a version with the regular stones.
Edit: they ARE really nice. They have more variation than the 16x16 and look much more stonelike, and I always use them, even if I'm using a 16x16 pack otherwise. I just don't want to force people into it as there are some stones that change character and that might disrupt some people's builds. For example, andesite is basically white in the base pack but noticeably a light gray in the faithful.
Haha, I can certainly see validity in the points you and Keybounce have made about the black granite, but the reasons you dislike it are the exact reasons that I am quite fond of it. I absolutely love how it makes caves feel more foreboding and menacing. The increased danger it causes reminds me of the reasons why real life mining can be dangerous. Especially if you were actually doing it by torchlight. I like the extra caution needed in the darker stone caves and I like using the black granite in certain, more sinister builds. That being said, not all monitors are created equal. I know that when I play on my laptop, despite brightness and gamma settings, things can become annoyingly dark and foreboding. Perhaps a config option would be a nice middle ground solution?
I'm currently using EXBL and Tinker's for 1.6.4. How compatible is your mod with these?
Ever onward, ever forward for stories to share on my site, Inspiration Point
You do not need underground biomes to use this mod. It essentially is underground biomes, just with additional code allowing for stairs and buttons and such to be created from the various stone types. If you are already using UB, just replace it with this and do not delete your config file. As for compatibility, I use Tinker's Construct without issue, though you must craft the mod's cobble into vanilla cobble. The settings for that can be tweaked in the config file. I do not Use Extra Biomes, but I do use Biomes o Plenty, and everything works beautifully so I'd imagine it would be the same in your situation. Give it a try.
Let me describe my monitor setup to you. All of these tests are at zero sky light.
Normal light-grey smooth stone ground? At zero torch light, I can see nothing. I can tell zero from non-zero -- I can see the line between 1 and zero. But at light level 1, stone is confusable with other blocks. In fact, this -- zero is black, there is a line between 0 and 1 -- holds for all blocks except things like snow, white wool, sand, etc. It also fails for the dark wools -- blue/green have to be up to 2 or 3, I think, before I can see them.
At light level 3, I can identify any block by sight. (I think I get blue and green wool mixed up until 4.)
From 4 to 13, the lighting response is smooth.
Around 7 or 8 is where stone "looks dark" to my eye.
I have a monitor and OS that gives my display a good, gamma 2.2 curve, with a "black point" of around 10%; so any RGB of under 20,20,20 will look black and be hard to tell apart. On moody, minecraft wants to put out around 8,8,8 for stone at light level 1, and around 16,16,16 for stone at light level 2. (In fact, if I go to an 8 bit monitor, guess what actual values I measure on screen?)
I have to play at approximately +70 to be able to see reasonable close. Minecraft does not have a brightness slider. The slider that is there is "gamma", and controls the midtones more than the dark level.
Have you ever noticed that people will play with no torches in the caves at times, and be able to see what they are doing? How silly is that? Notch must have had a low-gamma, washed out monitor -- I've seen a 1.21 gamma LCD monitor in native mode on moody, and it looks good -- but on any calibrated monitor things are bad in the dark.
So yea, the black granite is too dark, too big.
* 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 wouldn't zap the existing settings/textures. If I ever change things, it will be by recommending an add-on texture pack (which will have to be made by somebody else.)
Constructs replaces UB. Originally, months back, I wrote it as an add-on but GromPE requested I combine it. GromPE hasn't had the time to work on an "officially" merged version so I released my working, merged version.
I haven't worked with Tinker's but, in general, UB is a "well-behaved" mod. It tries to minimize changes to Minecraft code proper, to implementations, and to implicit design goals. Generally the worst thing that happens is that the other mod can't use the UB stone as stone.
There are several workarounds for that: UB stone -> vanilla stone recipes you can set in the configs, and an option to create some vanilla stone in the world (approximately 1/7 of the world will be vanilla stone). The default recipe is 4 UB stone -> 1 vanilla; 4 -> 4 is an option you can set. I think I'm going to change the default to be 4 -> 4, because UB stone in general is supposed to serve all the functions of vanilla (existing configs won't change). The option to have some of the world be vanilla stone is currently off by default and I think I'll leave it that way.
I haven't tried EXBL, but I did run it with Highlands and the only problem I had is that Highlands has a couple of terrain-modifying routines that use vanilla stone. Most aren't noticeable but one I did mod because it was leaving obvious chunk boundaries. Other than that all the many biomes worked fine, even rocky and mountainous ones and I expect the same with EXBL. The current released version of Constructs does have a 127 cap on generating the new stones but that's been fixed in my personal version for a while and the next release in a few days won't have that problem.
The new release will have an API to allow other mods to use UB stone generation.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
In general, this is a really, _really_ bad idea.
The rule is something like, "90% of users don't know about config files; 95% won't change them; the default choices must be reasonable". Keyword "must".
I don't use any texture packs. I absolutely *hate* any youtube video that is either a mod spotlight or tutorial that uses a texture pack -- BECAUSE THAT'S NOT WHAT IT LOOKS LIKE!
As soon as you say "I expect you to use a texture pack", you are saying that what looks good to some people will look bad/strange to others -- and YouTubers will not match what viewers see/expect.
The "darkest" normal block in vanilla is probably around obsidian or netherbrick (and N.B. is really, really dark). No stock texture should be darker than that.
* 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?
Cool, I hope you decide to keep it. Its purely my opinion. I was just roaming around my world looking at the patches of lignite and black granite and I really would miss them. There aren't many truly dark textures in vanilla minecraft and none that are actually black. I don't see anything wtong with having textures that are darker than what ws provided by vanilla. The whole point of using mods isn't just to expand on vanilla, but to exceed vanilla. As I said, its purely my opinion, but for what its worth, my vote is for keeping the textures. A config or texture pack alternative seems like a good idea to me.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Yay! A day early too. Thanks Zeno, gonna try it out now. I've got 124 other mods I'm sticking in alongside it so it'll take me a while to set up everything and fix conflicts though. The joys of modded minecraft. (sigh)
So, if "3" is considered too small, and "5" is too big, how well does "4" work?
Which episode was the change in?
Ahh ...
It sounds like this is wanted; why is the default off?
So ... no more cheap free gravel for Tinkers Construct smelteries?
Brick ... makes sense if you have a smithy in the town, to smelt the cobble you mine into brick making form.
But only about half of towns have one -- so where does all the brick come from?
Maybe the gravel needs to be replaced, but perhaps there's a better choice than brick?
* 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?
That sounds like so much fun. Compared to UB, Constructs now needs 13 more IDs, and tries to get 2012-2024. It loads late, so you may get lucky.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Actually, I don't think "5" is too big. It's what I use. "4" means you'll see generally no more than 2 biomes at once but you'll only have to go half as far as with "5" to find a given stone. It's an intermediate choice. You can go to "6", IMO, - it looks nice and sweeping but you'll really have to trek to get a big stone collection. "2" looks pretty piebald to me but YMMV.
I changed after episode one. The contrast is basically between the Badlands shots in the first episode (with multiple stones sets in almost every pic) to those later (which sometimes show 1 set and sometimes two).
The default for harmoniousStrata is off because I didn't want to change from the pre-existing version. I hate the effect of black granite against chalk in particular, but I'd never seen anybody else complain, so I didn't want to change purely based on my own aesthetics.
I'm very open to alternate suggestions for stone replacements in the villages. I thought about brick for the buildings and cobble for the road. The big problem is that right now the ore functions don't recognize the UB stones as something to leave alone, and so you can get dirt, gravel, or even coal in the buildings. That's why the default is off. I am wrestling with fixes for that now but I didn't want to delay things.
I don't think I can make the presence of brick depend on the presence of a smithy because I don't get to know what's being built. I figure they could have imported the brick.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
2014-02-20 16:53:02 [INFO] [STDOUT] CONFLICT @ 3696 item slot already occupied by exterminatorJeff.undergroundBiomes.constructs.item.ItemUBButton@7b302d3 while adding exterminatorJeff.undergroundBiomes.constructs.item.ItemUBButton@797e6e97
2014-02-20 16:53:02 [INFO] [fml.ItemTracker] The mod UndergroundBiomes is overwriting existing item at 3952 (exterminatorJeff.undergroundBiomes.constructs.item.ItemUBButton from UndergroundBiomes) with exterminatorJeff.undergroundBiomes.constructs.item.ItemUBButton
2014-02-20 16:53:02 [FINE] [fml.ItemTracker] Adding item exterminatorJeff.undergroundBiomes.constructs.item.ItemUBButton(3952) owned by UndergroundBiomes
2014-02-20 16:53:02 [FINE] [fml.ItemTracker] Adding item exterminatorJeff.undergroundBiomes.constructs.item.ItemUBStairs(2012) owned by UndergroundBiomes
2014-02-20 16:53:02 [INFO] [STDOUT] CONFLICT @ 1756 item slot already occupied by exterminatorJeff.undergroundBiomes.constructs.item.ItemUBStairs@318a858f while adding exterminatorJeff.undergroundBiomes.constructs.item.ItemUBStairs@7d4688b1
2014-02-20 16:53:02 [INFO] [fml.ItemTracker] The mod UndergroundBiomes is overwriting existing item at 2012 (exterminatorJeff.undergroundBiomes.constructs.item.ItemUBStairs from UndergroundBiomes) with exterminatorJeff.undergroundBiomes.constructs.item.ItemUBStairs
2014-02-20 16:53:02 [FINE] [fml.ItemTracker] Adding item exterminatorJeff.undergroundBiomes.constructs.item.ItemUBStairs(2012) owned by UndergroundBiomes
2014-02-20 16:53:02 [FINE] [fml.ItemTracker] Adding item exterminatorJeff.undergroundBiomes.constructs.item.ItemUBWall(3951) owned by UndergroundBiomes
2014-02-20 16:53:02 [INFO] [STDOUT] CONFLICT @ 3695 item slot already occupied by exterminatorJeff.undergroundBiomes.constructs.item.ItemUBWall@2aaf424f while adding exterminatorJeff.undergroundBiomes.constructs.item.ItemUBWall@582a666d
2014-02-20 16:53:02 [INFO] [fml.ItemTracker] The mod UndergroundBiomes is overwriting existing item at 3951 (exterminatorJeff.undergroundBiomes.constructs.item.ItemUBWall from UndergroundBiomes) with exterminatorJeff.undergroundBiomes.constructs.item.ItemUBWall
2014-02-20 16:53:02 [FINE] [fml.ItemTracker] Adding item exterminatorJeff.undergroundBiomes.constructs.item.ItemUBWall(3951) owned by UndergroundBiomes
I assume that these are intended and necessary for the stairs/slabs? I just wanted to double check.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
No problem. Its just the item overwriting itself with itself so there's no real reason it wouldn't work. Whatever the cause, I've actually seen other mods do the same thing and function as intended. Thanks Zeno.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Hmm, if I wanted to encourage exploration, then going to 6 would mean exploring more for a complete collection ... Maybe that's the answer for me then.
Yea, I see the badlands in episode 1, near the end.
In episode 2, your "Reeds!" picture looks like lots of different stone.
Otherwise, yes, it looks singular.
Isn't the default for buildings a combination of cobble and wood? How about using different types of cobble for the villages (the "local stone" as it were), along with the normal roads?
* 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?
Yeah, the section for the Reeds pic was close enough to my base that it was probably generated at the very beginning, before I patched things.
Cobble and gravel does work most of the time. It's just some of the stones that look bad with gravel - Komantite was what made me really go "ugh". Probably it's just the brown/red/yellow stones. There are probably some stones that don't work with sandstone, either. I could easily put brick/gravel in a config option if you want the UB cobble with gravel roads.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Oh, crud. It must have gone out with the 32x32 faithful pack. I didn't realize I had it in the zip. Bother.
Thanks for telling me. I'll have to post a version with the regular stones.
Edit: they ARE really nice. They have more variation than the 16x16 and look much more stonelike, and I always use them, even if I'm using a 16x16 pack otherwise. I just don't want to force people into it as there are some stones that change character and that might disrupt some people's builds. For example, andesite is basically white in the base pack but noticeably a light gray in the faithful.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.