I'll look into it. Probably RR not seeing that those ores are available for one reason or another.
Ah, I discovered the problem. COG's expressions aren't finding ThermalExpansion's ore blocks, so RR's distributions are disabled.
I'm working on a fix, in the meantime, you can use the COG settings dialog for world creation to force RR's extra ores. There's a tab called "Extra Harder Ores" which will have one button labeled "Forced Spawn." Enabling that will display the distribution options for lead, silver, tin, etc. Nope, don't do that. Apparently the distributions are completely FUBAR.
Once I fix this, though, you will have to delete the HardExtraOres.xml file in the config/CustomOreGen/custom directory. Also, I noticed that my TE integration was out of date. Lead, silver, and ferrous (nickel) won't be processed by the pulverizer correctly until then.
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
97% of teenagers would cry if they saw Justin Bieber on top of a tower about to jump. If you're the 3% who is sitting there with popcorn screaming "DO A BACKFLIP", copy and paste this as your signature. If Facebook, Myspace, and Twitter were all destroyed, 99% of teens would go insane. If you're one of the 1% that would be laughing at them, copy this into your signature and hope it happens.
Ah, a Gany stone. Yeah. Those have been a hassle. Which one is that one, granite? Latest version of Gany?
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Well the Gany stone issue is a pain in the bum. He changed the unlocalized name between two versions, and the best way to support that in a way that allows for future changes requires my adding another method into my library package.
Given that, I'm going to chew on the Curse project setup and make it so each submod has its own download widget. So it might be a while.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Ah, that's an idea. I'd have to write a two-pass renderer for it, like I did the unstable stone. (There's also a minor graphical problem that way too, in that the block-break particles are incorrect and usually transparent; you can see the effect mining the stone...or rather not-see the particles).
Ye, saw that when I mined the cracked rock. However, I'd rather have this issue than the other way around myself. But that is just my opinion, do what you find best. But if you intend to keep it the way it is, I would like to know. Because I would like to start retexturing them to fit now then. But if it's changed, that might be a lot of work for nothing :P.
I'm going to be leaving it as it is for the time being. It'd be a lot of work on my end and I haven't really got the time.
I apologize for the inconvenience.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Unless you're referring to the tanning rack's NEI thingamajig.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
I'm going to be leaving it as it is for the time being. It'd be a lot of work on my end and I haven't really got the time.
I apologize for the inconvenience.
I guess it's on either of us anyways, I'll start doing some SMP's revival retextures then. Oh, and would it ever be possible to control where you find certain ores more commonly? By that I mean, say I want gold to mainly be found in jungle biomes, aswell as mountain biomes. Would that be possible? I know CoG got some settings for biomes in default, but I've never found a way to edit these myself. Any advice / help?
I guess it's on either of us anyways, I'll start doing some SMP's revival retextures then. Oh, and would it ever be possible to control where you find certain ores more commonly? By that I mean, say I want gold to mainly be found in jungle biomes, aswell as mountain biomes. Would that be possible? I know CoG got some settings for biomes in default, but I've never found a way to edit these myself. Any advice / help?
Open up the /config/CustomOreGen/modules/custom directory.
The two ores xml files, open them up in a text editor and search for "biome."
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
That said, the way Wildlife utilizes COG is by using COG's deferred chunk decoration event to scan chunks for trees (in order to kill them and provide "living" forests).
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Thanks for the reply. I'm using COFH ore gen, so having COG is an annoyance, but I see why you can't remove the dependency.
I'm getting a crash in a custom modpack that goes away when I remove your mods and COG.
I have also noticed that installing your mods causes savanna biomes to stop being the normal color and become bright green. I'll screenshot it in a bit.
That's actually because Twilight Forest isn't bounding their biome colors correctly (which I've previously bugged them about). It's an incompatibility between Wildlife and TF. In this case, Mapwriter is the originator, asking TF's biomes for their color.
If you go into the Wildlife config file, you can disable the "seasons" option...oh ha, clever. That one's not saved into the file correctly (oops). It's under the Seasons section and it's called "doSeasons."
B:doSeasons=false
You may also need to set the staticRainModifier to 0.0 (the defaults are the values if "time=0, seasons=enabled")
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Thanks! I didn't realize the biome colors changing was an intended feature of seasons, but that makes sense. Seasons are the main thing I want out of the mod, and I really like so far how you've implemented them.
As far as the crash goes, should I report it to the Twilight Forest or Mapwriter developers?
As far as the crash goes, should I report it to the Twilight Forest or Mapwriter developers?
Twilight Forest.
Basically, compare vanilla's BiomeGenBase:
@SideOnly(Side.CLIENT)
public int getBiomeGrassColor(int x, int y, int z)
{
double d0 = (double)MathHelper.clamp_float(this.getFloatTemperature(x, y, z), 0.0F, 1.0F);
double d1 = (double)MathHelper.clamp_float(this.getFloatRainfall(), 0.0F, 1.0F);
return getModdedBiomeGrassColor(ColorizerGrass.getGrassColor(d0, d1));
}
With TF Swamp:
public int getBiomeGrassColor(int x, int y, int z)
{
double var1 = getFloatTemperature(x, y, z);
double var3 = getFloatRainfall();
return ((ColorizerGrass.getGrassColor(var1, var3) & 0xFEFEFE) + 5115470) / 2;
}
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Thanks for the reply. I'm using COFH ore gen, so having COG is an annoyance, but I see why you can't remove the dependency.
You can tell COG not to generate ores.
COG in this case is being used to detect "enough nearby chunks have been decorated that all the trees in this chunk are now here". Because trees will be placed into chunk X when nearby chunks are decorated -- so scanning chunk X after X is decorated is too early.
(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?
Any way to disable the lizard? I'm having an ID naming conflict with Animals Plus 1.2, where both are the same name. I'm stuck at where to go, and I'd really like both to work together.
java.lang.IllegalArgumentException: ID is already registered: Lizard
Edit: I found it very odd you added a lizard with what looks like just an extra sheep anyway
Ah, I discovered the problem. COG's expressions aren't finding ThermalExpansion's ore blocks, so RR's distributions are disabled.
I'm working on a fix,
in the meantime, you can use the COG settings dialog for world creation to force RR's extra ores. There's a tab called "Extra Harder Ores" which will have one button labeled "Forced Spawn." Enabling that will display the distribution options for lead, silver, tin, etc.Nope, don't do that. Apparently the distributions are completely FUBAR.Once I fix this, though, you will have to delete the HardExtraOres.xml file in the config/CustomOreGen/custom directory. Also, I noticed that my TE integration was out of date. Lead, silver, and ferrous (nickel) won't be processed by the pulverizer correctly until then.
Fixes are up.
Some block names for stones appear to be unlocalized: http://share.endermedia.com/amaxter/Screen-Shot-2015-06-23-at-3.14.25-PM.png
this sounds amazing!
Server: New one in progress Website: http://3ssej.tk
______________________________________________________________________________________________________________________________________
97% of teenagers would cry if they saw Justin Bieber on top of a tower about to jump. If you're the 3% who is sitting there with popcorn screaming "DO A BACKFLIP", copy and paste this as your signature. If Facebook, Myspace, and Twitter were all destroyed, 99% of teens would go insane. If you're one of the 1% that would be laughing at them, copy this into your signature and hope it happens.
Ah, a Gany stone. Yeah. Those have been a hassle. Which one is that one, granite? Latest version of Gany?
Well the Gany stone issue is a pain in the bum. He changed the unlocalized name between two versions, and the best way to support that in a way that allows for future changes requires my adding another method into my library package.
Given that, I'm going to chew on the Curse project setup and make it so each submod has its own download widget. So it might be a while.
Ye, saw that when I mined the cracked rock. However, I'd rather have this issue than the other way around myself. But that is just my opinion, do what you find best. But if you intend to keep it the way it is, I would like to know. Because I would like to start retexturing them to fit now then. But if it's changed, that might be a lot of work for nothing :P.
I'm going to be leaving it as it is for the time being. It'd be a lot of work on my end and I haven't really got the time.
I apologize for the inconvenience.
The tanning rack's GUI is missing textures.
Tanning rack doesn't have a GUI.
Unless you're referring to the tanning rack's NEI thingamajig.
I guess it's on either of us anyways, I'll start doing some SMP's revival retextures then. Oh, and would it ever be possible to control where you find certain ores more commonly? By that I mean, say I want gold to mainly be found in jungle biomes, aswell as mountain biomes. Would that be possible? I know CoG got some settings for biomes in default, but I've never found a way to edit these myself. Any advice / help?
Open up the /config/CustomOreGen/modules/custom directory.
The two ores xml files, open them up in a text editor and search for "biome."
Then you'll want to read up on the documentation http://customoregen.shoutwiki.com/wiki/Biome
Why does Harder Wildlife require COG?
Harder Wildlife requires HardLib, HardLib requires COG.
That said, the way Wildlife utilizes COG is by using COG's deferred chunk decoration event to scan chunks for trees (in order to kill them and provide "living" forests).
Thanks for the reply. I'm using COFH ore gen, so having COG is an annoyance, but I see why you can't remove the dependency.
I'm getting a crash in a custom modpack that goes away when I remove your mods and COG.
I have also noticed that installing your mods causes savanna biomes to stop being the normal color and become bright green. I'll screenshot it in a bit.
That's actually because Twilight Forest isn't bounding their biome colors correctly (which I've previously bugged them about). It's an incompatibility between Wildlife and TF. In this case, Mapwriter is the originator, asking TF's biomes for their color.
If you go into the Wildlife config file, you can disable the "seasons" option...oh ha, clever. That one's not saved into the file correctly (oops). It's under the Seasons section and it's called "doSeasons."
B:doSeasons=false
You may also need to set the staticRainModifier to 0.0 (the defaults are the values if "time=0, seasons=enabled")
Thanks! I didn't realize the biome colors changing was an intended feature of seasons, but that makes sense. Seasons are the main thing I want out of the mod, and I really like so far how you've implemented them.
As far as the crash goes, should I report it to the Twilight Forest or Mapwriter developers?
Twilight Forest.
Basically, compare vanilla's BiomeGenBase:
With TF Swamp:
Note the lack of MathHelper.clamp_float(...)
You can tell COG not to generate ores.
COG in this case is being used to detect "enough nearby chunks have been decorated that all the trees in this chunk are now here". Because trees will be placed into chunk X when nearby chunks are decorated -- so scanning chunk X after X is decorated is too early.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
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* 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?
Thanks! I've reported the crash to the Twilight Forest github.
I know, I'm just trying to cut down on the number of unused mods in my pack, for performance and aesthetic reasons.
Any way to disable the lizard? I'm having an ID naming conflict with Animals Plus 1.2, where both are the same name. I'm stuck at where to go, and I'd really like both to work together.
java.lang.IllegalArgumentException: ID is already registered: Lizard
Edit: I found it very odd you added a lizard with what looks like just an extra sheep anyway