Default files are overwritten by default, so you always have a clean copy.
As for coal strategic clouds, there's at least one, if not two things going on:
1) no distribution defined
2) no configuration option declared
3) not selected in the set up UI.
The way to do the UI bits on the server would be to change the default in #2 (if it exists, i don't remember).
Rollback Post to RevisionRollBack
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.
If you are remaking your mods for the newer version of minecraft, I have an idea for something you could add to harder ores; aquifers. What I envision is spawning in layers of custom gravel and sand. When broke it would replace the spot with a water source block and have a chance to drop vanilla gravel/sand. When not broke it would act like a water source block and produce flowing water. This would add a little more variation in the mining process.
If you are remaking your mods for the newer version of minecraft, I have an idea for something you could add to harder ores; aquifers. What I envision is spawning in layers of custom gravel and sand. When broke it would replace the spot with a water source block and have a chance to drop vanilla gravel/sand. When not broke it would act like a water source block and produce flowing water. This would add a little more variation in the mining process.
That would be more appropriate for Harder Underground, but the TLDR is that it would actually be really damn hard to do without ruining something. i.e. flooding caves, etc.
Rollback Post to RevisionRollBack
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 would be more appropriate for Harder Underground, but the TLDR is that it would actually be really damn hard to do without ruining something. i.e. flooding caves, etc.
I could see that. Even if you made sure the custom blocks only generated in stone that wasn't touching air that'd impact performance. Well it was thought. Thanks for the response.
I could see that. Even if you made sure the custom blocks only generated in stone that wasn't touching air that'd impact performance. Well it was thought. Thanks for the response.
It gets tricky trying to figure out what's OK and what's not for a mechanic like that. Even Dwarf Fortress didn't really do a good job with it. Good enough for a first-stab, but it had issues.
Realistically speaking, the dirt layers would need to be "more" than 3+grass ("four blocks") and the aquifer would exist in that, and above stone.
Rollback Post to RevisionRollBack
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.
(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?
yah, the plug and double slit methods from dwarf fortress were a bit wonky. Because water is so easy to remove in minecraft I wouldn't consider this even a hurdle. Like I said earlier, a slight change from holding two buttons, forward and mine. It's not easy to come up with ways make the underground significantly less boring, homogeneous, and safe. Thought about stone being harder and introducing shaped explosives but Bioxx from TFC seems to hint that is a very unpopular option. I like how reasonable realism works so well with vanilla so it's more compatible with other mods. I found that using realistic torches, hardcore darkness, dynamic lights, glenn's gasses, and reasonable realism worked great for making a nice underground experience as any I've had. Just wished mines lasted longer in the since of more ore that's harder to mine so laying down infrastructure was more worth it. As it was, laying down the pipes, lanterns, tracks and chunk loaders then taking them out again took longer then mining an ore cluster. Don't know how to making a mining experience where infrastructure actually makes it easier.
Hey, saplings are never growing into trees for me :(. I had all the tree stuff turned off in Harder Wildlife when I started the world, but I'm still not getting any new trees. Any ideas?
Hey, saplings are never growing into trees for me :(. I had all the tree stuff turned off in Harder Wildlife when I started the world, but I'm still not getting any new trees. Any ideas?
I haven't touched the sapling code, so no idea what's up there.
Thought about stone being harder and introducing shaped explosives but Bioxx from TFC seems to hint that is a very unpopular option.
Oh god no, mining is already boring, no need to make it take longer.
I like how reasonable realism works so well with vanilla so it's more compatible with other mods. I found that using realistic torches, hardcore darkness, dynamic lights, glenn's gasses, and reasonable realism worked great for making a nice underground experience as any I've had.
Cool. And Underground's gas was based off the fact that Glenn did some neat stuff, but that ultimately I didn't like playing with it. A couple of reasons, for it but a decent part of it was that the gasses could be harvested as a resource.
Just wished mines lasted longer in the since of more ore that's harder to mine so laying down infrastructure was more worth it. As it was, laying down the pipes, lanterns, tracks and chunk loaders then taking them out again took longer then mining an ore cluster. Don't know how to making a mining experience where infrastructure actually makes it easier.
:\
Not sure what I can do either. I'm already using the maximum possible metadata density and motherloads are already pretty damn large. What are you using to actually mine the ore? Also pipes? For gas lamps?
Rollback Post to RevisionRollBack
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.
The experience I am looking for is infrastructure taking a shorter amount of time for mining then doing it by hand. That coupled with pressures of surviving. All that following a curve of immediate concern with no infrastructure, manageable and less grindy but still ways to fail with some infrastructure, managed and not grindy but still needs maintenance with advanced infrastructure. Pressures I have found to enjoy include food, water, light, temperature, dangerous enemies, endurance limiting how long you can fight and swim, tech barriers to progressing, different tiers in different subjects requiring each other, maintence. Also love the feeling of age such as what you did with harder wildlife with the trees and animals. Now if only building materials did the same so that when I log back onto a server I haven't played on for two years, instead of a majestic mansion with food, crops, and livestock still it was an overgrown pile of rubble with no animals and food.
I've been running my windmill for about 50 game hours without issue, but suddenly the sound stopped. I tried breaking it and putting it back together, but still no sound. Any ideas? Is this a known bug?
Huh, ok, I'll keep digging :). Still loving this mod/pack!
There's a few gaping holes in the config files. Two I'd really LOVE to see:
1) season length/how fast seasons change
2) plant growth speed
There is a config for the length of the year.
Don't think of it as "season length", as in 4 seasons. Every day has slightly different behavior. The default year length, if I remember correctly, is 64 minecraft days. Although, now that I think about it, I only ever tried integers for that number...
(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've been running my windmill for about 50 game hours without issue, but suddenly the sound stopped. I tried breaking it and putting it back together, but still no sound. Any ideas? Is this a known bug?
I have not heard of such an issue. Also, no idea what's wrong.
Don't think of it as "season length", as in 4 seasons. Every day has slightly different behavior. The default year length, if I remember correctly, is 64 minecraft days. Although, now that I think about it, I only ever tried integers for that number...
Pretty sure it's an integer.
The config option will say (if it's I:whatever, its an integer, if F:whatever, its a float, IIRC)
Rollback Post to RevisionRollBack
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.
Never mind solved. It needed the fans too in order to assemble. I was under the impression the axles needed to assemble first before I went ahead and put the fans on.
Never mind solved. It needed the fans too in order to assemble. I was under the impression the axles needed to assemble first before I went ahead and put the fans on.
Nope nope, need the fans.
I wrote that wiki page with the images constructed the way I did for precisely that reason (although I had to exploit a minor bug in the millstone to get a "non-arranged correct arrangement"). The 1.10 setup differs, but it's also a lot more flexible, I think a lot of people will be quite happy with it, although the visual feedback on having done something wrong isn't there any more. I'll think about that.
Rollback Post to RevisionRollBack
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 have a concern about these mods I hope you can help me with. Ever since I got these mods installed, I am unable to get the iron smelting achievement. One of the other mods I have that shoots fireworks each time I get a achievement does it's thing when I smelt iron, but the achievement does not unlock.
Also I noticed that you have mention both here and the wiki that the mod handles intergration with a good number of mods, though I noticed no mention of high tech mods like Matter Overdrive or Immersive Engineering and magic mods like Thaumcraft or Ars Magica 2
I have a concern about these mods I hope you can help me with. Ever since I got these mods installed, I am unable to get the iron smelting achievement. One of the other mods I have that shoots fireworks each time I get a achievement does it's thing when I smelt iron, but the achievement does not unlock.
There's effectively two prerequisits for iron smelting. You need them both.
Also I noticed that you have mention both here and the wiki that the mod handles intergration with a good number of mods, though I noticed no mention of high tech mods like Matter Overdrive or Immersive Engineering and magic mods like Thaumcraft or Ars Magica 2
I've not heard of Matter Overdrive before today. As for TC and AM2, I don't think there's any specific integration needed. I could be wrong, but I didn't go looking at magic mods for an ostensibly tech based mod.
I know that I haven't looked at IE very closely, definitely didn't during development. Is there something not covered by the OreDictionary? Also unlikely that I'll be adding any new integration to 1.7.10 at this time.
Rollback Post to RevisionRollBack
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.
There's effectively two prerequisits for iron smelting. You need them both.
I've not heard of Matter Overdrive before today. As for TC and AM2, I don't think there's any specific integration needed. I could be wrong, but I didn't go looking at magic mods for an ostensibly tech based mod.
I know that I haven't looked at IE very closely, definitely didn't during development. Is there something not covered by the OreDictionary? Also unlikely that I'll be adding any new integration to 1.7.10 at this time.
I see. Matter Overdrive is a great Star Trek mod which has few ores. IE is covered completely by OreDictionary since it has ores found in other tech mods. I was thinking of RF power. I know that custom ores takes care of the ores from the magic mods
I see. Matter Overdrive is a great Star Trek mod which has few ores. IE is covered completely by OreDictionary since it has ores found in other tech mods. I was thinking of RF power. I know that custom ores takes care of the ores from the magic mods
For 1.7 I pretty much hit the point at which I wasn't willing to add more ores. Each one took a lot of work:
- It need a class
- It needed a flower (fantasy metals are particularly annoying, anything not listed in the Wikipedia "list of hyperaccumulators" even more so)
- It needed eighteen+ textures, almost hand-done (I have pre-made layermasks for each, but I still had to import the existing texture--assuming it was vanilla-style--and save out each of the 16 variants, plus a texture or two for the flower and one for the raw ore chunk, possibly a small and large dust, although those two were usually available or just recolors of an existing texture)
- It needed flower spawn data: how many, how far away, how frequently
- And most importantly, it needed a COG distribution. Which is why Ore Flowers can detect ores that Harder Ores doesn't override with "hard" versions.
Creating a single ore could easily be a full two or three days of work. Just a flower might be two or three hours (and its already at the maximum number of flowers I can support without creating a new block, which while minor, did involve having to set things up; not quite copy-paste).
1.10 will probably see the inclusion of a few more ores as the texture problem is simpler (literally I need 1 for the ore and I don't even have to make it), I have easy access to flower possibilities (see aforementioned list of hyperaccumulators), although I can now support two (or more) flowers per ore (by default I make an attempt to supply both a grass-supported flower and a sand-supported [desert] flower), which is a slight increase in custom texturing, but its usually interesting, as well as some additional time researching. There's quite a few water-based hyperaccumulators (water based, meaning like lily pads) which I've been avoiding just because it doesn't fit into the existing design.
Similarly I no longer need a custom class, but I still do need the flower data (which admittedly can use one of several defaults). Maximum number of flowers technically more of a concern in 1.10, but it's far closer to a copy-paste job ("duplicate these 4 files, change some names"). Actually I could probably refactor so I only need to duplicate three files (two blockstate.json descriptors and an enum). That many again for a desert flower. And once I do the duplication I can handle 8 more flowers of the given type.
But I'm still stuck having to hand-write and test COG distributions, so it'll probably only expand by two or three (and not right away: I'd prefer releasing a "Version 1" first). It's also a priority of "what is used by the most mods" with a consideration given for "Mod X is super popular and I already support N out of Y ores."
Rollback Post to RevisionRollBack
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.
Default files are overwritten by default, so you always have a clean copy.
As for coal strategic clouds, there's at least one, if not two things going on:
1) no distribution defined
2) no configuration option declared
3) not selected in the set up UI.
The way to do the UI bits on the server would be to change the default in #2 (if it exists, i don't remember).
If you are remaking your mods for the newer version of minecraft, I have an idea for something you could add to harder ores; aquifers. What I envision is spawning in layers of custom gravel and sand. When broke it would replace the spot with a water source block and have a chance to drop vanilla gravel/sand. When not broke it would act like a water source block and produce flowing water. This would add a little more variation in the mining process.
That would be more appropriate for Harder Underground, but the TLDR is that it would actually be really damn hard to do without ruining something. i.e. flooding caves, etc.
I could see that. Even if you made sure the custom blocks only generated in stone that wasn't touching air that'd impact performance. Well it was thought. Thanks for the response.
It gets tricky trying to figure out what's OK and what's not for a mechanic like that. Even Dwarf Fortress didn't really do a good job with it. Good enough for a first-stab, but it had issues.
Realistically speaking, the dirt layers would need to be "more" than 3+grass ("four blocks") and the aquifer would exist in that, and above stone.
Woot!
* 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?
yah, the plug and double slit methods from dwarf fortress were a bit wonky. Because water is so easy to remove in minecraft I wouldn't consider this even a hurdle. Like I said earlier, a slight change from holding two buttons, forward and mine. It's not easy to come up with ways make the underground significantly less boring, homogeneous, and safe. Thought about stone being harder and introducing shaped explosives but Bioxx from TFC seems to hint that is a very unpopular option. I like how reasonable realism works so well with vanilla so it's more compatible with other mods. I found that using realistic torches, hardcore darkness, dynamic lights, glenn's gasses, and reasonable realism worked great for making a nice underground experience as any I've had. Just wished mines lasted longer in the since of more ore that's harder to mine so laying down infrastructure was more worth it. As it was, laying down the pipes, lanterns, tracks and chunk loaders then taking them out again took longer then mining an ore cluster. Don't know how to making a mining experience where infrastructure actually makes it easier.
Hey, saplings are never growing into trees for me :(. I had all the tree stuff turned off in Harder Wildlife when I started the world, but I'm still not getting any new trees. Any ideas?
I haven't touched the sapling code, so no idea what's up there.
Oh god no, mining is already boring, no need to make it take longer.
Cool. And Underground's gas was based off the fact that Glenn did some neat stuff, but that ultimately I didn't like playing with it. A couple of reasons, for it but a decent part of it was that the gasses could be harvested as a resource.
:\
Not sure what I can do either. I'm already using the maximum possible metadata density and motherloads are already pretty damn large. What are you using to actually mine the ore? Also pipes? For gas lamps?
Picks and tnt. Yep, the pipes are for gas lamps.
The experience I am looking for is infrastructure taking a shorter amount of time for mining then doing it by hand. That coupled with pressures of surviving. All that following a curve of immediate concern with no infrastructure, manageable and less grindy but still ways to fail with some infrastructure, managed and not grindy but still needs maintenance with advanced infrastructure. Pressures I have found to enjoy include food, water, light, temperature, dangerous enemies, endurance limiting how long you can fight and swim, tech barriers to progressing, different tiers in different subjects requiring each other, maintence. Also love the feeling of age such as what you did with harder wildlife with the trees and animals. Now if only building materials did the same so that when I log back onto a server I haven't played on for two years, instead of a majestic mansion with food, crops, and livestock still it was an overgrown pile of rubble with no animals and food.
Huh, ok, I'll keep digging :). Still loving this mod/pack!
There's a few gaping holes in the config files. Two I'd really LOVE to see:
1) season length/how fast seasons change
2) plant growth speed
I've been running my windmill for about 50 game hours without issue, but suddenly the sound stopped. I tried breaking it and putting it back together, but still no sound. Any ideas? Is this a known bug?
There is a config for the length of the year.
Don't think of it as "season length", as in 4 seasons. Every day has slightly different behavior. The default year length, if I remember correctly, is 64 minecraft days. Although, now that I think about it, I only ever tried integers for that number...
* 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?
Nearing readiness for a 1.10 release. I'm basically in "stabilization mode" now where it's mostly bug hunting and fixing, more than "make feature X."
That said, there will likely not be JEI support immediately and no WAILA as I don't believe there is a WAILA version or equivalent for 1.10.
I have not heard of such an issue. Also, no idea what's wrong.
Pretty sure it's an integer.
The config option will say (if it's I:whatever, its an integer, if F:whatever, its a float, IIRC)
I followed the instructions at http://reasonable-realism.wikia.com/wiki/Early_Tech, but my windmill wont assemble.
Are there any videos about this?
UPDATE:
Never mind solved. It needed the fans too in order to assemble. I was under the impression the axles needed to assemble first before I went ahead and put the fans on.
Nope nope, need the fans.
I wrote that wiki page with the images constructed the way I did for precisely that reason (although I had to exploit a minor bug in the millstone to get a "non-arranged correct arrangement"). The 1.10 setup differs, but it's also a lot more flexible, I think a lot of people will be quite happy with it, although the visual feedback on having done something wrong isn't there any more. I'll think about that.
I have a concern about these mods I hope you can help me with. Ever since I got these mods installed, I am unable to get the iron smelting achievement. One of the other mods I have that shoots fireworks each time I get a achievement does it's thing when I smelt iron, but the achievement does not unlock.
Also I noticed that you have mention both here and the wiki that the mod handles intergration with a good number of mods, though I noticed no mention of high tech mods like Matter Overdrive or Immersive Engineering and magic mods like Thaumcraft or Ars Magica 2
There's effectively two prerequisits for iron smelting. You need them both.
I've not heard of Matter Overdrive before today. As for TC and AM2, I don't think there's any specific integration needed. I could be wrong, but I didn't go looking at magic mods for an ostensibly tech based mod.
I know that I haven't looked at IE very closely, definitely didn't during development. Is there something not covered by the OreDictionary? Also unlikely that I'll be adding any new integration to 1.7.10 at this time.
I see. Matter Overdrive is a great Star Trek mod which has few ores. IE is covered completely by OreDictionary since it has ores found in other tech mods. I was thinking of RF power. I know that custom ores takes care of the ores from the magic mods
For 1.7 I pretty much hit the point at which I wasn't willing to add more ores. Each one took a lot of work:
- It need a class
- It needed a flower (fantasy metals are particularly annoying, anything not listed in the Wikipedia "list of hyperaccumulators" even more so)
- It needed eighteen+ textures, almost hand-done (I have pre-made layermasks for each, but I still had to import the existing texture--assuming it was vanilla-style--and save out each of the 16 variants, plus a texture or two for the flower and one for the raw ore chunk, possibly a small and large dust, although those two were usually available or just recolors of an existing texture)
- It needed flower spawn data: how many, how far away, how frequently
- And most importantly, it needed a COG distribution. Which is why Ore Flowers can detect ores that Harder Ores doesn't override with "hard" versions.
Creating a single ore could easily be a full two or three days of work. Just a flower might be two or three hours (and its already at the maximum number of flowers I can support without creating a new block, which while minor, did involve having to set things up; not quite copy-paste).
1.10 will probably see the inclusion of a few more ores as the texture problem is simpler (literally I need 1 for the ore and I don't even have to make it), I have easy access to flower possibilities (see aforementioned list of hyperaccumulators), although I can now support two (or more) flowers per ore (by default I make an attempt to supply both a grass-supported flower and a sand-supported [desert] flower), which is a slight increase in custom texturing, but its usually interesting, as well as some additional time researching. There's quite a few water-based hyperaccumulators (water based, meaning like lily pads) which I've been avoiding just because it doesn't fit into the existing design.
Similarly I no longer need a custom class, but I still do need the flower data (which admittedly can use one of several defaults). Maximum number of flowers technically more of a concern in 1.10, but it's far closer to a copy-paste job ("duplicate these 4 files, change some names"). Actually I could probably refactor so I only need to duplicate three files (two blockstate.json descriptors and an enum). That many again for a desert flower. And once I do the duplication I can handle 8 more flowers of the given type.
But I'm still stuck having to hand-write and test COG distributions, so it'll probably only expand by two or three (and not right away: I'd prefer releasing a "Version 1" first). It's also a priority of "what is used by the most mods" with a consideration given for "Mod X is super popular and I already support N out of Y ores."