Flowers appear "within 30 blocks" of the vein that spawned the cluster. So they narrow down your search area, and using bone meal will tell if if there is any ore "in this chunk" (at least, within ~48 blocks down), but it's hardly sufficient to say "ah, right here."
Ahhh, that may explain why certain flowers never seem to show up; if the ores rarely break the y=16 level, the flowers will instead show ores that are closer to the surface. Good to know.
Ahhh, that may explain why certain flowers never seem to show up; if the ores rarely break the y=16 level, the flowers will instead show ores that are closer to the surface. Good to know.
When using bone meal, yes. World gen ignores depth.
Er, flowers-only might be depth limited differently. I'll see what I can do.
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've been busy this week, analyzing ores, both using MCEdit, and by reading mods' source codes (and that was a challenge in itself, lemme tell you!). Soon, there will be a complete overhaul to the custom ore generation configurations, bringing them more in-line with the original mods' intent; ores will do a better job of representing their respective rarities, and having appropriate abundance to match their respective mods requirements. As it is right now, iron, coal, and redstone are too rare, and emeralds are a little too abundant.
I've finished working on the advanced version of Sprocket, and now am using it, along with some in-depth analysis, to overhaul the ore generation configurations for the Custom Ore Generation mod. All the ores are now appropriately rare in comparison with each other... Iron, redstone, and especially coal are easier to find, nether quartz has been boosted, while certus quartz has been made more rare. However, certus quartz veins now have charged quartz making up 10% of their yields, so there's no longer a need to hunt down separate charged quartz veins. Pipe Veins are now deadly if you're not prepared; diamonds spawn as blocks sprinkled around a solid vein of lava, while emeralds are sprinkled around a silverfish colony vein. Good luck getting rich!
Clay has been scaled back a bit, and the oregen now uses small deposits instead of veins. However, clay now spawns everywhere except deserts, oceans, and mountains (and doubles in rivers, swamps, and beaches). Before you think that it'll be easy to collect now, keep in mind that while clay will replace dirt, sand, and gravel, it will not replace grass blocks, so you're not going to have an easy time finding it, except where there are bodies of water. You will mostly find clay around sea level (from levels 60-68).
I've still got a lot of oregens to analyze and then overhaul, so I'll just leave you guys with these two, and hope you enjoy it.
Another UPDATE:
I have finished overhauls on three more oregen configurations, Chisel 2, and Reika's mods (ElectriCraft and ReactorCraft). Reika's mods were surprisingly easy; once I learned to tell where the salient information is in his GitHub source code, I was able to exactly determine the comparative levels of these ores to the vanilla ores, and have matched everything up to be more consistent with the expectations of the mods.
I have also found that 1/6 is still way over-abundant for the purposes of gameplay. As a result, I have dropped the overall oregen yield to 1/12 of vanilla's standard. If that sounds like a tiny amount of ore, keep in mind that vanilla assumes that you'll miss most of the ore as you dig tunnels and explore. With Custom Ore Generation's veins configurations, the moment you find one ore, you can often follow it all the way back to the clump where all the rest of the ores for the next few chunks are hiding.
Virtually all the oregen configurations have been overhauled.
I spent a week going through Github, reading the source code to the mods that are included in this pack, collecting vein sizes, spawns per chunk, and Y levels. Following that up with a bit of math, I think I've finally rebalanced the ores according to the mods' expectations of the orespawn.
As usual, some playtesting is in order, and feedback is always welcome.
Distribution indeed "feels" pretty good now. Only thing that -might- be a bit abundant is magnetite. On the other hand: You need a metric megaton of it to accomplish the fusion reactor. I would love to see an updated list "where spawns what" once you get ore generation to a more solid state.
I can say with absolute certainty that my replication of all of Reika's ores are spot-on with his source code; his social skills may leave something to be desired, but the man is one devil of an organized thinker, and a heck of a coder to boot; I had absolutely no difficulty pinpointing the ores y-levels, vein sizes, or spawn chances in the github, and he's consistent as hell. All in all, dude's got my props.
Railcraft, on the other hand, is giving me a migraine. I still haven't figured out where the relevant information is in the GitHub.
I also feel platinum pretty much breaks Tinker's Construct when TF is installed. Having platinum tools does make me not wanting to take the hardships of progressing to cobalt and manyullyn since it is super fast, durable and abundant enough.
The Tinker's Construct progression doesn't need to go all the way. Its sole purpose in the mod is to slow down the player's early-game progression, in order to force them to consider their survival strategy. Once they've reached the redstone mining level, there really isn't any need for further TiC progression. Keep in mind that Platinum is not the only material that breaks the TiC progression... remember that you don't need ardite or cobalt to acquire bedrock tools, and there's not a block in the Overworld or Nether that can resist the machines of Rotarycraft (except y=0 bedrock).
The old thingy included with Opis. Opis altogether is pretty neat with modpacks to figure out what and who is eating your server. I still haven't figured out what journeymap is doing that makes it let my memory consumption jump from ~1GB to >3.5GB, because even tho memory is no issue for me, it will be for some the people I plan on playing this with once it's "ready".
Well, if there is a lighter waypoint-supporting map mod that can be used, I'm all ears. VoxelMap is tempting, but it's client-side only, and so cannot be controlled by server operators.
And nah, playing a survival themed pack in peaceful feels like defeating the original purpose ;-)
Maybe, but some people prefer the challenge of man vs. wilderness, rather than man vs. monster.
Hmmm... for peaceful players, I may just have to add a recommendation for EnviroMine. This will add the challenge into a peaceful game to compensate for the lack of mobs.
But Don't forget, Animals will attack you in peacfull, but they cant harm you, so If there is some way to change tho config file for it you can make the animal's your peacfull monsters.
(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?
What's wrong with harder underground for peaceful players? :-)
Does it include thirst, temperature, or oxygen quality mechanics? The reason I suggest Enviromine is because it adds additional survival mechanics to the player, not so much the world (although there is the physics thing)
Does it include thirst, temperature, or oxygen quality mechanics?
There's a variant of air quality. That is, the rock dust (from collapses), volatile gases, and smoke (from fires and lava) will cause a slow suffocation effect.
But no thirst or temperature things. I should do something with temperature in Wildlife, but I haven't figured out how it would affect the player.
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.
More to the point, there's all the fire and explosions from the gasses.
All the explosions. Oh, and cobble collapses and slides down piles like sand and gravel should have.
And ... you got to love the damaged states of rock. Sure, you can count, and say that this roof is supported ... but did you actually make a stress meter, or are you only concerned with what's visible?
EDIT: Draco just confirmed that there's still an occasional run-away problem with rock gas from collapses ... it's odd, it never goes far from the trigger point, but still causes occasional stack overflows. (I disabled rock gas a while back, and just use the rest of the hazards)
(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?
Basically, the reason I point to EnviroMine is this: if you're not going to be taking a lot of damage from physical attack, you might as well be risking your life in other ways. Food meter covers the hunger angle. Fatigue sometimes can poison you if you continue to refuse to sleep. Might as well die of thirst, suffocation (in the "clean air" sense), or hypothermia/stroke as well. Of course, coal dust fires could add an extra element of risk to the peaceful game. I'm not a fan of the sanity mechanic, however, so I'd probably disable that one.
The only reason I keep EnviroMine out of SI right now is that it definitely takes a non-peaceful game into hardcore territory; you're already hunkering indoors while the legions of the night are waiting for you to emerge, no point in making your home a potential deathtrap, too, especially on that critical first night.
I just wish I could figure out how to make FatherToast's animal AI attack you (if provoked) in peaceful; they'll swarm you as normal, but their "damage effect" is disabled.
Yah that just makes no scence, I mean If you nede Food so bad that you will risk evrything killing a cow, then why can you just kill it whall it comes up to you like a dork. I mean sereisly, now chickens, they are fast. So no point in making them attack, becouse like baby slimes, there tiney.
I'll try to have an updated list of ores, levels, and biome requirements/preferences. As a side note, I removed most of the ore preferences, as that would upset the original balance.
Okay, I made a spreadsheet listing the ores provided by the various mods, and which ones were used in Survival Industry, as well as any pertinent information regarding them. Simply go to the github page, and click "view raw" in order to download the spreadsheet for reading.
Ahhh, that may explain why certain flowers never seem to show up; if the ores rarely break the y=16 level, the flowers will instead show ores that are closer to the surface. Good to know.
When using bone meal, yes. World gen ignores depth.Er, flowers-only might be depth limited differently. I'll see what I can do.Nope, I was wrong, worldgen ignores depth.
For those who are interested:
I've been busy this week, analyzing ores, both using MCEdit, and by reading mods' source codes (and that was a challenge in itself, lemme tell you!). Soon, there will be a complete overhaul to the custom ore generation configurations, bringing them more in-line with the original mods' intent; ores will do a better job of representing their respective rarities, and having appropriate abundance to match their respective mods requirements. As it is right now, iron, coal, and redstone are too rare, and emeralds are a little too abundant.
Keep watching this spot for more updates.
UPDATE:
I've finished working on the advanced version of Sprocket, and now am using it, along with some in-depth analysis, to overhaul the ore generation configurations for the Custom Ore Generation mod. All the ores are now appropriately rare in comparison with each other... Iron, redstone, and especially coal are easier to find, nether quartz has been boosted, while certus quartz has been made more rare. However, certus quartz veins now have charged quartz making up 10% of their yields, so there's no longer a need to hunt down separate charged quartz veins. Pipe Veins are now deadly if you're not prepared; diamonds spawn as blocks sprinkled around a solid vein of lava, while emeralds are sprinkled around a silverfish colony vein. Good luck getting rich!
Clay has been scaled back a bit, and the oregen now uses small deposits instead of veins. However, clay now spawns everywhere except deserts, oceans, and mountains (and doubles in rivers, swamps, and beaches). Before you think that it'll be easy to collect now, keep in mind that while clay will replace dirt, sand, and gravel, it will not replace grass blocks, so you're not going to have an easy time finding it, except where there are bodies of water. You will mostly find clay around sea level (from levels 60-68).
I've still got a lot of oregens to analyze and then overhaul, so I'll just leave you guys with these two, and hope you enjoy it.
Another UPDATE:
I have finished overhauls on three more oregen configurations, Chisel 2, and Reika's mods (ElectriCraft and ReactorCraft). Reika's mods were surprisingly easy; once I learned to tell where the salient information is in his GitHub source code, I was able to exactly determine the comparative levels of these ores to the vanilla ores, and have matched everything up to be more consistent with the expectations of the mods.
I have also found that 1/6 is still way over-abundant for the purposes of gameplay. As a result, I have dropped the overall oregen yield to 1/12 of vanilla's standard. If that sounds like a tiny amount of ore, keep in mind that vanilla assumes that you'll miss most of the ore as you dig tunnels and explore. With Custom Ore Generation's veins configurations, the moment you find one ore, you can often follow it all the way back to the clump where all the rest of the ores for the next few chunks are hiding.
Update:
Virtually all the oregen configurations have been overhauled.
I spent a week going through Github, reading the source code to the mods that are included in this pack, collecting vein sizes, spawns per chunk, and Y levels. Following that up with a bit of math, I think I've finally rebalanced the ores according to the mods' expectations of the orespawn.
As usual, some playtesting is in order, and feedback is always welcome.
I can say with absolute certainty that my replication of all of Reika's ores are spot-on with his source code; his social skills may leave something to be desired, but the man is one devil of an organized thinker, and a heck of a coder to boot; I had absolutely no difficulty pinpointing the ores y-levels, vein sizes, or spawn chances in the github, and he's consistent as hell. All in all, dude's got my props.
Railcraft, on the other hand, is giving me a migraine. I still haven't figured out where the relevant information is in the GitHub.
The Tinker's Construct progression doesn't need to go all the way. Its sole purpose in the mod is to slow down the player's early-game progression, in order to force them to consider their survival strategy. Once they've reached the redstone mining level, there really isn't any need for further TiC progression. Keep in mind that Platinum is not the only material that breaks the TiC progression... remember that you don't need ardite or cobalt to acquire bedrock tools, and there's not a block in the Overworld or Nether that can resist the machines of Rotarycraft (except y=0 bedrock).
Removing Vegan option removes Peaceful as a viable game mode, but if you never plan to play on peaceful, then I guess it's no thing.
As for the mapwriter, what are you using?
Man I cant whate for Survival Industry's To be out. Beeing a Beta Tester is fyn and all, But I can only ploy at my uncals house to Beta test.
Well, if there is a lighter waypoint-supporting map mod that can be used, I'm all ears. VoxelMap is tempting, but it's client-side only, and so cannot be controlled by server operators.
Maybe, but some people prefer the challenge of man vs. wilderness, rather than man vs. monster.
Hmmm... for peaceful players, I may just have to add a recommendation for EnviroMine. This will add the challenge into a peaceful game to compensate for the lack of mobs.
But Don't forget, Animals will attack you in peacfull, but they cant harm you, so If there is some way to change tho config file for it you can make the animal's your peacfull monsters.
What's wrong with harder underground for peaceful players? :-)
* 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?
Does it include thirst, temperature, or oxygen quality mechanics? The reason I suggest Enviromine is because it adds additional survival mechanics to the player, not so much the world (although there is the physics thing)
There's a variant of air quality. That is, the rock dust (from collapses), volatile gases, and smoke (from fires and lava) will cause a slow suffocation effect.
But no thirst or temperature things. I should do something with temperature in Wildlife, but I haven't figured out how it would affect the player.
More to the point, there's all the fire and explosions from the gasses.
All the explosions. Oh, and cobble collapses and slides down piles like sand and gravel should have.
And ... you got to love the damaged states of rock. Sure, you can count, and say that this roof is supported ... but did you actually make a stress meter, or are you only concerned with what's visible?
EDIT: Draco just confirmed that there's still an occasional run-away problem with rock gas from collapses ... it's odd, it never goes far from the trigger point, but still causes occasional stack overflows. (I disabled rock gas a while back, and just use the rest of the hazards)
* 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?
How about Glens Gasses? That mod can add some wacky traps for SMP servers, like gass holes, and explosive mining trips.
Basically, the reason I point to EnviroMine is this: if you're not going to be taking a lot of damage from physical attack, you might as well be risking your life in other ways. Food meter covers the hunger angle. Fatigue sometimes can poison you if you continue to refuse to sleep. Might as well die of thirst, suffocation (in the "clean air" sense), or hypothermia/stroke as well. Of course, coal dust fires could add an extra element of risk to the peaceful game. I'm not a fan of the sanity mechanic, however, so I'd probably disable that one.
The only reason I keep EnviroMine out of SI right now is that it definitely takes a non-peaceful game into hardcore territory; you're already hunkering indoors while the legions of the night are waiting for you to emerge, no point in making your home a potential deathtrap, too, especially on that critical first night.
I just wish I could figure out how to make FatherToast's animal AI attack you (if provoked) in peaceful; they'll swarm you as normal, but their "damage effect" is disabled.
Yah that just makes no scence, I mean If you nede Food so bad that you will risk evrything killing a cow, then why can you just kill it whall it comes up to you like a dork. I mean sereisly, now chickens, they are fast. So no point in making them attack, becouse like baby slimes, there tiney.
UPDATE:
Ore overhaul is now complete. All oregen distributions have been overhauled to be consistent with the vanilla oregen balances.
If you want to play with the new oregen, download the latest configuration from here.
That is all. Enjoy!
I'll try to have an updated list of ores, levels, and biome requirements/preferences. As a side note, I removed most of the ore preferences, as that would upset the original balance.
Okay, I made a spreadsheet listing the ores provided by the various mods, and which ones were used in Survival Industry, as well as any pertinent information regarding them. Simply go to the github page, and click "view raw" in order to download the spreadsheet for reading.