The Harder Underground stuff can be individually disabled one way or another. There's the per-dimension rules, the COG rules (various, including the gas, all of which feature a "none" option), the global stone replacement config option (or replacing with stone:1), the sideways falling of sand and gravel, etc (note that the config applies to the unstable cobble as well).
So, I'm getting some conflicting things here. Does RR use my custom COG configs, or its own configs? If two sets of configs conflict, whose configs get used? How are name collisions handled?
Keep in mind: I was testing 16x16 pens, both chunk-aligned, and "4 chunk corner" aligned.
What I did find: When I was not around, and the animals stopped wandering, they died off very quickly :-). (I think it was a few hours). When I was around, and animals moved, they found enough grass to live, and the eating was spread around enough that things didn't die completely.
Does this mean that animals can starve in an unloaded chunk? Wow, if so, we've got definite proof of Schrodinger's Cat.
Sluice: The sluice is configurable, you can individually disable what can be found with it. Without expanded industry (no wooden hopper), even leaving its configs at default, would require a lot of player micro-managing to get enough iron to do anything with it. Seriously, even with a couple of wooden hoppers it takes me longer to harvest sand/gravel than it takes for it to be used up and I need to make ten trips to get very much iron anything. Unless you're sitting on top of the motherload it takes a good hour and several hundred (if not a few thousand) sand/gravel. That said...I'm going to insert a config option for how long its processing cycle is. It's kind of ironic how bad it is. XD I think I'm going to have to look over the mechanic and make it better, allow regular dirt, and then reduce the processing time.
All it takes is one ingot of bronze to make a bronze pickaxe head in the smelter. From there, you've just skipped the copper, iron, and tin mining levels, and once you've levelled up the pickaxe, redstone and diamond will be available for mining. Since redstone is the gating material to begin RotaryCraft, that ends the first stage of the game.
So, I'm getting some conflicting things here. Does RR use my custom COG configs, or its own configs? If two sets of configs conflict, whose configs get used? How are name collisions handled?
The way configs work is thus:
1) The primay config file (the one that is at the top level, CustomOreGen_Config.xml and CustomOreGen_Config_Default.xml) loads all the /module configs.
2) /modules/custom is loaded after /modules/mods which is loaded after /modules/default (mine are in /custom)
3) If a later-loaded module has a config with the same name as an existing one, it overwrites. This is how my modules clear out all the default modules (preventing their rules from running and so I don't need to write a ton of block replacement rules). Those modules will still show up as tabs with options, but those options are effectively empty rules.
4) when you make selections in the create-world menu, these are saved to the per-world configs which take precedence over the global configs (this file is copyable to a server).
I'm not sure where "your configs" are so I can't say where in the load order they are. It should also be noted that RR only unpacks its config files into the /custom directory if they are missing. This lets you tweak the xml files without having to do convoluted things.
Does this mean that animals can starve in an unloaded chunk? Wow, if so, we've got definite proof of Schrodinger's Cat.
Unloaded, no. Just outside the 2? 4? chunk "near the player" radius. There's a zone outside of which mobs don't move, to reduce lag. Not much I can do about this, TBH. Realize though that the aging speed is like 20 Minecraft days (average 400-425 minutes*) from birth to death, so you'd have to hover at that "not quite nearby" distance for quite a while. They check for food every 150 ticks and if they don't find any, they age an extra 50 (and destroy a block every 20th check).
*By default. This can be raised up to a maximum of about 23 real time days (33,345 minutes +/- 12).
So essentially, they're like vanilla sheep; they eat the surface of a grass block, which becomes dirt until the grass spreads to it, then? That sounds okay. I might just give it a gander.
Bingo. The other block types they are allowed to eat (like leaves) are replaced with air. Grass-the-solid-block and mycelium are just converted to dirt.
All it takes is one ingot of bronze to make a bronze pickaxe head in the smelter. From there, you've just skipped the copper, iron, and tin mining levels, and once you've levelled up the pickaxe, redstone and diamond will be available for mining. Since redstone is the gating material to begin RotaryCraft, that ends the first stage of the game.
Ah, one ingot. Fair. Yeah, just disable all drops from the sluice in the config.
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 looking through the configurations now, and I need to know, how can I adjust the speed of crop growth? I want to set up the RR mod so it uses the default 4x time that Hunger Overhaul used for crop growth as a base (rather than the overly-hard 10x), but while there's an option for the worst case, there seems to be nothing for the best-case.
I'm not sure where "your configs" are so I can't say where in the load order they are. It should also be noted that RR only unpacks its config files into the /custom directory if they are missing. This lets you tweak the xml files without having to do convoluted things.
Actually, my configs were added in a special modpack folder. In the first post on this thread, there's a link to a zipfile containing all the configurations, including the COG configs. I generated them using my Sprocket utility. My INI files were modified to remove redundant ores (using Electricraft's copper, tin, silver, platinum, and nickel only, for example) by default, so the configuration could be used effectively on a server as well as a desktop. In the CustomOreGen_Config.xml file, I added a new section above the custom folder call, loading the ores from the modpack folder.
EDIT: I just looked over the HarderOres config, and I noticed that it seems to have a preference for Thermal Foundation. I dunno about you, but I wince at some of the names they gave their ores. I mean, ferrous ore? SHINY ore? Seriously?
When using oredicted ores, I find that I prefer ElectriCraft's ores, simply because they use the real names of "Nickel" and "Platinum," which, incidentally, are the actual Ore Dictionary names for "Ferrous" and (ugh!) "Shiny" ores.
What actual commands in the COG configs do you use to link up your configs with the indicator plants? Or is the logic completely independent to Custom Ore Generation's configs? I'll be honest, the XML is hard as hell to follow, much less unravel, and it overrides a lot of the oregen I've already established in the files' substitution step. Removing the XML files causes the mod to re-spawn them, and making them empty seems to cause the mod to crap all over itself.
I just looked over the HarderOres config, and I noticed that it seems to have a preference for Thermal Foundation. I dunno about you, but I wince at some of the names they gave their ores. I mean, ferrous ore? SHINY[/i] ore? Seriously?[/i]
When using oredicted ores, I find that I prefer ElectriCraft's ores, simply because they use the real names of "Nickel" and "Platinum," which, incidentally, are the actual Ore Dictionary names for "Ferrous" and (ugh!) "Shiny" ores.
I use "nickel" everywhere in my mod, not ferrous (except in the COG setting for "force extra ores" where it says "nickel (ferrous)"). And "platinum" as well (although it is currently used in one place for the indicator plant). So I'm not sure what you're seeing.
What actual commands in the COG configs do you use to link up your configs with the indicator plants? Or is the logic completely independent to Custom Ore Generation's configs?
That's all independent of COG. Its done in the block class itself. No, there would have been no easy way to do the flowers with COG.
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 use "nickel" everywhere in my mod, not ferrous (except in the COG setting for "force extra ores" where it says "nickel (ferrous)"). And "platinum" as well (although it is currently used in one place for the indicator plant). So I'm not sure what you're seeing.
I just saw something like "?ThermalFoundation" and jumped to conclusions. In case you haven't figured it out, the CoFH naming of nickel and platinum are a pet peeve of mine... right up there with "Bedrockium".
That's all independent of COG. Its done in the block class itself. No, there would have been no easy way to do the flowers with COG.
Does this mean that the flowers are tied to the HarderOres ore blocks?
Does this mean that the flowers are tied to the HarderOres ore blocks?
For the most part. There's some ores (like the aforementioned platinum) that use an alternative method, but I'm not 100% sure that it works very well yet. Basically, I tell my systems to track a mod based ore block, attach a flower to it, and when it scans the chunk it says "oh hey, I found this block and its not one of mine..." and does the flower spawning.
And it goes by oreDict name, so any block that shows up with that registered name.
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.
Sounds good. I've been looking again at the config, now that my brain hasn't been purreed by sheer fatigue, and I start to understand that those mod-specific sections were for substituting out default configs for IC2 and TF.
I'll have to do a playthrough before I can decide once and for all if I want to let go of my configs for the Harder Ores settings, though. If I decide I don't want to use Harder Ores, is there a way to disable them without having to add 'default = "none"' to each stanza, along with a 'display="hidden"' for the options setting? There are definitely benefits to this mod I want to use, but the ores seem like a duplication of what I spent months of effort perfecting... it's not really something I just want to drop at this time. neither of the key mods in this pack support the hard ores for processing.
UPDATE: COG crashed because the Biome dictionary was unable to find SUNFLOWER PLAINS. You might want to remove it from Harder Extra Ores. UPDATE 2: And FOREST HILLS... UPDATE 3: And BIRCH FOREST... UPDATE 4: the ".*" biome also seems to cause issues with COG; I think regexes were disabled to improve COG performance.
UPDATE - Final tally: In order for the configs to work, you will need to remove the "Forest Hills," "Birch Forest," Sunflower Plains," and any biome entry utilizing the ".*" regular expression for the mod to actually generate the desired oregen.
Yet another UPDATE (I've been doing a lot of these lately, haven't I?): This modpack depends on Rotarycraft for the bulk of the mid-late game materials collection and processing. Also, the early-game processing is done through the Tinker's Construct smelter. The raw ores from Harder Ores apparently cannot be processed by either mod. So, at this point, I'm going to have to forego the harder ores part of the RR mod.
UPDATE: COG crashed because the Biome dictionary was unable to find SUNFLOWER PLAINS. You might want to remove it from Harder Extra Ores. UPDATE 2: And FOREST HILLS... UPDATE 3: And BIRCH FOREST... UPDATE 4: the ".*" biome also seems to cause issues with COG; I think regexes were disabled to improve COG performance.
Fur the love of god, why. Its not even in the change log.
As for processing, you can process them in RotaryCraft. I went through hell trying to get Reika to API his **** so I could support it. However, there's an extra step needed to use the Extractor, and that involves running the nuggets through the Pressure Packager. I'll look into support for TiC. I personally will never, ever, play with TiC due to some of the other changes it makes. But I know a lot of people do like it.
If I decide I don't want to use Harder Ores, is there a way to disable them without having to add 'default = "none"' to each stanza?
That would not be advisable, unfortunately. The flower thing for the mod-ores is only that list. If you disable all of the ores that are supported, you won't get them at all due to the config-distribution-name-override thing mentioned before. You'd have to remove those stanzas as well as setting my stanzas to none (and then you would not find the flowers).
Anyway, if it ends up not being something for you, that's fine. I understand people want to play the way they want to play, and while I've made the best effort I can to support other tech mods, sometimes someone's vision isn't something possible with what I have set up. Reasonable Realism was so I could have the game set up the way I want to play.
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.
Fur the love of god, why. Its not even in the change log.
I don't know, but the following message (and its bretheren) kept showing up in the logs, and ores were in vanilla clusters. Maybe you were using BiomeType, when you meant to use Biome?
[13:00:55] [Server thread/ERROR] [CustomOreGen]: Problem loading world config
java.lang.IllegalArgumentException: No enum constant net.minecraftforge.common.BiomeDictionary.Type.SUNFLOWER PLAINS
at java.lang.Enum.valueOf(Enum.java:238) ~[?:1.8.0_45]
at net.minecraftforge.common.BiomeDictionary$Type.valueOf(BiomeDictionary.java:15) ~[BiomeDictionary$Type.class:?]
at CustomOreGen.Util.BiomeDescriptor.matchingWeight(BiomeDescriptor.java:134) ~[BiomeDescriptor.class:?]
at CustomOreGen.Util.BiomeDescriptor.compileMatches(BiomeDescriptor.java:166) ~[BiomeDescriptor.class:?]
at CustomOreGen.Util.BiomeDescriptor.getTotalMatchWeight(BiomeDescriptor.java:242) ~[BiomeDescriptor.class:?]
at CustomOreGen.Server.MapGenOreDistribution.validate(MapGenOreDistribution.java:332) ~[MapGenOreDistribution.class:?]
at CustomOreGen.Server.MapGenCloud.validate(MapGenCloud.java:80) ~[MapGenCloud.class:?]
at CustomOreGen.Server.ServerState.validateDistributions(ServerState.java:109) [ServerState.class:?]
at CustomOreGen.Server.ServerState.getWorldConfig(ServerState.java:57) [ServerState.class:?]
at CustomOreGen.ForgeInterface.onLoadWorld(ForgeInterface.java:46) [ForgeInterface.class:?]
at cpw.mods.fml.common.eventhandler.ASMEventHandler_11_ForgeInterface_onLoadWorld_Load.invoke(.dynamic) [?:?]
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54) [ASMEventHandler.class:?]
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138) [EventBus.class:?]
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:73) [bsx.class:?]
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:92) [bsx.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685) [?:?]
As for processing, you can process them in RotaryCraft. I went through hell trying to get Reika to API his **** so I could support it. However, there's an extra step needed to use the Extractor, and that involves running the nuggets through the Pressure Packager. I'll look into support for TiC. I personally will never, ever, play with TiC due to some of the other changes it makes. But I know a lot of people do like it.
I probably wouldn't be using TiC, either, except for Iguana's Tinker Tweaks; this is the way the early-game progression is enforced. I'll check the packager out further later. All the same, it might be better to have a config file option to determine whether the harder ores drop chunks or the standard ore drops, against just such a possibility.
That would not be advisable, unfortunately. The flower thing for the mod-ores is only that list. If you disable all of the ores thatare supported, you won't get them at all due to the config-distribution-name-override thing mentioned before. You'd have to remove those stanzas as well as setting my stanzas to none (and then you would not find the flowers).
Basically, I tell my systems to track a mod based ore block, attach a flower to it, and when it scans the chunk it says "oh hey, I found this block and its not one of mine..." and does the flower spawning.
And it goes by oreDict name, so any block that shows up with that registered name.
Huh? So the flower-ore tracking is not also applied to ores replaced by Harder Ores?
Anyway, if it ends up not being something for you, that's fine. I understand people want to play the way they want to play, and while I've made the best effort I can to support other tech mods, sometimes someone's vision isn't something possible with what I have set up. Reasonable Realism was so I could have the game set up the way I want to play.
Fair enough. I am liking the seasonal aspects of harder crops (although i still want to know how to set the base time multiplier to 4x instead of 10x), though, as well as the auto-breeding and auto-feeding aspects of harder wildlife, and will want to include those in here, so it's not a complete wash, and there are aspects of harder ores I like, especially the flowers, but the ore drop issue (and inability to replace hard ores with vanilla/modded ores) is making the harder ores a somewhat hard sell.
I can't. By dropping a block that implies that the amount dropped is worth one ingot when it is not. The whole system is built around each drop being worth a nugget, rather than an ingot. That's why 9 of the ore chunks are "compressed" into a block that can be processed by the Extractor.
Now: what does Iguana's Tweaks do that doesn't mesh with Harder Ores?
Huh? So the flower-ore tracking is not also applied to ores replaced by Harder Ores?
Fair enough. I am liking the seasonal aspects of harder crops (although i still want to know how to set the base time multiplier to 4x instead of 10x), though, as well as the auto-breeding and auto-feeding aspects of harder wildlife, and will want to include those in here, so it's not a complete wash, and there are aspects of harder ores I like, especially the flowers, but the ore drop issue (and inability to replace hard ores with vanilla/modded ores) is making the harder ores a somewhat hard sell.
Sorry, I think we're talking past each other a little:
Iron, copper, tin, diamond, etc. are all replaced at the block level. These blocks are placed by COG and handle the placement of their own flowers in the block class.
Platinum, flourite, etc. are not handled in any way except in an attempt to track the existing blocks (by oreDict name) and spawn flowers for them. The blocks are not replaced and are not controlled by any of my COG distributions.
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 can't. By dropping a block that implies that the amount dropped is worth one ingot when it is not. The whole system is built around each drop being worth a nugget, rather than an ingot. That's why 9 of the ore chunks are "compressed" into a block that can be processed by the Extractor.
Ah, I see. That would probably work against what I was going for, anyways, as I don't want to reduce mining drops to nugget-value ores. I simply want to re-arrange existing mods' ores to be harder to find, but all the more rewarding when successfully located and collected.
In essence; I aim to provide more difficulty, but also larger rewards for stepping up to the challenge.
Now: what does Iguana's Tweaks do that doesn't mesh with Harder Ores?
Nothing, that I know of. My point is that Iguana's Tinker Tweaks, which enforces early-game progression, requires Tinker's Construct, which is the only reason I included Tinker's Construct in this modpack.
Sorry, I think we're talking past each other a little:
Iron, copper, tin, diamond, etc. are all replaced at the block level. These blocks are placed by COG and handle the placement of their own flowers in the block class.
Platinum, flourite, etc. are not handled in any way except in an attempt to track the existing blocks (by oreDict name) and spawn flowers for them. The blocks are not replaced and are not controlled by any of my COG distributions.
Just to clarify: I was hoping that the mod tracked all existing ore blocks (including vanilla and other mods' blocks like copper, tin, and silver) by oreDict name to spawn flowers. That way, if I decided to skip the "Harder Ores" blocks, and just use different COG configs to spawn other mods' copper, tin, or silver (in my case, ElectriCraft), or any of the vanilla ores, the option would at least be available to me.
As it stands right now, (if I'm reading your posts right) if I turn off the COG generation of Harder Ores in favor of vanilla and other mods' ores, all that means is that the only ores that will have flowers for them are the ores that do not get replaced by Harder Ores.
UPDATE: I've been trying to play with this mod for a while, and since installing it, I've been coming across quite a bit of what I've come to know as "worldgen latency," that is, frequent periods where item drops, chunk generation, and item/block effects pause (and sometimes I will "snap back" to a previous location). This usually happens when I have too many worldgen mods, since they cause chunk updating to slow down.
As such, I may just have to forego Reasonable Realism for the time being... which is disappointing, because there are quite a few things in the mod that really do work with this modpack's theme...
I could probably extract the semi-integration mechanic I've already got into a micro-mod for you. Wouldn't take a while lot of effort. It would require COG, which should be fine as you're already using it and not meaningful otherwise. Send me a PM of there are other features you want besides the flowers, which I consider essential to using COG and not being frustrated.
Re:worldgen slow down: while RR does so some chunk scanning after COG modifies it, I was able to measure how much time it took to dip a whole chunk and it was 0.6 to 1.8 ms (I had to use getNano() as the millisecond time was always 1 or 2). But I have noticed the effect you are referring to on some occasions.
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.
Ah, I see. That would probably work against what I was going for, anyways, as I don't want to reduce mining drops to nugget-value ores. I simply want to re-arrange existing mods' ores to be harder to find, but all the more rewarding when successfully located and collected.
Only limonite actually generates nugget-valued ore (iron). It was done that way so that you are not hopelessly without iron, and to encourage the grinder to give you more iron.
While a given harder_ore block will drop nuggets each time you mine it, you will generally mine 6 to 12 nuggets from each block. (More in the motherlode itself).
(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 could probably extract the semi-integration mechanic I've already got into a micro-mod for you. Wouldn't take a while lot of effort. It would require COG, which should be fine as you're already using it and not meaningful otherwise. Send me a PM of there are other features you want besides the flowers, which I consider essential to using COG and not being frustrated.
Re:worldgen slow down: while RR does so some chunk scanning after COG modifies it, I was able to measure how much time it took to dip a whole chunk and it was 0.6 to 1.8 ms (I had to use getNano() as the millisecond time was always 1 or 2). But I have noticed the effect you are referring to on some occasions.
I definitely appreciate your offer, and am wholeheartedly willing to work with you on that. On a side note, my main suggestion is to add configuration file entries for primary values used by RR, such as time multiplier for crops at both slow and fast ends (for winter and summer, respectively), the ability to turn on and off specific "sub-mods" of RR, and, if not using Harder Ores, the option to prevent the COG configs from being written into the custom folder. On a side note, you probably should copy the configs to the "mods" folder, not the "custom" folder (modules/mods/*.xml).
Oh, and use Sprocket for all your Custom Ore Generation configuration needs, of course! (What, me? Biased? NEVER!)
I tend to notice it on games where there are multiple worldgen mods, such as orgen mods, biome mods, terrain generation mods, dimension mods (especially Mystcraft), dungeon or ruins mods, or village-generation mods like Millenaire. The more such mods are added, the larger the chunk-lag gets. That's why this modpack design only has COG as the designated "worldgen" mod.
Only limonite actually generates nugget-valued ore (iron). It was done that way so that you are not hopelessly without iron, and to encourage the grinder to give you more iron.
In the case of this mod, "hopelessly without iron" is kinda the point for the early-game. I want to encourage the player to make use of the flint tools to establish basic infrastructure, so they can spend their time leveling their tools through constant use. Once they reach the ability to mine iron, they should also have enough infrastructure (and equipment) to survive prospecting expeditions... especially if I can get those flowers working with the ore blocks I intend to use.
While a given harder_ore block will drop nuggets each time you mine it, you will generally mine 6 to 12 nuggets from each block. (More in the motherlode itself).
I'm already requiring the player establish infrastructure through two major mods, it seems rather vindictive to require they package the chunks before smelting/grinding/processing them, and once the extractor is in play... we're talking about a multiplier anywhere from 2 to 10 times the amount of ore they bring in... additional nuggets are... well... small change.
I definitely appreciate your offer, and am wholeheartedly willing to work with you on that. On a side note, my main suggestion is to add configuration file entries for primary values used by RR, such as time multiplier for crops at both slow and fast ends (for winter and summer, respectively), the ability to turn on and off specific "sub-mods" of RR, and, if not using Harder Ores, the option to prevent the COG configs from being written into the custom folder. On a side note, you probably should copy the configs to the "mods" folder, not the "custom" folder (modules/mods/*.xml).
I changed over to /mods earlier this afternoon. When I originally wrote the code I wasn't aware of it. Next release will do a cleanup and move the files to /mods. Also, the files are only written by the mod doing the placement. That is, Hard Ore extracts its own configs and Hard Underground extracts its own. (Wildlife doesn't have any).
As for the crop speeds, that's actually really hard. I can't store any data about any given crop block, so it's just a random call. The "best case" scenario already gets down to about 1 in 4 (i.e. 4 times slower than vanilla). There isn't a way to "narrow" the range in the way you're suggesting. You have to realize that on the inside there are some rather complex functions involved. One for temp, one for rainfall. It's not a straight forward thing to "just make it configurable." The lower-bound is there to keep exponential functions from running away...exponentially.
Oh, and use Sprocket for all your Custom Ore Generation configuration needs, of course! (What, me? Biased? NEVER!)
That's actually not helpful. I don't use any of the presets, or rather, very few. Iron/gold, copper, tin, and limonite are all unique and don't rely on a preset.
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.
And since I'm not a mod author, I'll take your word on the speed difficulty.
Its a problem of math. There isn't a way to scale the curve easily.
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.
This has been a really interesting, productive read. Thank you. I was just looking over your mods today, Draco, and very interested in quite a few. Especially those flowers..
This has been a really interesting, productive read. Thank you. I was just looking over your mods today, Draco, and very interested in quite a few. Especially those flowers..
I have to thank my uncle for that idea.
It was the keystone that made the whole system come together. I knew what the downsides to using COG veins were and I needed a way to counteract that so the player could make meaningful choices about where to dig. After wracking my brain for weeks and even having a discussion thread on the topic, I still came up empty. So I sent my ex-geologist uncle an email wondering what his thoughts were. His reply was barely more than a one word reply, "geobotany."
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.
So, I'm getting some conflicting things here. Does RR use my custom COG configs, or its own configs? If two sets of configs conflict, whose configs get used? How are name collisions handled?
Does this mean that animals can starve in an unloaded chunk? Wow, if so, we've got definite proof of Schrodinger's Cat.
All it takes is one ingot of bronze to make a bronze pickaxe head in the smelter. From there, you've just skipped the copper, iron, and tin mining levels, and once you've levelled up the pickaxe, redstone and diamond will be available for mining. Since redstone is the gating material to begin RotaryCraft, that ends the first stage of the game.
The way configs work is thus:
1) The primay config file (the one that is at the top level, CustomOreGen_Config.xml and CustomOreGen_Config_Default.xml) loads all the /module configs.
2) /modules/custom is loaded after /modules/mods which is loaded after /modules/default (mine are in /custom)
3) If a later-loaded module has a config with the same name as an existing one, it overwrites. This is how my modules clear out all the default modules (preventing their rules from running and so I don't need to write a ton of block replacement rules). Those modules will still show up as tabs with options, but those options are effectively empty rules.
4) when you make selections in the create-world menu, these are saved to the per-world configs which take precedence over the global configs (this file is copyable to a server).
I'm not sure where "your configs" are so I can't say where in the load order they are. It should also be noted that RR only unpacks its config files into the /custom directory if they are missing. This lets you tweak the xml files without having to do convoluted things.
Unloaded, no. Just outside the 2? 4? chunk "near the player" radius. There's a zone outside of which mobs don't move, to reduce lag. Not much I can do about this, TBH. Realize though that the aging speed is like 20 Minecraft days (average 400-425 minutes*) from birth to death, so you'd have to hover at that "not quite nearby" distance for quite a while. They check for food every 150 ticks and if they don't find any, they age an extra 50 (and destroy a block every 20th check).
*By default. This can be raised up to a maximum of about 23 real time days (33,345 minutes +/- 12).
Bingo. The other block types they are allowed to eat (like leaves) are replaced with air. Grass-the-solid-block and mycelium are just converted to dirt.
Ah, one ingot. Fair. Yeah, just disable all drops from the sluice in the config.
I'm looking through the configurations now, and I need to know, how can I adjust the speed of crop growth? I want to set up the RR mod so it uses the default 4x time that Hunger Overhaul used for crop growth as a base (rather than the overly-hard 10x), but while there's an option for the worst case, there seems to be nothing for the best-case.
Actually, my configs were added in a special modpack folder. In the first post on this thread, there's a link to a zipfile containing all the configurations, including the COG configs. I generated them using my Sprocket utility. My INI files were modified to remove redundant ores (using Electricraft's copper, tin, silver, platinum, and nickel only, for example) by default, so the configuration could be used effectively on a server as well as a desktop. In the CustomOreGen_Config.xml file, I added a new section above the custom folder call, loading the ores from the modpack folder.
EDIT: I just looked over the HarderOres config, and I noticed that it seems to have a preference for Thermal Foundation. I dunno about you, but I wince at some of the names they gave their ores. I mean, ferrous ore? SHINY ore? Seriously?
When using oredicted ores, I find that I prefer ElectriCraft's ores, simply because they use the real names of "Nickel" and "Platinum," which, incidentally, are the actual Ore Dictionary names for "Ferrous" and (ugh!) "Shiny" ores.
What actual commands in the COG configs do you use to link up your configs with the indicator plants? Or is the logic completely independent to Custom Ore Generation's configs? I'll be honest, the XML is hard as hell to follow, much less unravel, and it overrides a lot of the oregen I've already established in the files' substitution step. Removing the XML files causes the mod to re-spawn them, and making them empty seems to cause the mod to crap all over itself.
I use "nickel" everywhere in my mod, not ferrous (except in the COG setting for "force extra ores" where it says "nickel (ferrous)"). And "platinum" as well (although it is currently used in one place for the indicator plant). So I'm not sure what you're seeing.
That's all independent of COG. Its done in the block class itself. No, there would have been no easy way to do the flowers with COG.
I just saw something like "?ThermalFoundation" and jumped to conclusions. In case you haven't figured it out, the CoFH naming of nickel and platinum are a pet peeve of mine... right up there with "Bedrockium".
Does this mean that the flowers are tied to the HarderOres ore blocks?
For the most part. There's some ores (like the aforementioned platinum) that use an alternative method, but I'm not 100% sure that it works very well yet. Basically, I tell my systems to track a mod based ore block, attach a flower to it, and when it scans the chunk it says "oh hey, I found this block and its not one of mine..." and does the flower spawning.
Those ores are:
And it goes by oreDict name, so any block that shows up with that registered name.
Sounds good. I've been looking again at the config, now that my brain hasn't been purreed by sheer fatigue, and I start to understand that those mod-specific sections were for substituting out default configs for IC2 and TF.
I'll have to do a playthrough before I can decide once and for all if I want to let go of my configs for the Harder Ores settings, though. If I decide I don't want to use Harder Ores, is there a way to disable them without having to add 'default = "none"' to each stanza, along with a 'display="hidden"' for the options setting? There are definitely benefits to this mod I want to use, but
the ores seem like a duplication of what I spent months of effort perfecting... it's not really something I just want to drop at this time.neither of the key mods in this pack support the hard ores for processing.UPDATE: COG crashed because the Biome dictionary was unable to find SUNFLOWER PLAINS. You might want to remove it from Harder Extra Ores. UPDATE 2: And FOREST HILLS... UPDATE 3: And BIRCH FOREST... UPDATE 4: the ".*" biome also seems to cause issues with COG; I think regexes were disabled to improve COG performance.
UPDATE - Final tally: In order for the configs to work, you will need to remove the "Forest Hills," "Birch Forest," Sunflower Plains," and any biome entry utilizing the ".*" regular expression for the mod to actually generate the desired oregen.
Yet another UPDATE (I've been doing a lot of these lately, haven't I?): This modpack depends on Rotarycraft for the bulk of the mid-late game materials collection and processing. Also, the early-game processing is done through the Tinker's Construct smelter. The raw ores from Harder Ores apparently cannot be processed by either mod. So, at this point, I'm going to have to forego the harder ores part of the RR mod.
Fur the love of god, why. Its not even in the change log.
As for processing, you can process them in RotaryCraft. I went through hell trying to get Reika to API his **** so I could support it. However, there's an extra step needed to use the Extractor, and that involves running the nuggets through the Pressure Packager. I'll look into support for TiC. I personally will never, ever, play with TiC due to some of the other changes it makes. But I know a lot of people do like it.
That would not be advisable, unfortunately. The flower thing for the mod-ores is only that list. If you disable all of the ores that are supported, you won't get them at all due to the config-distribution-name-override thing mentioned before. You'd have to remove those stanzas as well as setting my stanzas to none (and then you would not find the flowers).
Anyway, if it ends up not being something for you, that's fine. I understand people want to play the way they want to play, and while I've made the best effort I can to support other tech mods, sometimes someone's vision isn't something possible with what I have set up. Reasonable Realism was so I could have the game set up the way I want to play.
I don't know, but the following message (and its bretheren) kept showing up in the logs, and ores were in vanilla clusters. Maybe you were using BiomeType, when you meant to use Biome?
[13:00:55] [Server thread/ERROR] [CustomOreGen]: Problem loading world config
java.lang.IllegalArgumentException: No enum constant net.minecraftforge.common.BiomeDictionary.Type.SUNFLOWER PLAINS
at java.lang.Enum.valueOf(Enum.java:238) ~[?:1.8.0_45]
at net.minecraftforge.common.BiomeDictionary$Type.valueOf(BiomeDictionary.java:15) ~[BiomeDictionary$Type.class:?]
at CustomOreGen.Util.BiomeDescriptor.matchingWeight(BiomeDescriptor.java:134) ~[BiomeDescriptor.class:?]
at CustomOreGen.Util.BiomeDescriptor.compileMatches(BiomeDescriptor.java:166) ~[BiomeDescriptor.class:?]
at CustomOreGen.Util.BiomeDescriptor.getTotalMatchWeight(BiomeDescriptor.java:242) ~[BiomeDescriptor.class:?]
at CustomOreGen.Server.MapGenOreDistribution.validate(MapGenOreDistribution.java:332) ~[MapGenOreDistribution.class:?]
at CustomOreGen.Server.MapGenCloud.validate(MapGenCloud.java:80) ~[MapGenCloud.class:?]
at CustomOreGen.Server.ServerState.validateDistributions(ServerState.java:109) [ServerState.class:?]
at CustomOreGen.Server.ServerState.getWorldConfig(ServerState.java:57) [ServerState.class:?]
at CustomOreGen.ForgeInterface.onLoadWorld(ForgeInterface.java:46) [ForgeInterface.class:?]
at cpw.mods.fml.common.eventhandler.ASMEventHandler_11_ForgeInterface_onLoadWorld_Load.invoke(.dynamic) [?:?]
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54) [ASMEventHandler.class:?]
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:138) [EventBus.class:?]
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:73) [bsx.class:?]
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:92) [bsx.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:387) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685) [?:?]
I probably wouldn't be using TiC, either, except for Iguana's Tinker Tweaks; this is the way the early-game progression is enforced. I'll check the packager out further later. All the same, it might be better to have a config file option to determine whether the harder ores drop chunks or the standard ore drops, against just such a possibility.
Huh? So the flower-ore tracking is not also applied to ores replaced by Harder Ores?
Fair enough. I am liking the seasonal aspects of harder crops (although i still want to know how to set the base time multiplier to 4x instead of 10x), though, as well as the auto-breeding and auto-feeding aspects of harder wildlife, and will want to include those in here, so it's not a complete wash, and there are aspects of harder ores I like, especially the flowers, but the ore drop issue (and inability to replace hard ores with vanilla/modded ores) is making the harder ores a somewhat hard sell.
I can't. By dropping a block that implies that the amount dropped is worth one ingot when it is not. The whole system is built around each drop being worth a nugget, rather than an ingot. That's why 9 of the ore chunks are "compressed" into a block that can be processed by the Extractor.
Now: what does Iguana's Tweaks do that doesn't mesh with Harder Ores?
Sorry, I think we're talking past each other a little:
Ah, I see. That would probably work against what I was going for, anyways, as I don't want to reduce mining drops to nugget-value ores. I simply want to re-arrange existing mods' ores to be harder to find, but all the more rewarding when successfully located and collected.
In essence; I aim to provide more difficulty, but also larger rewards for stepping up to the challenge.
Nothing, that I know of. My point is that Iguana's Tinker Tweaks, which enforces early-game progression, requires Tinker's Construct, which is the only reason I included Tinker's Construct in this modpack.
Just to clarify: I was hoping that the mod tracked all existing ore blocks (including vanilla and other mods' blocks like copper, tin, and silver) by oreDict name to spawn flowers. That way, if I decided to skip the "Harder Ores" blocks, and just use different COG configs to spawn other mods' copper, tin, or silver (in my case, ElectriCraft), or any of the vanilla ores, the option would at least be available to me.
As it stands right now, (if I'm reading your posts right) if I turn off the COG generation of Harder Ores in favor of vanilla and other mods' ores, all that means is that the only ores that will have flowers for them are the ores that do not get replaced by Harder Ores.
UPDATE: I've been trying to play with this mod for a while, and since installing it, I've been coming across quite a bit of what I've come to know as "worldgen latency," that is, frequent periods where item drops, chunk generation, and item/block effects pause (and sometimes I will "snap back" to a previous location). This usually happens when I have too many worldgen mods, since they cause chunk updating to slow down.
As such, I may just have to forego Reasonable Realism for the time being... which is disappointing, because there are quite a few things in the mod that really do work with this modpack's theme...
Ah, gotcha.
I could probably extract the semi-integration mechanic I've already got into a micro-mod for you. Wouldn't take a while lot of effort. It would require COG, which should be fine as you're already using it and not meaningful otherwise. Send me a PM of there are other features you want besides the flowers, which I consider essential to using COG and not being frustrated.
Re:worldgen slow down: while RR does so some chunk scanning after COG modifies it, I was able to measure how much time it took to dip a whole chunk and it was 0.6 to 1.8 ms (I had to use getNano() as the millisecond time was always 1 or 2). But I have noticed the effect you are referring to on some occasions.
Only limonite actually generates nugget-valued ore (iron). It was done that way so that you are not hopelessly without iron, and to encourage the grinder to give you more iron.
While a given harder_ore block will drop nuggets each time you mine it, you will generally mine 6 to 12 nuggets from each block. (More in the motherlode itself).
* 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 definitely appreciate your offer, and am wholeheartedly willing to work with you on that. On a side note, my main suggestion is to add configuration file entries for primary values used by RR, such as time multiplier for crops at both slow and fast ends (for winter and summer, respectively), the ability to turn on and off specific "sub-mods" of RR, and, if not using Harder Ores, the option to prevent the COG configs from being written into the custom folder. On a side note, you probably should copy the configs to the "mods" folder, not the "custom" folder (modules/mods/*.xml).
Oh, and use Sprocket for all your Custom Ore Generation configuration needs, of course! (What, me? Biased? NEVER!)
I tend to notice it on games where there are multiple worldgen mods, such as orgen mods, biome mods, terrain generation mods, dimension mods (especially Mystcraft), dungeon or ruins mods, or village-generation mods like Millenaire. The more such mods are added, the larger the chunk-lag gets. That's why this modpack design only has COG as the designated "worldgen" mod.
In the case of this mod, "hopelessly without iron" is kinda the point for the early-game. I want to encourage the player to make use of the flint tools to establish basic infrastructure, so they can spend their time leveling their tools through constant use. Once they reach the ability to mine iron, they should also have enough infrastructure (and equipment) to survive prospecting expeditions... especially if I can get those flowers working with the ore blocks I intend to use.
I'm already requiring the player establish infrastructure through two major mods, it seems rather vindictive to require they package the chunks before smelting/grinding/processing them, and once the extractor is in play... we're talking about a multiplier anywhere from 2 to 10 times the amount of ore they bring in... additional nuggets are... well... small change.
I changed over to /mods earlier this afternoon. When I originally wrote the code I wasn't aware of it. Next release will do a cleanup and move the files to /mods. Also, the files are only written by the mod doing the placement. That is, Hard Ore extracts its own configs and Hard Underground extracts its own. (Wildlife doesn't have any).
As for the crop speeds, that's actually really hard. I can't store any data about any given crop block, so it's just a random call. The "best case" scenario already gets down to about 1 in 4 (i.e. 4 times slower than vanilla). There isn't a way to "narrow" the range in the way you're suggesting. You have to realize that on the inside there are some rather complex functions involved. One for temp, one for rainfall. It's not a straight forward thing to "just make it configurable." The lower-bound is there to keep exponential functions from running away...exponentially.
That's actually not helpful. I don't use any of the presets, or rather, very few. Iron/gold, copper, tin, and limonite are all unique and don't rely on a preset.
Actually, the Sprocket part was a joke.
And since I'm not a mod author, I'll take your word on the speed difficulty.
Its a problem of math. There isn't a way to scale the curve easily.
Yup. Math is hard.
This has been a really interesting, productive read. Thank you. I was just looking over your mods today, Draco, and very interested in quite a few. Especially those flowers..
I have to thank my uncle for that idea.
It was the keystone that made the whole system come together. I knew what the downsides to using COG veins were and I needed a way to counteract that so the player could make meaningful choices about where to dig. After wracking my brain for weeks and even having a discussion thread on the topic, I still came up empty. So I sent my ex-geologist uncle an email wondering what his thoughts were. His reply was barely more than a one word reply, "geobotany."