Easy enough to disable generation in the config. Of course, you can use COG to generate in alternative dimensions.
To some degree. ReactorCraft is a bit... persistent about generating ores; it has no way to disable oregen from the config. You could create a configuration to perform substitution on each of ReactorCraft's ores (to replace them with stone), and unless you add new dimension class checks, the replacement will happen with the overworld only.
Okay, hit a new issue. Still using 1.7.10 Minecraft and COG 1.2.24.
In the Nether, Metallurgy ores are not generating. Quartz is generating correctly per the wireframes. Essence Ore (from the Magical Crops mod) is generating scattered, as it does in the overworld (COG doesn't seem to notice this stuff, and I am fine with its default gen, so I left it alone). The Metallurgy ores have wireframes, but no ore is being generated.
Cutting down to just Biomes O Plenty, Metallurgy 4, and COG does not correct the behavior.
When I take BoP out, I appear to get the same problem as gets mentioned in post #2081 of this thread; the original ores get replaced with stone, and new Metallurgy 4 ores are not generated. Quartz is still fine.
I went and checked in the End, and the same thing is happening; stone replacing ore, then no new ore being generated in the veins.
Upon poking in the config, it appears that the End and Nether replacement setups are expecting to replace and replace with vanilla stone instead of Endstone and Netherrack. I'll edit this post to report my success or failure once I am done changing that and testing the change.
Edit: Again running into the problem that anything put into the Custom folder causes COG to error out completely; config options missing from world generation settings, and I would guess no generation in the world (based on my previous issue with this). Adding the updated config to Default doesn't work, because the defaults are overwritten from the jar each time it loads. So, I added the fix to the jar file, and the problem was solved; correct Metallurgy 4 generation in the Nether and End.
Here's the Metallurgy4.xml that fixed it. If your install is cooperating with Custom configs, you should be able to just put this into the Custom folder. If not, you'll need to do what I did and replace the one contained in the Jar file.
Okay, hit a new issue. Still using 1.7.10 Minecraft and COG 1.2.24.
I think I short-changed the changelog for 1.2.26. This is the first release in a year (time went by fast), and this issue was fixed last November. Please upgrade.
Ah, good to know. Will update ASAP. Are you referring to the stone replacement issue or the problem with using the custom configs as having been fixed?
Ah, good to know. Will update ASAP. Are you referring to the stone replacement issue or the problem with using the custom configs as having been fixed?
A lot of work was done on the default configs over the course of last year, and I found and fixed the Metallurgy ores issue as soon as it reared its ugly head.
As for custom configurations, keep in mind that all default configurations are loaded using the "CustomOregen_Config_Default.xml" file. If you copy this file to (in the same folder) "CustomOreGen_Config.xml", you can edit the new file to change which default files actually get loaded. Simply look for lines starting with "<Import file=" and have the name of the mod you're editing, and delete them or comment them out. Once you do this, your custom configurations should be safe.
(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?
One of a quartet of old modpacks that were popular when SSP was not using server code; There was Technic (SSP) and Tekkit (SMP), and their low-memory versions (Te* Lite).
clicking on "Advanced Options" in the GUI doesn't make any additional options appear...
BOP gems are set to NONE and clicking provides no other options, but maybe BOP haven't added gems into 1.10 versions yet. i can't confirm that off the top of my head but it might be on their end. i'll look it up later if someone hasn't beaten me to it by the time i can get around to it.
EDIT 2: upon world creation, when clicking on "More World Options" the "Custom Ore Generation" button persists into the next menu, partially blocking the "Allow Cheats" button and "Bonus Chest" button.
Among the changes I made to the configurations were the addition of ore checks. If a specific ore did not exist in the game, the oregen for that ore would only have "None" as the option. This prevented the mod from wasting CPU cycles by trying to place non-existent ores. The option was originally meant for mods like Metallurgy, which could be configured to disable specific ores from even being added to the game. It could mean that those gems no longer exist, or it could mean that they were renamed.
clicking on "Advanced Options" in the GUI doesn't make any additional options appear...
BOP gems are set to NONE and clicking provides no other options, but maybe BOP haven't added gems into 1.10 versions yet. i can't confirm that off the top of my head but it might be on their end. i'll look it up later if someone hasn't beaten me to it by the time i can get around to it.
EDIT 2: upon world creation, when clicking on "More World Options" the "Custom Ore Generation" button persists into the next menu, partially blocking the "Allow Cheats" button and "Bonus Chest" button.
I will look into these issues. Mod support (BOP) is still a WIP. We will need block state support to robustly support all of them.
ores do seem to be spawning correctly. i would maybe turn down coal generation a little bit, there seems to be A LOT of coal, but that's my preference...
this is just vanilla ores; in the last pic you can see everything pretty well except gold...
these are all taken from the same world. i'll be running more tests over the next few days.
ores do seem to be spawning correctly. i would maybe turn down coal generation a little bit, there seems to be A LOT of coal, but that's my preference...
this is just vanilla ores; in the last pic you can see everything pretty well except gold...
these are all taken from the same world. i'll be running more tests over the next few days.
Hey! How did you get a view like that? I'm trying to figure out good ore generation configs...as well as figure out the configs :/.
Also, a few COG questions:
1) is there any way for coal to drop multiple coal like the ore blocks drop multiple ore?
2) I can't find limonite ANYWHERE. I've hunted and hunted, read the wiki, and then hunted some more, with the wireframe debugger. It seems to just not be generating. I don't see any limonite-related config that'd turn it off though.
Easy enough to disable generation in the config. Of course, you can use COG to generate in alternative dimensions.
To some degree. ReactorCraft is a bit... persistent about generating ores; it has no way to disable oregen from the config. You could create a configuration to perform substitution on each of ReactorCraft's ores (to replace them with stone), and unless you add new dimension class checks, the replacement will happen with the overworld only.
Okay, hit a new issue. Still using 1.7.10 Minecraft and COG 1.2.24.
In the Nether, Metallurgy ores are not generating. Quartz is generating correctly per the wireframes. Essence Ore (from the Magical Crops mod) is generating scattered, as it does in the overworld (COG doesn't seem to notice this stuff, and I am fine with its default gen, so I left it alone). The Metallurgy ores have wireframes, but no ore is being generated.
Cutting down to just Biomes O Plenty, Metallurgy 4, and COG does not correct the behavior.
When I take BoP out, I appear to get the same problem as gets mentioned in post #2081 of this thread; the original ores get replaced with stone, and new Metallurgy 4 ores are not generated. Quartz is still fine.
I went and checked in the End, and the same thing is happening; stone replacing ore, then no new ore being generated in the veins.
Upon poking in the config, it appears that the End and Nether replacement setups are expecting to replace and replace with vanilla stone instead of Endstone and Netherrack. I'll edit this post to report my success or failure once I am done changing that and testing the change.
Edit: Again running into the problem that anything put into the Custom folder causes COG to error out completely; config options missing from world generation settings, and I would guess no generation in the world (based on my previous issue with this). Adding the updated config to Default doesn't work, because the defaults are overwritten from the jar each time it loads. So, I added the fix to the jar file, and the problem was solved; correct Metallurgy 4 generation in the Nether and End.
Here's the Metallurgy4.xml that fixed it. If your install is cooperating with Custom configs, you should be able to just put this into the Custom folder. If not, you'll need to do what I did and replace the one contained in the Jar file.
http://pastebin.com/qdLThQaL
I think I short-changed the changelog for 1.2.26. This is the first release in a year (time went by fast), and this issue was fixed last November. Please upgrade.
Ah, good to know. Will update ASAP. Are you referring to the stone replacement issue or the problem with using the custom configs as having been fixed?
A lot of work was done on the default configs over the course of last year, and I found and fixed the Metallurgy ores issue as soon as it reared its ugly head.
As for custom configurations, keep in mind that all default configurations are loaded using the "CustomOregen_Config_Default.xml" file. If you copy this file to (in the same folder) "CustomOreGen_Config.xml", you can edit the new file to change which default files actually get loaded. Simply look for lines starting with "<Import file=" and have the name of the mod you're editing, and delete them or comment them out. Once you do this, your custom configurations should be safe.
Thanks very much for the help!
hello everyone. it's been some time since it has been mentioned. Are there still plans to update to 1.9 or 1.10?
We fully updated to 1.10 a couple weeks ago. Haven't release it yet though. Might put out a beta this weekend.
https://github.com/lawremi/CustomOreGen/tree/1.10
how do you install this with tekkit lite?
What is Tekkit lite?
Normally, you install by putting this in the "mods" folder of a forge instance.
So, normally, if you have nothing but the vanilla launcher, you do the following:
1. Run the vanilla launcher once, so it can set up what it uses.
2. Run the forge installer, so you have forge installed.
3. Run the vanilla launcher, and create a new profile/game instance using forge, and run it once. (No need to make a world, just run it).
4. Find that instance's game directory, and locate the mod folder within that.
5. Put your mods -- this one included -- into that folder.
* 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?
Holy crap have I really been away from this game for that long
One of a quartet of old modpacks that were popular when SSP was not using server code; There was Technic (SSP) and Tekkit (SMP), and their low-memory versions (Te* Lite).
Just uploaded a 1.10.2 beta to Curse. Please test.
clicking on "Advanced Options" in the GUI doesn't make any additional options appear...
BOP gems are set to NONE and clicking provides no other options, but maybe BOP haven't added gems into 1.10 versions yet. i can't confirm that off the top of my head but it might be on their end. i'll look it up later if someone hasn't beaten me to it by the time i can get around to it.
EDIT 2: upon world creation, when clicking on "More World Options" the "Custom Ore Generation" button persists into the next menu, partially blocking the "Allow Cheats" button and "Bonus Chest" button.
Among the changes I made to the configurations were the addition of ore checks. If a specific ore did not exist in the game, the oregen for that ore would only have "None" as the option. This prevented the mod from wasting CPU cycles by trying to place non-existent ores. The option was originally meant for mods like Metallurgy, which could be configured to disable specific ores from even being added to the game. It could mean that those gems no longer exist, or it could mean that they were renamed.
I will look into these issues. Mod support (BOP) is still a WIP. We will need block state support to robustly support all of them.
ores do seem to be spawning correctly. i would maybe turn down coal generation a little bit, there seems to be A LOT of coal, but that's my preference...
this is just vanilla ores; in the last pic you can see everything pretty well except gold...
these are all taken from the same world. i'll be running more tests over the next few days.
Gladly!
Hey! How did you get a view like that? I'm trying to figure out good ore generation configs...as well as figure out the configs :/.
Also, a few COG questions:
1) is there any way for coal to drop multiple coal like the ore blocks drop multiple ore?
2) I can't find limonite ANYWHERE. I've hunted and hunted, read the wiki, and then hunted some more, with the wireframe debugger. It seems to just not be generating. I don't see any limonite-related config that'd turn it off though.