So, all my foods seem to generate item configs instead of food ones? I'm not sure if it matters, but I'm having trouble configuring any foods to modify the rot times, does anyone have a sample config for say, vanilla steak I could take and modify?
Edit: Figured it out, I think, can't get it to work, but I at least found where it should be.
If someone could still provide a config I'd like to look at it because it doesn't seem to DO anything, but it also doesn't crash or anything exciting like that.
EnviroMine should generate a bunch of default configs in which you can use as a reference to format your own.
EnviroMine should generate a bunch of default configs in which you can use as a reference to format your own.
Maybe that answers my question too. Can we use the Cave Ores section of the cavedimension.cfg to control the generation of mod ores in the cave dim?
Also, it states in the changelog that there's now a cfg option to have mineshafts generate in the cave dim but i didn't see that option in any of the cfg files. I generated completely new cfg files too. Did i miss it? I generated a cave dim with the latest version and couldn't find any mineshafts, but i did find a couple of dungeons.
Hey, Funwayguy can you help me please?I'm not a native english speaker and it's kinda difficult for me to understand all configuration stuff.I realy tried but i can't to do this.I want to configure physics so it won't work on stone and cobblestone (for proper building) is this possible?If yes, can you please tell me how to do it?Thanks.
Maybe that answers my question too. Can we use the Cave Ores section of the cavedimension.cfg to control the generation of mod ores in the cave dim?
Also, it states in the changelog that there's now a cfg option to have mineshafts generate in the cave dim but i didn't see that option in any of the cfg files. I generated completely new cfg files too. Did i miss it? I generated a cave dim with the latest version and couldn't find any mineshafts, but i did find a couple of dungeons.
Yes all the ores in the dimension are customisable now. The option is under the dimension category in custom configs.
By default the mineshafts will generate up at Y 192 only the last update actually fixed them. If you have the console window open you'll see where they generate if you want to test them
I found one, but I copied and pasted and edited... and I can't seem to get it to modify the pam's foods.
setting the rot time to 1 day or 50 it still says 7 on making a new world or reloading the configs.
If it isn't linking up to the food it must not have the correct name ID and metadata. If you really can't figure it out you could try turning on the option in the main config that generates defaults for every possible item & block then dig through the files for the one you want
Hey, Funwayguy can you help me please?I'm not a native english speaker and it's kinda difficult for me to understand all configuration stuff.I realy tried but i can't to do this.I want to configure physics so it won't work on stone and cobblestone (for proper building) is this possible?If yes, can you please tell me how to do it?Thanks.
There should be a default config file at 'config/enviromine/minecraft.cfg' from there you can scroll down to stone and cobblestone under the blocks category and set their stability type to 'none'
If you would like to turn of physics for every block globally you can turn it off under the main configuration file 'config/enviromine/EnviroMine.cfg'
Just no for a very large number of reasons... if that's the kind of mod you're looking for then go find a developer with few morals.
Well, not exactly the profile of this mod for that type of feature.
Onto something that actually fits the theme. Would you guys consider adding the falling tree physics of the older Fysiks Fun mod? It seems like that would really fit Enviromines' style of physics and believability.
personay i think the phyisics in enviromine are already good as they are now. Chopping trees is much fun now :-)
It is certainly better than vanilla however it would be cool to see the actual tree falling as opposed to the Tetris like lumber work that exists currently.
EDIT: Here is a clip of how Fysiks Had tree felling, actual mechanic is action at 2:20, best watched on mute
The main problem i see with fysiks fun is lag. You can see it a bit as the trees are trying to fall. And something didn't go right with the taller tree at the end. Plus the water updating would also be pretty lag intensive.
With lots of players using using BOP, Highlands, Twilight forest, Natura and other mods with larger trees, I can see this causing a lot of problems Most people would just turn it off. Treecapitor and similar mods used to crash servers on a regular basis.
I'd rather see people try to update that mod. I find physics with enviormine mostly fine right now.
The main problem i see with fysiks fun is lag. You can see it a bit as the trees are trying to fall. And something didn't go right with the taller tree at the end. Plus the water updating would also be pretty lag intensive.
With lots of players using using BOP, Highlands, Twilight forest, Natura and other mods with larger trees, I can see this causing a lot of problems Most people would just turn it off. Treecapitor and similar mods used to crash servers on a regular basis.
I'd rather see people try to update that mod. I find physics with enviormine mostly fine right now.
If you read my original post again you will see I was only asking for the functionality of the tree felling, not the mimicry of dealing with FF's additional content. While that is an interesting mod I agree that such expansive changes should be reserved for someone attempting to update it specifically. As far as the lag goes I have personally tested FF with mods such as Big Trees, BOP and Twilight forest without any lag penalty in the mod's native version, in fact I have noticed more dropped frames from mods like Timber! or Treecapitator due to the rapid state change. Finally if the mod author's were going to consider such an addition I am sure they would make it config ready like literally every other feature in Enviromine.
On a separate note I am having a bit of a problem solving a feature based conflict between the physics in Enviromine and mods like Archimedes Ships or Cuchaz Ships mod. The issue is not that there is a game stopping incompatibility, simply that due to the way Enviromine's physics work you cannot successfully make a floating vessel of any kind without it sinking upon the ship re-syncing to the environment. The only way around it now is to either make wood or the whatever the ships bottom blocks are unaffected by physics which is obviously not desirable for breaking the balance of structures outside of water. I haven't figured out a really good solution to this problem yet that doesn't revolve around wood (or whatever you want as your ships hull) not being affected by physics while in or surrounded by water. Whether or not this is doable is left to the mod authors unless someone has a better solution that doesn't break the physics balance on land.
Ouch, I've never thought of that, I've got a pack with both enviromine and Archimedes ships and... that's unfortunate.
A horribly messy solution might be making a shore buffer bowl or something at dock?
though you'd still have to get it in...
OK, combine the above with a pump to drain water out and something to push it back in, making locks to dock the ships...
yeah, really messy, but might at least function.
Yeah there are a couple of bandages for docking and undocking, like making sand unable to be picked up or creating some kind of buffer like you stated however it doesn't cover the unsolvable issue of stopping the boat at sea. That is a pretty important feature that can't really be solved without some kind of fix.
Might not be the look you want, but endstone is unaffected by physics, and glowstone actually adds extra support to blocks. I have a massive skyship that i used for the Spawn in a server i'm on, Had to use a lot of glowstone in the sails and hull to keep it all up high. You might need to build out of glowstone, cover the exterior with wood.
Might not be the look you want, but endstone is unaffected by physics, and glowstone actually adds extra support to blocks. I have a massive skyship that i used for the Spawn in a server i'm on, Had to use a lot of glowstone in the sails and hull to keep it all up high. You might need to build out of glowstone, cover the exterior with wood.
You can also customize what blocks are/aren't affected. Using something like the carpenter's blocks mod might be useful, as it adds a *ton* of extra blocks you can adjust.
Might not be the look you want, but endstone is unaffected by physics, and glowstone actually adds extra support to blocks. I have a massive skyship that i used for the Spawn in a server i'm on, Had to use a lot of glowstone in the sails and hull to keep it all up high. You might need to build out of glowstone, cover the exterior with wood.
Asking survival players to use exotic or valuable materials on what should be regular water craft even small rafts really torpedos their utility especially with a server using difficulty enhancing mods like Iguana Tweaks or Enviromine itself.
You can also customize what blocks are/aren't affected. Using something like the carpenter's blocks mod might be useful, as it adds a *ton* of extra blocks you can adjust.
Right and this is the patch I would suggest if no official solution is possible however it presents a pretty glaring issue. Any easily enough crafted item that would be reasonable to ask boat makers to use is now also a cheaply created physics defying block that breaks the added physics balance on a survival setting/server. The ideal would be something like I stated earlier that could check for water source blocks next to it and disable physics on itself. I understand mod support is not the utmost priority but it would be greatly appreciated to tke a look.
EnviroMine should generate a bunch of default configs in which you can use as a reference to format your own.
Maybe that answers my question too. Can we use the Cave Ores section of the cavedimension.cfg to control the generation of mod ores in the cave dim?
Also, it states in the changelog that there's now a cfg option to have mineshafts generate in the cave dim but i didn't see that option in any of the cfg files. I generated completely new cfg files too. Did i miss it? I generated a cave dim with the latest version and couldn't find any mineshafts, but i did find a couple of dungeons.
setting the rot time to 1 day or 50 it still says 7 on making a new world or reloading the configs.
Yes all the ores in the dimension are customisable now. The option is under the dimension category in custom configs.
By default the mineshafts will generate up at Y 192 only the last update actually fixed them. If you have the console window open you'll see where they generate if you want to test them
If it isn't linking up to the food it must not have the correct name ID and metadata. If you really can't figure it out you could try turning on the option in the main config that generates defaults for every possible item & block then dig through the files for the one you want
There should be a default config file at 'config/enviromine/minecraft.cfg' from there you can scroll down to stone and cobblestone under the blocks category and set their stability type to 'none'
If you would like to turn of physics for every block globally you can turn it off under the main configuration file 'config/enviromine/EnviroMine.cfg'
it would go good with the meat rotting physics
Just no for a very large number of reasons... if that's the kind of mod you're looking for then go find a developer with few morals.
Well, not exactly the profile of this mod for that type of feature.
Onto something that actually fits the theme. Would you guys consider adding the falling tree physics of the older Fysiks Fun mod? It seems like that would really fit Enviromines' style of physics and believability.
It is certainly better than vanilla however it would be cool to see the actual tree falling as opposed to the Tetris like lumber work that exists currently.
EDIT: Here is a clip of how Fysiks Had tree felling, actual mechanic is action at 2:20, best watched on mute
With lots of players using using BOP, Highlands, Twilight forest, Natura and other mods with larger trees, I can see this causing a lot of problems Most people would just turn it off. Treecapitor and similar mods used to crash servers on a regular basis.
I'd rather see people try to update that mod. I find physics with enviormine mostly fine right now.
If you read my original post again you will see I was only asking for the functionality of the tree felling, not the mimicry of dealing with FF's additional content. While that is an interesting mod I agree that such expansive changes should be reserved for someone attempting to update it specifically. As far as the lag goes I have personally tested FF with mods such as Big Trees, BOP and Twilight forest without any lag penalty in the mod's native version, in fact I have noticed more dropped frames from mods like Timber! or Treecapitator due to the rapid state change. Finally if the mod author's were going to consider such an addition I am sure they would make it config ready like literally every other feature in Enviromine.
On a separate note I am having a bit of a problem solving a feature based conflict between the physics in Enviromine and mods like Archimedes Ships or Cuchaz Ships mod. The issue is not that there is a game stopping incompatibility, simply that due to the way Enviromine's physics work you cannot successfully make a floating vessel of any kind without it sinking upon the ship re-syncing to the environment. The only way around it now is to either make wood or the whatever the ships bottom blocks are unaffected by physics which is obviously not desirable for breaking the balance of structures outside of water. I haven't figured out a really good solution to this problem yet that doesn't revolve around wood (or whatever you want as your ships hull) not being affected by physics while in or surrounded by water. Whether or not this is doable is left to the mod authors unless someone has a better solution that doesn't break the physics balance on land.
A horribly messy solution might be making a shore buffer bowl or something at dock?
though you'd still have to get it in...
OK, combine the above with a pump to drain water out and something to push it back in, making locks to dock the ships...
yeah, really messy, but might at least function.
Yeah there are a couple of bandages for docking and undocking, like making sand unable to be picked up or creating some kind of buffer like you stated however it doesn't cover the unsolvable issue of stopping the boat at sea. That is a pretty important feature that can't really be solved without some kind of fix.
Nope. Ask the ars magica guys. Not our problem.
-tlf
You can also customize what blocks are/aren't affected. Using something like the carpenter's blocks mod might be useful, as it adds a *ton* of extra blocks you can adjust.
-tlf
Asking survival players to use exotic or valuable materials on what should be regular water craft even small rafts really torpedos their utility especially with a server using difficulty enhancing mods like Iguana Tweaks or Enviromine itself.
Right and this is the patch I would suggest if no official solution is possible however it presents a pretty glaring issue. Any easily enough crafted item that would be reasonable to ask boat makers to use is now also a cheaply created physics defying block that breaks the added physics balance on a survival setting/server. The ideal would be something like I stated earlier that could check for water source blocks next to it and disable physics on itself. I understand mod support is not the utmost priority but it would be greatly appreciated to tke a look.