Me: otherwise, I'm going to be pestering authors of mods like C.O.G. to dig into it for modification purposes
Thanks for reminding that wasn't a thingy tho
AetherDev: C. O. G.?
Me: Custom ore Generation. I'm using it on my server's overworld to make the ore clump together
AetherDev: Is that a Forge or Bukkit thing?
Me: It makes land claims more exciting, because an arbitrary bit of land can suddenly be worth lots more than another bit of land
AetherDev: if it's Forge, you should be able to change the noise fields, which _should_ alter the way islands clump and all that
if we post that event to Forge...
one sec
Me: so the idea is you claim the spots with large iron/diamond/redstone deposits and have to defend yourself from streams of mineral deprived opponents
I want to impliment something similar in Aether, so that you get some (minerally) nearly worthless islands, and some worth as much as ten average islands. much fun will ensue
AetherDev: I looked in 1.7's source code for ya' doesn't seem to be any way to edit the noise fields with mods
Me: oh;(
AetherDev:yeah, sorry about that. if you'd like, I can patch it in real quick for 1.5.2
Me: can i request it as a feature for mutation?
I'm running 1.7.10 and I'm not going to downgrade now
AetherDev: 1.7.10-1.5.2
Ya
AetherDev: Alright, I'll add that in then
Not 100% sure on the release date for the 1.7.10-1.5.2 atm though
Additionally, I have spoken with the original author of the bukkit plugin OreVeins:
To tell you the truth I've not worked on this project for awhile. The
last update i committed to the repository was an attempt to fix several
of the retarded bugs that cropped up every now and them. I'm still very
interested in bringing it up to snuff with sponge, especially because
it's forge baselayer would allow me to make things like quartz veins,
plutons, gossan outcrops etc;. There are also several optimization
pathways that would allow OreVeins to run much faster on a sponge server
vs bukkit server.
[..]
If you can drum up support from another more experienced dev who could collaborate with me, it would help ALOT.
This summer I was hoping to implement GeoCraft, a whole geology
conversion for MC that would have implemented various geologic ages in
its procedural generation of the world. However, that has also stalled
similarly for the same reasons.
[...]
I can only promise to give it my best shot after that date; if you'd
want to ensure that OreVeins is operational and bug free (or any plugin
derivative of it), It would really help trying to get another dev
involved.
-El_minadero
A plugin, rather than a mod, would be more useful to me as a server owner, since I don't need my players to install additional mods, and I advertise my server exclusively on the Aethermod cloud platform, a situation which leads most players to attempt to connect without having the correct modpack and thus failing to join.
Determining "indoors" (but "above ground") is done via sky light checks,
which are cheap enough to be accurate. Sure, you could encase the mill
in a house of glass and it'd work just fine. But that's an acceptable
failure over having to either simulate wind or do an A* check every game
tick.
Couldn't you just do A check once for every ~100 blocks the player places within ~20 blocks of the windmill?
@Keybounce, have you optimized the terrible CPU load which was the early finite water?
I've thought of at least one optimization scheme for the waterlevel averaging if you haven't.
Oh ok, I already spent over an hour fiddling with a whole bunch of settings for all the ores up to lead, where I frankly, gave up.
What is the maximum density which actually makes a difference?
I was in some cases I increased it to as high as 3.5, but perhaps it caps before that?
Maybe we should look at what Retro did for redstone in COG. As I
understand it, he grouped several veins close together, and made the
plops less frequent -- giving a clumping/grouping effect.
Yes, I definitely want a clumping effect, where some areas have a local monopoly on one (or several!) resource(s)
In my current server map, I've located a nice area with a gold motherload, iron motherload BC Oil and above ground structure within ~8 connected chunks. I'd like more of this, with fewer resources spread out between.
I use the faithful 64x64 pack, so if you have some nice textures for any/all of the ores, I would appreciate it
I'm not advertising the server yet, as it is not consistently up until I get the modpack/plugins sorted out.
I will pregen my server's map with worldborder, so I'm not overly concerned about terraingen related slowdown.
Additionally, would it be possible to support aethermod? The server's modpack currently includes aether, but the ore distribution returns to the vanilla uniform grind with the twist that you can bridge under islands and mine out the bottoms first. I would very much like it if some aether islands were suddenly massively valuable and others nearly devoid of resources, it bodes well for strategic portal based PvP.
Hi, I'm trying to setup a modded server, and I have special requirements for the ore generation.
Your mod is the only ore distribution scheme that actually works out of the box without missing ores, or double spawns and such.
I want to create patchy areas of approximately 16x16 chunks with Dense (mostly solid) veins, some areas definitely contain more ore than others, and i want to use the distribution to drive landclaim based PvP competition.
How do I easily configure the veins to be larger, denser, but more rare?
I'd like to report a bug with the complexOres Config option.
The mod doesn't seem to respect a "false" option.
This is annoying to me because I use a higher resolution resourcepack.
Additionally, the genTrace option doesn't seem to accept a false option either, this is annoying, because I want to create a map with resource generation clustered in rare, but huge motherloads, doing away with the default vanilla grind, and causing landclaims (via server plugin) to have greater strategic importance.
I've temporarily done away with trace spawns, but manually setting their level 2 config files to 0 blocks per chunk.
Finally, I'd like to know at what veinsize your generator just cuts out and refuses to geenrate ANY ore of the specificed kind.
I want to generate 1 in 16 chunks (or so) with the same amount of iron which would have generated in all 16 chunks in a single digit number of ginormous veins, but when I try this, the generator seems to cut out and I get no iron!
I am testing a combination of mods, including applied energistics on my server, and so will be forthcoming with issues I encounter related to your mods.
Greetings,
I have searched and have been unable to find, amongst the vast multitude of mods and requests for nerfed endermen, a single mod which buffs them.
An outline of features:
Based on forge, and thus usable for a 1.7.10 server.
Endermen actively seek out moveable blocks. *
No need to give them additional powers/buff health, just a config alterable modifier on how often they pick and place blocks.
The config should also include a configurable list of blacklisted blocks.
Endermen, upon death, drop/place the block(s) they were holding. *
More features will be suggested if there is interest.
My thoughts today "Hey I should make a Minecraft AoE II mod. I wonder if someone has already..."
"Oh Yes someone has, and it was posted just last week!"
"Oh wait, wrong YEAR, I yes the author claims they are getting into it again, a month ago..."
Anyhow if you are indeed planning on continuing this mod, by all means look at how Millenaire uses NPCs to build buildings and "factions" (actually villages)
I think you could have buildings which perform similar functions to ingame buildings, such as watchtowers, farms, town centers, castles, barracks, archery ranges, and stables.
You would count a building as "destroyed" when a certain number of blocks it is made up of are missing (you could use the same function you use to build the building (but without it placing any blocks) to check whether blocks in a given building are destroyed.
You could probably copy/create an arrow shooting block which you place in watch towers/castles/Town centers "garrison" would increase the number of arrows being shot by a block.
Higher level units can be acchieved by higher grade weapons/armor and enchantments, so a champion unit might have full iron armor, enchanted with Protection IV whereas a militia unit would only have leather (unenchanted) and a stone sword
I am unsure how you can throttle range for the lower level ranged units (archers only have four range, whereas Arbalests have 6(+3) perhaps with a changed "speed" attribute on the projectile.
anyhow that's just a couple of interesting aspects of a mod like this done properly.
So if anyone has successfully added to the "Forbidden blocks" section in the config, could thy please tell me the correct syntax?
I'm using buildcraft with Millenaire and a village spawned almost on top of an oil spring (which is great), but they could start building on top of it (not so great) and the tanks/refinery setup I have (Terrible)
---- Minecraft Crash Report ----
// This doesn't make any sense!
Time: 2013-06-01 22:28
Description: Failed to start game
java.lang.IllegalArgumentException: Slot 1515 is already occupied by buildcraft.builders.BlockBlueprintLibrary@1cc27eab when adding org.millenaire.common.block.BlockMillChest@250a1b4d
at net.minecraft.block.Block.<init>(Block.java:340)
at net.minecraft.block.BlockContainer.<init>(SourceFile:9)
at net.minecraft.block.BlockChest.<init>(BlockChest.java:37)
at org.millenaire.common.block.BlockMillChest.<init>(BlockMillChest.java:59)
at org.millenaire.common.forge.Mill.initBlockItems(Mill.java:353)
at org.millenaire.common.forge.Mill.preInit(Mill.java:758)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:514)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:160)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:410)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
I have a couple of mods installed and I'm pretty sure it isn't compatible with one of them, but I can't figure out wich one!
Help would be much appreciated!
The issue is with Millenaire block IDs being overwritten by Buildcraft's (as you would know if you bothered to read through the errorlog)
The fix is to change either millenaire's ids in the config to some other numbers, or Buildcraft's numbers to something else in it's config
I fixed it by changing all the 15xx ids in millenaire to 16xx.
On another note: I think I know what caused the mod to show on forge, load, but not function properly ingame it's to do with me adding to the forbidden blocks list: obviously I've used the wrong syntax, or the feature is broken like the installer, if anyone knows the correct syntax I'd be much obliged if you could share it (a search of "forbidden blocks syntax" in this thread yeilded nothing)
I kinda don't want villages building on top of my fantastic contraptions.
0
I'm glad that someone is working on a fork.
Just learning how to mod with forge now actually, perhaps in some months I can help with development.
0
I have migrated to Sponge and 1.8.
If you'd like to help this developer, he'd probably appreciate it.
0
Brilliant, it's good to have another developer actively working on this mod.
I have managed to get this mod running... in single player but there are issues, and the only blocks seem to be dirt. grass, water, lava and stone.
0
I have fixed the formatting, not sure why it deleted that :/
In response to me asking the sponge devs about what previous conflict caused the project to almost die, they said:
I will inquire the aetherdevs for further details on their oregen API.
0
I have spoken with the Aethermod devs:
Additionally, I have spoken with the original author of the bukkit plugin OreVeins:
A plugin, rather than a mod, would be more useful to me as a server owner, since I don't need my players to install additional mods, and I advertise my server exclusively on the Aethermod cloud platform, a situation which leads most players to attempt to connect without having the correct modpack and thus failing to join.
I am fine with being your Guinea-pig.
0
Couldn't you just do A check once for every ~100 blocks the player places within ~20 blocks of the windmill?
@Keybounce, have you optimized the terrible CPU load which was the early finite water?
I've thought of at least one optimization scheme for the waterlevel averaging if you haven't.
0
Oh ok, I already spent over an hour fiddling with a whole bunch of settings for all the ores up to lead, where I frankly, gave up.
What is the maximum density which actually makes a difference?
I was in some cases I increased it to as high as 3.5, but perhaps it caps before that?
Yes, I definitely want a clumping effect, where some areas have a local monopoly on one (or several!) resource(s)
In my current server map, I've located a nice area with a gold motherload, iron motherload BC Oil and above ground structure within ~8 connected chunks. I'd like more of this, with fewer resources spread out between.
0
Great, thanks for looking into this on my behalf!
I use the faithful 64x64 pack, so if you have some nice textures for any/all of the ores, I would appreciate it
I'm not advertising the server yet, as it is not consistently up until I get the modpack/plugins sorted out.
I will pregen my server's map with worldborder, so I'm not overly concerned about terraingen related slowdown.
Additionally, would it be possible to support aethermod? The server's modpack currently includes aether, but the ore distribution returns to the vanilla uniform grind with the twist that you can bridge under islands and mine out the bottoms first. I would very much like it if some aether islands were suddenly massively valuable and others nearly devoid of resources, it bodes well for strategic portal based PvP.
0
Hi, I'm trying to setup a modded server, and I have special requirements for the ore generation.
Your mod is the only ore distribution scheme that actually works out of the box without missing ores, or double spawns and such.
I want to create patchy areas of approximately 16x16 chunks with Dense (mostly solid) veins, some areas definitely contain more ore than others, and i want to use the distribution to drive landclaim based PvP competition.
How do I easily configure the veins to be larger, denser, but more rare?
I'm presuming that altering the
<Setting name='MotherlodeFrequency'
and
<Setting name='OreDensity'
for each ore will do this.
I'll halve the first, and double the second.
0
Hello, and welcome back!
I'd like to report a bug with the complexOres Config option.
The mod doesn't seem to respect a "false" option.
This is annoying to me because I use a higher resolution resourcepack.
Additionally, the genTrace option doesn't seem to accept a false option either, this is annoying, because I want to create a map with resource generation clustered in rare, but huge motherloads, doing away with the default vanilla grind, and causing landclaims (via server plugin) to have greater strategic importance.
I've temporarily done away with trace spawns, but manually setting their level 2 config files to 0 blocks per chunk.
Finally, I'd like to know at what veinsize your generator just cuts out and refuses to geenrate ANY ore of the specificed kind.
I want to generate 1 in 16 chunks (or so) with the same amount of iron which would have generated in all 16 chunks in a single digit number of ginormous veins, but when I try this, the generator seems to cut out and I get no iron!
I am testing a combination of mods, including applied energistics on my server, and so will be forthcoming with issues I encounter related to your mods.
0
Greetings,
I have searched and have been unable to find, amongst the vast multitude of mods and requests for nerfed endermen, a single mod which buffs them.
An outline of features:
Based on forge, and thus usable for a 1.7.10 server.
Endermen actively seek out moveable blocks. *
No need to give them additional powers/buff health, just a config alterable modifier on how often they pick and place blocks.
The config should also include a configurable list of blacklisted blocks.
Endermen, upon death, drop/place the block(s) they were holding. *
More features will be suggested if there is interest.
* Not a required feature, but would be nice
1
It's good to see you supporting this still, it's been quite some time, since Robinton first started writing it.
0
"Oh Yes someone has, and it was posted just last week!"
"Oh wait, wrong YEAR, I yes the author claims they are getting into it again, a month ago..."
Anyhow if you are indeed planning on continuing this mod, by all means look at how Millenaire uses NPCs to build buildings and "factions" (actually villages)
I think you could have buildings which perform similar functions to ingame buildings, such as watchtowers, farms, town centers, castles, barracks, archery ranges, and stables.
You would count a building as "destroyed" when a certain number of blocks it is made up of are missing (you could use the same function you use to build the building (but without it placing any blocks) to check whether blocks in a given building are destroyed.
You could probably copy/create an arrow shooting block which you place in watch towers/castles/Town centers "garrison" would increase the number of arrows being shot by a block.
Higher level units can be acchieved by higher grade weapons/armor and enchantments, so a champion unit might have full iron armor, enchanted with Protection IV whereas a militia unit would only have leather (unenchanted) and a stone sword
I am unsure how you can throttle range for the lower level ranged units (archers only have four range, whereas Arbalests have 6(+3) perhaps with a changed "speed" attribute on the projectile.
anyhow that's just a couple of interesting aspects of a mod like this done properly.
0
I'm using buildcraft with Millenaire and a village spawned almost on top of an oil spring (which is great), but they could start building on top of it (not so great) and the tanks/refinery setup I have (Terrible)
0
The issue is with Millenaire block IDs being overwritten by Buildcraft's (as you would know if you bothered to read through the errorlog)
The fix is to change either millenaire's ids in the config to some other numbers, or Buildcraft's numbers to something else in it's config
I fixed it by changing all the 15xx ids in millenaire to 16xx.
On another note: I think I know what caused the mod to show on forge, load, but not function properly ingame it's to do with me adding to the forbidden blocks list: obviously I've used the wrong syntax, or the feature is broken like the installer, if anyone knows the correct syntax I'd be much obliged if you could share it (a search of "forbidden blocks syntax" in this thread yeilded nothing)
I kinda don't want villages building on top of my fantastic contraptions.