Just going to throw in my 2 cents along with all the other people who like the immersion of biome specific mods in MC. I always loved the thought of trying to mirror some aspects of TFC in modded Minecraft. I'm an amateur geologist and I find it immensely satisfying to have my ores spawn in a reasonably realistic manner. In my 1.7.10 pack I spent a ridiculous amount of time trying to do this using a custom COFH config for vein spawns and things like that. Anyway, I'll link it to you here in case it is any help. I'm very glad that Metallurgy will be coming to 1.9. I hope that Utility Ores will come back. Trying to emulate things like sedimentary layers for stuff like bitumen and salt domes were some of my favorites. I also hope one day someone will try to recreate your art in a 32-bit form. Cheers!
Hey @Monsterfisher just another quick question. I use you textures as the vanilla base when I'm playing with mods. Have you ever tried using the Lexica Botania with your mod? The rendering for the font is not quite right. I'm pretty sure this is on Vaskii's end, but I thought I would check with you as well just in case.
@smokehrbar I just use Conquest with a version of John Smith Technician's Remix. I delete the connected textures from John Smith because they start the texture labelling at 0-X where Monsterfisher starts at 1-X. Something like that. Anyway they look really good together.
@monsterfisher Well yeah that's one way to do it. I'm pretty familiar with the inside of your zip file, and I could see how it might be a pain to go through and try to split up biome-specific and then non-biome-specific ctm. I guess I'm saying you might arbitrarily split the pack down the middle, some blocks in one half, the other blocks in the other. But if you would like to split it up like you described I know that I won't complain! That would make editing things much more straight forward.
@monsterfisher, I'm sorry if someone already suggested this, but wouldn't it be possible to split your pack into two zip files that you load into Minecraft on top of each other? I might try a solution like this because my server users all aren't very computer savvy, and it's a lot of trouble to try to talk through this installation process when they're on a mac and I'm not.
@monsterfisher In your 1.7.10 pack there aren't any ctm properties files for the regular vines that should show up in swamplands. I've hacked together something temporarily for me, but you'll probably want to fix it in the pack. Something must have been deleted when you changed up the vines.
yeah, now that you mention it i've been wondering about that too, from what i understood the sacred rubber-tree is meant to be something you have to work for, not just luck into.
I'm not sure this is the actual sacred rubber tree, at least from the pictures I've seen online.
On an unrelated note, does anyone know the correct syntax for the MFR common.cfg? I'm trying to whitelist biomes for the rubber trees, and so far my attempts have all failed. Nothing seems to get the mod to stop spawning rubber trees everywhere.
I'm curious if anyone has seen these before, and if so, is there any way to prevent them from spawning short of turning off all rubbertree worldgen? I'd like my rubber trees to spawn only in swamps, but if this monstrosity is going to be showing up in my swamps I won't be the happiest camper.
Hmm, I'm reposting because my comment didn't post :/
@LClouds
After reading the comments on my post I have to agree that adding a new block to the mod might not be the best way to go about making this mod more widely accepted. I think it should still be considered though. Certain mapmakers might want to use this generator for world-building, and if they were using resource packs like John Smith, Halcyon Days, Conquest, Chroma Hills etc. these all have a stacked cobblestone look. It would take extra steps in WorldEdit to swap it out with another block.
Ultimately, I think the best way to solve this is to use the vanilla accent blocks with the eventual release of Forge for 1.8. Andesite, diorite, and granite would be especially good in areas where erosion has exposed uplifted rock formations. Granite or Diorite could easily replace the gray clay and Andesite could replace the cobblestone. Those are my thoughts.
Well it is certainly playable but what he says is it seems awkward where the cobble texture looks..."brick-ish" next to the other smoother blocks on the floor. That being said I don't believe it would really be feasible for Ted to really bother with anything other than the default textures as there are just too many other resource packs available and optimization for a specific pack would be like having an entirely different set of rules for generation that depends on the resource pack selected and as far as actually changing in game as you change texture packs, that would require extremely large scale changes to the terrain and best case scenario would likely cause severe lag.
My point is that if he used a custom block instead of a vanilla block, the texture pack people - those lovely few who take our favorite mods and make them look fabulous out of the kindness of their hearts - could just give it a texture that would look good in the context of it's placement. Ted wouldn't have to do anything but texture a block that looked similar to cobblestone that could theoretically look nicer even, and stick that in the algorithm instead of cobble. Think crag rock from Biomes O' Plenty, or Red Rock from Extrabiomes XL before it became a part of vanilla Minecraft. I don't suggest something so specific really, maybe just something like 'cracked cobble' or 'weathered stone' or some similar variation that could be used instead of cobble to give more visual interest in addition to regular stone - call it what you will.
I'm not saying this has to happen, it just would broaden the range of the audience. I know a number of packs that use a similar brick or stacked stone look for cobble. It was just an idea that might come as a helpful solution to an aspect of the project not yet considered.
Yes sir. Sonic Ether Unbelievable Shaders Version 10.1 Preview 2. I'm pretty sure I wouldn't play this terrain gen mod without it! There are some pictures that I posted a couple of pages back if you want to see more.
Have you tried out your world gen with any other texture packs beside default textures? I love the look of your mountains and terrain with the vanilla textures, and it's obvious that you've done a lot to create a cool color palette and blend the different greys to create lots of visual interest your large shapes. Like I said, I totally dig this, but unfortunately, control over this is lost really quickly once another texture pack is used. I'm a huge fan of the John Smith Technicians Remix for my Modpack - and it really gives the open world RPG vibe with your world gen - but it's really awkward in certain instances.
Here are a few examples of what I'm talking about:
Maybe as a possible solution to this, you could create a config to give the user control over which blocks are used as a accent. This way I could, for example, use andesite as a replacement for the cyan clay or the cobblestone. Otherwise, I really wouldn't be opposed to you added in just a couple extra blocks, nothing fancy or crazy, just enough so that a texture pack like mine could create textures for said accent blocks that better encapsulate the look and feel that you're trying to create without having to change fundamental aspects of the texture pack - like the fact that cobblestone isn't cracked looking and gravel is brown instead of grey.
I'd appreciate if you weighed in on this so I can start looking for a new texture pack for +100 mods that works better with your world gen if I need to
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Hey there!
Just going to throw in my 2 cents along with all the other people who like the immersion of biome specific mods in MC. I always loved the thought of trying to mirror some aspects of TFC in modded Minecraft. I'm an amateur geologist and I find it immensely satisfying to have my ores spawn in a reasonably realistic manner. In my 1.7.10 pack I spent a ridiculous amount of time trying to do this using a custom COFH config for vein spawns and things like that. Anyway, I'll link it to you here in case it is any help. I'm very glad that Metallurgy will be coming to 1.9. I hope that Utility Ores will come back. Trying to emulate things like sedimentary layers for stuff like bitumen and salt domes were some of my favorites. I also hope one day someone will try to recreate your art in a 32-bit form. Cheers!
Tinker's Dilemma Modpack Oregen Configs
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Hey @Monsterfisher just another quick question. I use you textures as the vanilla base when I'm playing with mods. Have you ever tried using the Lexica Botania with your mod? The rendering for the font is not quite right. I'm pretty sure this is on Vaskii's end, but I thought I would check with you as well just in case.
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Maybe I'm really missing something, but in trying to update my server, I get this crash: http://hastebin.com/irekunoxud.avrasm
Any thoughts? I don't know enough about the code to pick out what could be wrong.
Additional info: http://hastebin.com/huvedekaha.coffee
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@smokehrbar I just use Conquest with a version of John Smith Technician's Remix. I delete the connected textures from John Smith because they start the texture labelling at 0-X where Monsterfisher starts at 1-X. Something like that. Anyway they look really good together.
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@monsterfisher Well yeah that's one way to do it. I'm pretty familiar with the inside of your zip file, and I could see how it might be a pain to go through and try to split up biome-specific and then non-biome-specific ctm. I guess I'm saying you might arbitrarily split the pack down the middle, some blocks in one half, the other blocks in the other. But if you would like to split it up like you described I know that I won't complain! That would make editing things much more straight forward.
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@monsterfisher, I'm sorry if someone already suggested this, but wouldn't it be possible to split your pack into two zip files that you load into Minecraft on top of each other? I might try a solution like this because my server users all aren't very computer savvy, and it's a lot of trouble to try to talk through this installation process when they're on a mac and I'm not.
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@monsterfisher In your 1.7.10 pack there aren't any ctm properties files for the regular vines that should show up in swamplands. I've hacked together something temporarily for me, but you'll probably want to fix it in the pack. Something must have been deleted when you changed up the vines.
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I'm not sure this is the actual sacred rubber tree, at least from the pictures I've seen online.
On an unrelated note, does anyone know the correct syntax for the MFR common.cfg? I'm trying to whitelist biomes for the rubber trees, and so far my attempts have all failed. Nothing seems to get the mod to stop spawning rubber trees everywhere.
0
I'm curious if anyone has seen these before, and if so, is there any way to prevent them from spawning short of turning off all rubbertree worldgen? I'd like my rubber trees to spawn only in swamps, but if this monstrosity is going to be showing up in my swamps I won't be the happiest camper.
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@LClouds
After reading the comments on my post I have to agree that adding a new block to the mod might not be the best way to go about making this mod more widely accepted. I think it should still be considered though. Certain mapmakers might want to use this generator for world-building, and if they were using resource packs like John Smith, Halcyon Days, Conquest, Chroma Hills etc. these all have a stacked cobblestone look. It would take extra steps in WorldEdit to swap it out with another block.
Ultimately, I think the best way to solve this is to use the vanilla accent blocks with the eventual release of Forge for 1.8. Andesite, diorite, and granite would be especially good in areas where erosion has exposed uplifted rock formations. Granite or Diorite could easily replace the gray clay and Andesite could replace the cobblestone. Those are my thoughts.
0
My point is that if he used a custom block instead of a vanilla block, the texture pack people - those lovely few who take our favorite mods and make them look fabulous out of the kindness of their hearts - could just give it a texture that would look good in the context of it's placement. Ted wouldn't have to do anything but texture a block that looked similar to cobblestone that could theoretically look nicer even, and stick that in the algorithm instead of cobble. Think crag rock from Biomes O' Plenty, or Red Rock from Extrabiomes XL before it became a part of vanilla Minecraft. I don't suggest something so specific really, maybe just something like 'cracked cobble' or 'weathered stone' or some similar variation that could be used instead of cobble to give more visual interest in addition to regular stone - call it what you will.
I'm not saying this has to happen, it just would broaden the range of the audience. I know a number of packs that use a similar brick or stacked stone look for cobble. It was just an idea that might come as a helpful solution to an aspect of the project not yet considered.
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Have you tried out your world gen with any other texture packs beside default textures? I love the look of your mountains and terrain with the vanilla textures, and it's obvious that you've done a lot to create a cool color palette and blend the different greys to create lots of visual interest your large shapes. Like I said, I totally dig this, but unfortunately, control over this is lost really quickly once another texture pack is used. I'm a huge fan of the John Smith Technicians Remix for my Modpack - and it really gives the open world RPG vibe with your world gen - but it's really awkward in certain instances.
Here are a few examples of what I'm talking about:
Maybe as a possible solution to this, you could create a config to give the user control over which blocks are used as a accent. This way I could, for example, use andesite as a replacement for the cyan clay or the cobblestone. Otherwise, I really wouldn't be opposed to you added in just a couple extra blocks, nothing fancy or crazy, just enough so that a texture pack like mine could create textures for said accent blocks that better encapsulate the look and feel that you're trying to create without having to change fundamental aspects of the texture pack - like the fact that cobblestone isn't cracked looking and gravel is brown instead of grey.
I'd appreciate if you weighed in on this so I can start looking for a new texture pack for +100 mods that works better with your world gen if I need to