Is there any chance of the chat code improvements you made in 1.2.8 coming back to a 1.10.2 version? I had the same problem as @ChakatStormCloud, putting it on the server breaks chat entirely. And I'm definitely not ready to move to 1.11, there's very few mods for it so far.
Oh man. I'm just starting up a new 1.10 server with the FTB Infinity Lite pack that just came out, so perfect timing!
I'm assuming CoG can be run server-side only, so players don't need to mess with their modpacks.
I don't even know if I still have the XMLs from my old 1.7.10 server around still, would they work with the new version alright? Otherwise I'm gonna have to put some time into re-learning how to make nice veins, it's been a while...
Also, what was the specific wording of the error message? If it says "over-specified by 100.00015%", then does that mean you aren't just off by the 0.00015, but something is being counted 2x? I don't think so, it might just be worded funny, it should say "over-specified by 0.00015%." But who knows...
Looks ok at first glance, sounds like it might just be a floating point precision error. Those are a pain. Just for fun, try setting weight='0.20000000' and '0.1500000000' to see if that does anything...
As an aside, I like your BiomeSets. BiomeType is useful, but sometimes has some odd tags. But those sets are nice and clean.
Man, and here I thought I liked to complicate things, but looks like my needs are comparatively simple
So I have what appears to be a working Tinkers Gravel Ore distribution set. It's been lightly tested, and the interactions of the various deposits seem to work well. Balance for abundance seems about right too, but may need slight further tweaking.
I have a first pass that generates chunks of plain gravel, with distribution options for horizontal tubes, vertical tubes, or spheres. (Though whoops, it just occurred to me I never tested the spheres. I'm using the StandardGen algorithm instead of Veins / Motherlodes for those, do large size values (~512) for StandardGen actually produce spheres, or cubes or flatter ellipsoids or what?)
Then a set of veins distributions for TC Copper, Aluminum and Tin gravel ore at very high frequency, looking for gravel to generate in. This catches both vanilla gravel patches and the ones I just generated.
Then I have a second set of veins at lower frequency that generates in stone, creating a gravel / gravel ore mix. These create a long vein more similar to regular ore distributions to mine out, whereas the gravel patches generated before are wide, fairly short tubes that will have narrow veins of ore running across them randomly. It makes for an interesting mix.
This config is mostly useful for and balanced for an overworld that has very little other ore, so TC gravel ores are your main resource. But of course it can be a useful starting point for other uses. The idea is to encourage well-made shovels and levelling them up like your pickaxe usually is, and bronze being the highest you can easily attain in the Overworld, requiring venturing into the Nether or Mystcraft dimensions for more and higher level resources.
And here's the overworld CustomOreGen_Options.txt:
Overall OreFreq is 0.5, so I balance it by setting the gravel ores, and the regular TC versions, specifically at 2.0+.
#Custom Ore Generation 1.2.17 Config Options
#Settings for mineral-poor overworld
oreFreq=0.5
oreSize=0.8
debugMode=false
advOptions=true
Although that reminds me, I have the TE ores set to none, but I've seen a few small patches of them around as I was testing. They look like the vanilla-generated clusters, not veins, so was the CoG substitution just missing them somehow? Maybe with them all set to none the TE substitution pass doesn't even run? I don't think that's how it works, but I dunno. Probably DeferredPopulationRange coming back to haunt us again, since these were newly generated chunks I was exploring.
TiC makes gravel ores just surface deposits, correct?
Is that what you are looking to continue, or do you want them elsewhere?
I was thinking of keeping the surface deposits as they are, and adding more found in underground gravel patches. Basically, my overworld configs are set so that most other ores are very rare / nonexistent, so I want the Tinker's Gravel Ores to be your primary starting resources. The shovel shall be mightier than the pick!
I would probably just create a single veins distribution, with both gravel and the gravel ore as OreBlock elements but with different weights. The seed approach would work though. Yes, you would inherit and use the same seed (any seed, basically), but change the diameter.
Ok, that could work. I didn't know you could have multiple weighted blocks in a single distribution. I'll have to go take another look at the wiki.
It still wouldn't add ore blocks to the existing vanilla-generated gravel patches though. Unless I did two sets of distributions... Probably an ore-only one to run first looking for vanilla gravel to populate, then a mixed gravel + ore to add in more after. Otherwise the other way around you'd be adding more gravel that the ore-only distribution might populate a second time. Which might not be a bad effect really... Decisions decisions! But either way, how do you ensure one set of distributions generates after another? Is it just the order they appear in the file?
On a related note, my next project is to add a distribution to generate veins of Tinkers Construct Gravel Ore. I think first I'd want to generate extra veins of gravel in stone, and then populate those semi-sparsely with ore. But I'd probably want them to be in addition to, not replacing, the vanilla generated gravel.
So I could make the gravel ore distributions children of the gravel one, which I'm not entirely sure how to do. Is it just make them inherit, and specify a (same) seed? Any seed, does it matter?
Or I could generate the extra gravel distributions, and then have the ore ones run separately afterwards, with a high frequency, replacing any gravel they find, whether vanilla or the ones I just generated. But then, how do you make sure one distribution occurs after another?
What do you think the best approach here is? Has anybody already done Tinkers Gravel Ore generation?
I noticed the TCon-Module for COG didn't cover the ardite/cobalt generation in the nether.
Before I start trying to write up something for that, I wanted to ask if someone already has a working version and if they would be willing to share.
Oh, and Merry Christmas if you happen to celebrate it!
I know it's a bit late, but I was reading through old pages in the thread and thought I'd throw this in. You've probably already done it, but hey, I'll share for anybody else. I wrote a very simple config that replaces Nether Quartz, Glowstone and Ardite / Cobalt gen, just based off copied existing generation types.
The default values make Nether Quartz quite a bit more common than vanilla, mostly because I was using AE2 and a few other mods and was going through tons of it
Same idea with Glowstone. I actually don't include it in the substitution replacement so it keeps the neat vanilla glowstone "lamps", but I add additional sparse veins that look cool, and you can never have enough Glowstone. Just be aware that if you change settings and re-populate, the veins will be duplicated because they aren't removed first.
Ardite uses the standard layeredVeins generation. I might have the default values set a bit high, I found a couple veins of 20+ blocks without too much trouble on my most recent world.
Cobalt I have using verticalVeins like Lapis and Redstone. It should be less common than Ardite, but again, you may want to tweak to suit your needs.
The live version of the XML as used in my pack is here.
You will have to manually set CogActive = true in the CustomOreGen_Options.txt in your Nether dimension folder to make it work, and possibly add
entries for [glowstone|quartz|ardite|cobalt][Dist|Freq|Size]. I also like to add dist=none for all other ores, just so their wireframes don't clutter things up in debug mode. They shouldn't generate anyway, since there's no stone usually. (Although if you ran COGPopulate after having an Ender-Thermic pump going for a while... that might be fun ) Conversely, I like to specify dist=none for the nether materials in other dimensions.
Long story short, this is what my Nether CustomOreGen_Options.txt looks like:
Additionally, I'm using NetherOres with a custom config (Here if you're interested), to make other resources in the Nether rather plentiful... But mean and dangerous. The reason there's so many blocks of ore is most of them are going to explode on you I'm letting NetherOres handle its own vein generation though, not bothering to replace them with CoG. And I also have my Overworld CoG settings to make minerals there rare, with mostly just copper easily obtained, iron hard to get, gold and diamonds extremely rare, and higher tier mod ores like silver and lead completely nonexistient. So mining is best done in the Nether, or a Mystcraft age.
So it's a pretty basic config, just based off existing distributions, but I find it works nicely for my purposes
I have had no issues myself with "determinism of data input" and have never had issues with incorrect data(I have tried it in my own test environment, beta versions of Resonant Rise(I'm a beta tester and they also haven't had any of these problems) and in ME^4), if you would like to talk more about it with me, I'm in #jaredlll08 on EsperNET(IRC).
Well just because you haven't seen it doesn't mean it's not an issue. I'm running the ME^4 pack on a linux server and playing on a OS X client, and I get ID mismatches. Infusing Diamond into a universal seed gets me a Vibrant Alloy seed, triple compressed cookies resulted in a Ferrous seed, etc. It seems that all of the IDs were shifted by 13 if I remember right. So definitely a mismatch in file processing order. Once the smooth shard are refined though, it comes back out as the original material, but I think the growth ticks and the number of shards required is using the "fake" item type, I'm not sure.
0
Well, you could always clone the GitHub repo and build it yourself, that's probably less steps than editing an already-compiled jar by hand...
Download the full source repository:
> git clone https://github.com/lawremi/CustomOreGen.git
or if you don't even have git installed, https://github.com/lawremi/CustomOreGen/archive/master.zip
then open it up and in command line run
> ./gradlew setupDevWorkspace clean buildNeeded assemble jar
(If you're on Windows, you might need to use gradlew.bat)
And ta-da! Look in build/libs and you should find CustomOreGen-1.10.2-1.2.26-72-g<commit-id>.jar
Or, given that I just did that, if you're highly allergic to the command line, mine is at https://www.dropbox.com/s/trgqeid0lqlauyr/CustomOreGen-1.10.2-1.2.26-72-g76ff4f2.jar?dl=1
0
Is there any chance of the chat code improvements you made in 1.2.8 coming back to a 1.10.2 version? I had the same problem as @ChakatStormCloud, putting it on the server breaks chat entirely. And I'm definitely not ready to move to 1.11, there's very few mods for it so far.
Thanks
0
Oh man. I'm just starting up a new 1.10 server with the FTB Infinity Lite pack that just came out, so perfect timing!
I'm assuming CoG can be run server-side only, so players don't need to mess with their modpacks.
I don't even know if I still have the XMLs from my old 1.7.10 server around still, would they work with the new version alright? Otherwise I'm gonna have to put some time into re-learning how to make nice veins, it's been a while...
0
0
As an aside, I like your BiomeSets. BiomeType is useful, but sometimes has some odd tags. But those sets are nice and clean.
0
So I have what appears to be a working Tinkers Gravel Ore distribution set. It's been lightly tested, and the interactions of the various deposits seem to work well. Balance for abundance seems about right too, but may need slight further tweaking.
You can check it out here: TinkersGravel.xml
I have a first pass that generates chunks of plain gravel, with distribution options for horizontal tubes, vertical tubes, or spheres. (Though whoops, it just occurred to me I never tested the spheres. I'm using the StandardGen algorithm instead of Veins / Motherlodes for those, do large size values (~512) for StandardGen actually produce spheres, or cubes or flatter ellipsoids or what?)
Then a set of veins distributions for TC Copper, Aluminum and Tin gravel ore at very high frequency, looking for gravel to generate in. This catches both vanilla gravel patches and the ones I just generated.
Then I have a second set of veins at lower frequency that generates in stone, creating a gravel / gravel ore mix. These create a long vein more similar to regular ore distributions to mine out, whereas the gravel patches generated before are wide, fairly short tubes that will have narrow veins of ore running across them randomly. It makes for an interesting mix.
This config is mostly useful for and balanced for an overworld that has very little other ore, so TC gravel ores are your main resource. But of course it can be a useful starting point for other uses. The idea is to encourage well-made shovels and levelling them up like your pickaxe usually is, and bronze being the highest you can easily attain in the Overworld, requiring venturing into the Nether or Mystcraft dimensions for more and higher level resources.
And here's the overworld CustomOreGen_Options.txt:
Overall OreFreq is 0.5, so I balance it by setting the gravel ores, and the regular TC versions, specifically at 2.0+.
#Settings for mineral-poor overworld
oreFreq=0.5
oreSize=0.8
debugMode=false
advOptions=true
coalDist=layeredVeins
coalFreq=2.0
coalSize=1.15
ironDist=layeredVeins
ironFreq=1.5
ironSize=1.0
goldDist=layeredVeins
goldFreq=1.0
goldSize=1.0
redstoneDist=layeredVeins
redstoneFreq=1.5
redstoneSize=1.0
diamondDist=layeredVeins
diamondFreq=1.0
diamondSize=0.75
lapisDist=layeredVeins
lapisFreq=4.0
lapisSize=1.0
emeraldDist=layeredVeins
emeraldFreq=1.0
emeraldSize=1.0
TCAluminumDist=layeredVeins
TCAluminumFreq=3.0
TCAluminumSize=2.0
TCCopperDist=layeredVeins
TCCopperFreq=3.5
TCCopperSize=2.0
TCTinDist=layeredVeins
TCTinFreq=2.0
TCTinSize=1.0
gravelDist=vert
gravelFreq=2.0
gravelSize=1.25
TCAluminumGravelDist=layeredVeins
TCAluminumGravelFreq=2.0
TCAluminumGravelSize=1.25
TCCopperGravelDist=layeredVeins
TCCopperGravelFreq=2.0
TCCopperGravelSize=1.25
TCTinGravelDist=layeredVeins
TCTinGravelFreq=2.0
TCTinGravelSize=1.25
teCopperDist=none
teTinDist=none
teSilverDist=none
teLeadDist=none
teFerrousDist=none
AmberStoneDist=layeredVeins
AmberStoneFreq=1.0
AmberStoneSize=1.0
CinnabarDist=layeredVeins
CinnabarFreq=1.0
CinnabarSize=1.0
InfusedStoneDist=layeredVeins
InfusedStoneFreq=4.0
InfusedStoneSize=1.0
PRRubyDist=layeredVeins
PRRubyFreq=0.5
PRRubySize=1.0
PRSapphireDist=layeredVeins
PRSapphireFreq=0.5
PRSapphireSize=1.0
PRPeridotDist=layeredVeins
PRPeridotFreq=0.5
PRPeridotSize=1.0
bopGemFreq=1.0
bopGemSize=0.5
ChiselMarble=layers
ChiselMarbleFreq=1.0
ChiselMarbleSize=1.0
ChiselLimestone=layers
ChiselLimestoneFreq=1.0
ChiselLimestoneSize=1.0
glowstoneDist=none
quartzDist=none
arditeDist=none
cobaltDist=none
Although that reminds me, I have the TE ores set to none, but I've seen a few small patches of them around as I was testing. They look like the vanilla-generated clusters, not veins, so was the CoG substitution just missing them somehow? Maybe with them all set to none the TE substitution pass doesn't even run? I don't think that's how it works, but I dunno. Probably DeferredPopulationRange coming back to haunt us again, since these were newly generated chunks I was exploring.
0
Yeah, that's the first step of course. I was just looking at adding more gravel for it to generate in first.
I was thinking of keeping the surface deposits as they are, and adding more found in underground gravel patches. Basically, my overworld configs are set so that most other ores are very rare / nonexistent, so I want the Tinker's Gravel Ores to be your primary starting resources. The shovel shall be mightier than the pick!
Ok, that could work. I didn't know you could have multiple weighted blocks in a single distribution. I'll have to go take another look at the wiki.
It still wouldn't add ore blocks to the existing vanilla-generated gravel patches though. Unless I did two sets of distributions... Probably an ore-only one to run first looking for vanilla gravel to populate, then a mixed gravel + ore to add in more after. Otherwise the other way around you'd be adding more gravel that the ore-only distribution might populate a second time. Which might not be a bad effect really... Decisions decisions! But either way, how do you ensure one set of distributions generates after another? Is it just the order they appear in the file?
0
So I could make the gravel ore distributions children of the gravel one, which I'm not entirely sure how to do. Is it just make them inherit, and specify a (same) seed? Any seed, does it matter?
Or I could generate the extra gravel distributions, and then have the ore ones run separately afterwards, with a high frequency, replacing any gravel they find, whether vanilla or the ones I just generated. But then, how do you make sure one distribution occurs after another?
What do you think the best approach here is? Has anybody already done Tinkers Gravel Ore generation?
0
I know it's a bit late, but I was reading through old pages in the thread and thought I'd throw this in. You've probably already done it, but hey, I'll share for anybody else. I wrote a very simple config that replaces Nether Quartz, Glowstone and Ardite / Cobalt gen, just based off copied existing generation types.
The default values make Nether Quartz quite a bit more common than vanilla, mostly because I was using AE2 and a few other mods and was going through tons of it
Same idea with Glowstone. I actually don't include it in the substitution replacement so it keeps the neat vanilla glowstone "lamps", but I add additional sparse veins that look cool, and you can never have enough Glowstone. Just be aware that if you change settings and re-populate, the veins will be duplicated because they aren't removed first.
Ardite uses the standard layeredVeins generation. I might have the default values set a bit high, I found a couple veins of 20+ blocks without too much trouble on my most recent world.
Cobalt I have using verticalVeins like Lapis and Redstone. It should be less common than Ardite, but again, you may want to tweak to suit your needs.
The live version of the XML as used in my pack is here.
You will have to manually set CogActive = true in the CustomOreGen_Options.txt in your Nether dimension folder to make it work, and possibly add
entries for [glowstone|quartz|ardite|cobalt][Dist|Freq|Size]. I also like to add dist=none for all other ores, just so their wireframes don't clutter things up in debug mode. They shouldn't generate anyway, since there's no stone usually. (Although if you ran COGPopulate after having an Ender-Thermic pump going for a while... that might be fun ) Conversely, I like to specify dist=none for the nether materials in other dimensions.
Long story short, this is what my Nether CustomOreGen_Options.txt looks like:
#Custom Ore Generation 1.2.17 Config Options
# Nether Config
COGActive=true
oreFreq=1.0
oreSize=1.0
debugMode=false
advOptions=true
coalDist=none
ironDist=none
goldDist=none
redstoneDist=none
diamondDist=none
lapisDist=none
emeraldDist=none
glowstoneDist=layeredVeins
glowstoneFreq=1.0
glowstoneSize=1.0
quartzDist=layeredVeins
quartzFreq=1.0
quartzSize=1.0
arditeDist=layeredVeins
arditeFreq=1.0
arditeSize=1.0
cobaltDist=layeredVeins
cobaltFreq=1.0
cobaltSize=1.0
AmberStoneDist=none
CinnabarDist=none
InfusedStoneDist=none
PRRubyDist=none
PRSapphireDist=none
PRPeridotDist=none
TCAluminumDist=none
TCCopperDist=none
TCTinDist=none
bopRubyDist=none
bopPeridotDist=none
bopTopazDist=none
bopTanzaniteDist=none
bopMalachiteDist=none
bopSapphireDist=none
teCopperDist=none
teTinDist=none
teSilverDist=none
teLeadDist=none
teFerrousDist=none
ChiselLimestone=none
ChiselMarble=none
Additionally, I'm using NetherOres with a custom config (Here if you're interested), to make other resources in the Nether rather plentiful... But mean and dangerous. The reason there's so many blocks of ore is most of them are going to explode on you I'm letting NetherOres handle its own vein generation though, not bothering to replace them with CoG. And I also have my Overworld CoG settings to make minerals there rare, with mostly just copper easily obtained, iron hard to get, gold and diamonds extremely rare, and higher tier mod ores like silver and lead completely nonexistient. So mining is best done in the Nether, or a Mystcraft age.
So it's a pretty basic config, just based off existing distributions, but I find it works nicely for my purposes
0
Well just because you haven't seen it doesn't mean it's not an issue. I'm running the ME^4 pack on a linux server and playing on a OS X client, and I get ID mismatches. Infusing Diamond into a universal seed gets me a Vibrant Alloy seed, triple compressed cookies resulted in a Ferrous seed, etc. It seems that all of the IDs were shifted by 13 if I remember right. So definitely a mismatch in file processing order. Once the smooth shard are refined though, it comes back out as the original material, but I think the growth ticks and the number of shards required is using the "fake" item type, I'm not sure.
And I'm not the only one, there was a discussion about it in the FTB thread: http://forum.feed-the-beast.com/threads/1-7-10-material-energy-4.57967/page-51#post-891245 starting from near the bottom of that page and going to the next page.