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    posted a message on Custom Ore Generation: First Revival
    Quote from Nocty»

    Any chance someone smarter than me could have a look to see where I have gone wrong? If you'd like the entire pack, I can PM you a link (I haven't checked all the permissions yet for distribution) so you can install it into MultiMC. Otherwise, the XML is HERE.


    There is no need for the IfCondition elements around the vanilla ore blocks. Perhaps remove those and see what happens, maybe you will see an (unexpected) error in the log.
    Posted in: Minecraft Mods
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    posted a message on Per Fabrica Ad Astra: Geologica, ...

    I will try this weekend to port these fixes to the old release. For #4, I will probably have chance drops of nuggets from certain ores.

    Posted in: Minecraft Mods
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    posted a message on Per Fabrica Ad Astra: Geologica, ...
    Quote from Krysinski»

    Maybe create minifix with our problems wich we found last time?


    Please remind me of what needs to be fixed.
    Posted in: Minecraft Mods
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    posted a message on Custom Ore Generation: First Revival
    Quote from Apple_Calister»

    I'm using the most recent version of your mod and I am getting terrible lag when loading new chunks. The world will load up to a point and then suddenly stop. It'll take as much as five minutes to finally load chunks past that point. My FPS also takes a major performance hit. I know I have a powerful enough computer to run this mod. As I can easily load modpacks with hundreds of mods with a stable 60fps, but when I have this mod on it dips down to 10~20. Any suggestions?


    Probably just too much ore generation happening. Turn off some of the distributions in the config (many of them are probably redundant anyway). fastcraft also helps in case you are not using it already.
    Posted in: Minecraft Mods
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    posted a message on Per Fabrica Ad Astra: Geologica, ...

    I am working pretty intently on things, but modeling all of industrial chemistry is turning out to be a pretty big bite to chew. Latest challenge has been representing aqueous solutions, both in the chemical model and the game. Trying to find the right level of complexity. But anyway, that has let me implement the Solvay process, but for to be possible in game I need a way to make ammonia, which requires a way to make hydrogen, etc etc etc.

    Posted in: Minecraft Mods
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    posted a message on Custom Ore Generation: First Revival

    I'm not getting any vanilla ores spawning. Mod ores appear to be good.


    Is there something in the config that I'm missing or need to add?


    They are probably there, but you have not found them yet. You can enable debug mode to find them.
    Posted in: Minecraft Mods
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    posted a message on Custom Ore Generation: First Revival

    Quote from FryoKnight >>

    Someone please help me?



    Check out the log, it should give you some hint as to what is going wrong.
    Posted in: Minecraft Mods
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    posted a message on Per Fabrica Ad Astra: Geologica, ...
    Quote from Invincible92»

    Hi noogenesis


    I found that there is one kind of material that GT generates by it's own but PFAA doesn't and it is a good material for starting tools. Can you add some source of bismuth to the world as currently PFFA does not generate it by default?


    Bismuth will be a by-product of galena processing in the next version.
    Posted in: Minecraft Mods
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    posted a message on Per Fabrica Ad Astra: Geologica, ...
    Quote from Mechanos»

    Got a question about PFFA Geologica and Gregtech 5. I hear these 2 mods play together very well, and GT even disables it's oregen to allow PFFA and CoG to take over. But when I was watching some youtube videos involving both, I saw a lot of ores being mined with a stone pickaxe. Does PFAA break Gregtech progression by allowing you to mine some materials sooner than usual?


    It does define its own mining levels for the GT ores to be more in-line with PFAA's design. If you notice any major progression breakage, please let me know.
    Posted in: Minecraft Mods
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    posted a message on Custom Ore Generation: First Revival

    Ok, I'm at a loss here- does anyone have any good tutorials/examples on setting your own generation (not use the pre-existing/default ones)


    Few things I'm trying to do;

    Generate large horizontal sheets of basalt- Roughly disk/ellipsoid shaped 3-10 blocks thick and 90-200 in diameter.

    As above, as a vertical sheet, ideally breaking off 3-10 blocks above the surface (if possible). Basalt cobble on exposed faces?

    Large spikes/pipes of peridotite, starting at bedrock and sticking out the surface- some 7-25 blocks in diameter.

    Geode setting; 70-120 block diameter balls of granite with 5-20 blocks of hornfels as an outer shell. (total size up to 160 blocks)


    Mineral veins a specific depth below surface level- such as diamonds only generate when theres 90+ blocks of stone above them.


    Putting gravel ores as a marker above massive cloud deposits of the same ore.


    Ellipsoids come from the cloud distribution. They can be rotated vertically. Special blocks on exposed faces can be placed with a substitute distribution with adjacency restrictions (see the github wiki). Spikes would be veins, like the diamond "pipe" veins in the default config. For the shells, I think you can look at the HarderOres configuration. Surface-relative height is tricky. Only the substitute distribution can give you exact surface-relative control. You could use it to remove diamonds that are above level 90. Otherwise, the heights are relative to some poor guess of the biome average. Marker ores are possible using child distributions.
    Posted in: Minecraft Mods
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    posted a message on Custom Ore Generation: First Revival
    Quote from YalithKBK»

    First, I'm posting this in both forum threads in case the answer is only in one.


    Did the COG/RTG thing ever get resolved? I've been digging through posts and can't seem to find a definitive solution to scaling ore spawn heights in RTG worlds. I want to use RTG with Galacticraft and just want to make sure all Vanilla and mod ores are scaled appropriately.

    Again, sorry if this is an option somewhere that I've overlooked.


    I don't think the scaling was ever addressed. It's complicated, both in terms of gameplay and implementation. Would we need an entire set of parallel configurations since the terrain generation is so different, or should we just automatically scale to account for the wider range of heights? Or is what we have good enough already?
    Posted in: Minecraft Mods
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    posted a message on Custom Ore Generation: First Revival

    Umm, your mod generates ores for materials that do not exist in any of my mods installed, like Nether Ores Nikolite, Rubite and Tungsten.


    Since CustomOreGen does not define any materials, it seems unlikely that those materials do not exist in any of your mods.



    Also, glitchy lava generates, which are basically floating lava in the Nether.



    May be an issue with one of the Nether configs. Perhaps reteo could comment.
    Posted in: Minecraft Mods
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    posted a message on Per Fabrica Ad Astra: Geologica, ...
    Quote from LunariusH»

    Any chance we could get Chalk generation in Marine settings in the next update?


    I've added chalk to the generation. Will be in next release, which is a big one. My goal is to have one simple use for every material, but it's going to be a lot of work.
    Posted in: Minecraft Mods
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    posted a message on Custom Ore Generation: First Revival
    Quote from reteo»



    I am going to be too busy with classes and work to do much in the way of updating the configurations at this time; I won't have much free time until summer. Once I come back, I can probably add code to Sprocket (and the generated configurations) to allow a new mandatory (always-generated) distribution type: "original", which will turn off COG for that ore only.


    Thanks for your continuing commitment, reteo. I thought the gravel ores might represent placer deposits, rather than stone that has crumbled within the crust.
    Posted in: Minecraft Mods
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    posted a message on Custom Ore Generation: First Revival
    Quote from Dokidoki»

    The default TiC config generates veins at heights that are suitable for normal ores rather than gravel ores, which are supposed to be on the surface. COG should either generate these ores on the surface or skip the gravel substitution for gravel ores set to None. The surface deposits could start in a gravel block with only non-solid blocks (typically water and air) between it and the sky, and extend into dirt and sand.


    It's tough to express such structures with the current language. Here is a simple suggestion: have a cluster or cloud distribution that is intermixed gravel and gravel ore. Have it restricted above sea-level - 5? and replacing dirt and sand. Then, it looks like a typical alluvial deposit. Easily found in streams/rivers but grown-over with grass otherwise.
    Posted in: Minecraft Mods
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