Hi, I'm trying to create a modpack centered on Mystcraft and I'm trying to change the ore gen (vanilla and mod ores) in order to spawn ores everywhere except in dimension -1, 0 and 1.
Is there a way to tell Custom Ore Gen in which dimensions it is supposed to create the ores?
See the the COGActive option in CustomOreGen_Config_default.xml. The "age" variables do nothing these days.
Glauconite Sand cannot be put in the Macerator /IC2/Gregtech anymore (PFAA 0.2.18)
I will fix the translation, but since glauconite is sand now (which is more realistic), does it make sense to put it into a macerator? Does GT offer any mechanism for extracting sand components?
Minor bug: Electrum Ore (present with Gregtech) drops nothing but stone dust and impure stone dust, no electrum. (Electrum is not a real ore in GT)
I think I will add my own silver and electrum blocks in the next release.
Has it been posted? And thanks! PFAA and Gregtech are the two mods that most interest me in minecraft, so it'd be nice to get PFAA working right. ^.^
I think I have fixed this now; need to test it though, but should be released by tomorrow. Thanks for your hard work in helping me test this issue.
What's the best way to replace a single ore in a vein with something else? Say I wanted to ensure that every emerald vein had some deadlyNeurotoxin from Gascraft. Any distribution that replaced Emerald Ore would replace all of it. Unless I used weight, but how do I get the weight right so that a avg vein size only has one Deadly Neurotoxin? Can I do some maths with freq? Is it possible to use the variables from another distribution?
No feasible way to ensure a single block. But why not just rely on randomness and choose some low frequency of replacement?
Alright guys I just posted version 0.2.17. Brings back the old textures as overlays, hopefully an effective compromise. Bunch of other changes:
Rewrite rendering. Overlays should no longer overlap e.g. potion effects, except for wall blocks (would disturb mob pathfinding -- that's Minecraft for you). Should play a bit nicer with carpenter's blocks.
Redo overlays. Old textures are back but as overlays, many of which have been modified heavily but hopefully for the better. Every ore has a distinct overlay now. Vanilla ores use vanilla-style overlay.
Generate our own version of sandstone, which is has behavior consistent to that of the other rocks and is intentionally distinct from vanilla sandstone (potentially for balance, and because vanilla is more of a decorative block).
Add pyrite ore, which is a minor component of various sulfide ore deposits.
Add realgar, an ore of arsenic found in granite veins and new volcanic fumaroles, which are found in the Extreme Hills and BoP Hot Springs and also consist of gypsum and rock salt.
Stupid question; how do I disable wireframes for everything but the vein I'm working on? I tried editing the config XML files, going so far as to remove the wireframe options... but whenever I start to view the changes, they just get replaced.
Turn off the global drawWireframes option and then call /cogSettingEx [dist] drawWireframe true for your distribution.
The user hasn't responded since September 20th though. But the user might just give you the textures if the project is abandoned
I would agree that making a high resolution pack would be the best route. High resolution packs can be scaled down without ruining the quality, while upscaling works incredibly poorly
I would be hugely supportive of such an effort and would include the down-scaled (32x) version with the mod, with tons of obvious credit. Please only do the rocks though, because the cobble, rubble, brick variants, as well as many of the ores, are going to be handled via simple overlays. Been busy with work this week but should have time this weekend to finish that.
Also, I really want to see Pam write an override for the Biomes o' Plenty Orchard biome, putting in her own fruit trees (ideally, an orchard picks a random tree from a set of good fruit trees, and spawns nothing but that tree).
Good point. Seems like a good idea to disable the Orchard biome for now. Btw, I looked more into the BoP swamp labels. Turns out they have dead swamps, mushroom swamps, etc, none of which should tropical fruit trees, even if they are warm and moist. Some of them *do* have sparse, dying trees. So I would suggest blocking biomes with the tags "dead", "magical", "mushroom" and "plains" for jungle fruit tree generation. For right now I am using a CustomOreGen config to substitute the log, leaf and fruit blocks with air based on those tags, and any biome with temperature < 0.6. It does the same for IC2 rubber trees, which also spawn in any "swamp".
The new Forge biome dictionary integration is fun. I was testing it out and found that jungle trees spawn in e.g. BoP moor biomes, which obviously seems out of place. Moor biomes are cool, wet swamps, although they are not cold enough to be listed as "cold" in the dictionary. But you could access the temperature of the biome directly for a more specific cutoff. I also noticed jungle trees spawning in grassland biomes, which are listed as swamp, but also as plains. You could block generation of all fruit trees in plains. Another idea would be to consider the treesPerChunk of the BiomeDecorator. The convention is to set -999 for biomes that should lack trees. Incidentally, this would also handle the moor case. Obviously, this is just not just for aesthetics but also gameplay: having fruit trees spawning without other trees makes them too easy to find, and more plentiful (more space to spawn).
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See the the COGActive option in CustomOreGen_Config_default.xml. The "age" variables do nothing these days.
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I don't know how much of a ninja I am, but I just released 0.2.20 with fixes for the issues reported today. Thanks for being my beta testers.
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I will fix the translation, but since glauconite is sand now (which is more realistic), does it make sense to put it into a macerator? Does GT offer any mechanism for extracting sand components?
I think I will add my own silver and electrum blocks in the next release.
I think I have fixed this now; need to test it though, but should be released by tomorrow. Thanks for your hard work in helping me test this issue.
1
No feasible way to ensure a single block. But why not just rely on randomness and choose some low frequency of replacement?
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One way is with NEI. Click on Options, Tools, Dumps and dump the blocks.
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Turn off the global drawWireframes option and then call /cogSettingEx [dist] drawWireframe true for your distribution.
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I would be hugely supportive of such an effort and would include the down-scaled (32x) version with the mod, with tons of obvious credit. Please only do the rocks though, because the cobble, rubble, brick variants, as well as many of the ores, are going to be handled via simple overlays. Been busy with work this week but should have time this weekend to finish that.
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Good point. Seems like a good idea to disable the Orchard biome for now. Btw, I looked more into the BoP swamp labels. Turns out they have dead swamps, mushroom swamps, etc, none of which should tropical fruit trees, even if they are warm and moist. Some of them *do* have sparse, dying trees. So I would suggest blocking biomes with the tags "dead", "magical", "mushroom" and "plains" for jungle fruit tree generation. For right now I am using a CustomOreGen config to substitute the log, leaf and fruit blocks with air based on those tags, and any biome with temperature < 0.6. It does the same for IC2 rubber trees, which also spawn in any "swamp".
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