@Sodisna
there is version 2.0, 2.1, and 2.1.1 of BOD for minecraft 1.0 in the version archive in the main post.
@DraxisWuf
as is a similar case with lapis, and IC2's uranium. what makes 90% of the ores work fine and then a few freak out, I have yet to track down.
from the looks of it adamantium is taking no input from the text file. I have been trying to solve this problem for weeks now and have found nothing. the broken ores are definitely running through BOD because of the shaped locations of ore spawns, but they seem to get random values from somewhere.
do the other ores from the mod work fine? how many new ores are added?
does the mod use modloader, forge, or both?
do the other ores from the mod work fine? how many new ores are added?
does the mod use modloader, forge, or both?
Yeah, all the other ores seem to work fine. Even lapis is A-OK in how it's distributing for me.
The mod adds five ores, but your mod only really affects the first four since the fifth only spawns in the nether. (BTW, ore distribution in the nether. Just one more suggestion.)
It's a modloader mod, but doesn't require forge... thankfully
BTW, increasing the VeinAmount to something like 200+ SEEMS to fix the ore spawning in weird places / the overabundance. But when I do find an Adamantium mine it's chock-a-block with ore.
@DraxisWuf
"200+" hmm... and the plot thickens! a definite problem that I hope I will be able to fix.
I might make something for the nether, but no ores spawn there with vanilla, so it would be tricky to make, and with the other ores acting weird the only ores would there would be ones that wig out.
@Sodisna
what are you setting to 2 for diamonds? the Biome division factor? that's halving the rarity then.
also:
#-----------extremeHills
13extremeHill=2
Hill
Hills
shouldn't be causing the problem, but just so you know
@all
I'm working on making a debugging version. it will tell you how many mines have been made, the current blockID, and all the settings associated with that blockID. hopefully helping to find a pattern and/or cause to the spawning problems.
also in my next version, the BODbiomes.txt will hold an adjusted rarity, instead of the number dividing the normal rarity, it will change it to whatever rarity you want for that biome. this almost triples what you can do with the BODbiome.txt
if Iron has a rarity of 210
15desert=2 would make the new rarity 105 for that biome
15desert=3 would make 70
and so on...
but I will change it so that:
15desert=123 would make the new rarity 123 for that biome
15desert=42 would make 42
15desert=10000 would make 10000
and so on...
giving you a lot more control, also I learned that multiplication and division take up a good amount of processing power, so it cuts that out too :wink.gif:
It would be possible to add a option that disables certain ores? Like If I want Coal, Iron, to have there normal rates. I tired removing them, but it crashes if it does.
@Sodisna
it shouldn't crash if you remove an ore's config set from the file, it should just create a new one.
are you running any other mods? have you tried reinstalling BOD, with a clean minecraft.jar?
@all
I just checked something, I removed all the text from the .txt, and let BOD remake all the new ores as if they were added. lapis is the last one to generate, like wise uranium spawns last with IC2, and I'm guessing that adamantium spawns last with simpleores. I'm not sure what the issue is but this pattern helps me know when and where it happens in the code.
@all
I just checked something, I removed all the text from the .txt, and let BOD remake all the new ores as if they were added. lapis is the last one to generate, like wise uranium spawns last with IC2, and I'm guessing that adamantium spawns last with simpleores. I'm not sure what the issue is but this pattern helps me know when and where it happens in the code.
Forget to start at [0] when looping through an array somewhere? :wink.gif:
Also, what I said about VeinAmount being 200+ partially resolving the issue. Scratch that, I just generated a map where that didn't hold true.
Also I've noticed that I can't get veins of dirt to appear, no matter what I change the settings to. Gravel seems to work fine, but no dirt.
Forget to start at [0] when looping through an array somewhere? :wink.gif:
Also, what I said about VeinAmount being 200+ partially resolving the issue. Scratch that, I just generated a map where that didn't hold true.
Also I've noticed that I can't get veins of dirt to appear, no matter what I change the settings to. Gravel seems to work fine, but no dirt.
the first time I used an array was for the Biomes (version 2.1), but uranium has always spawned weird with new system of ore inclusion (version 2.0).
try something for me. remove all the text from the BOD(2.1.1).txt, generate a map, and tell me if adamantium is still at the end of the list in the config, and if spawns weird.
the first time I used an array was for the Biomes (version 2.1), but uranium has always spawned weird with new system of ore inclusion (version 2.0).
try something for me. remove all the text from the BOD(2.1.1).txt, generate a map, and tell me if adamantium is still at the end of the list in the config, and if spawns weird.
well i think I figured out one thing that will make BOD run faster, and help prevent the rare "stackoverflow" error with this mod.
i currently chain my methods:
method1 // this method won't close until the program hits its closing bracket
{
method2; //but until this method is done that doesn't happen
} // this bracket
methode2
{
method3; // and so on
}
method3
{
}
the prior methods stay in memory because they don't end until the last one finishes, and thus the call on that method, which leave all the methods open until the final generation of the vein (taking up a nice chunk of memory).
so I need to change it to this:
method1{code}
method2{code}
method3{code}
method4
{
method1; // method4 calls each other method and lets them finish and free memory before calling the next method
method2;
method3;
}
method4; // calls method4, and starts the mod's process
sorry I havn't posted any new stuff regarding bod recently, school is starting an I've been busy. I really need to do college application stuff before minecraft, so it will be on hold for a few weeks. I'll probably add some stuff when 1.2 comes out.
The IC2 integration really doesn't work very well at all, currently. I get at least ten times as much of the IC ores as of the regular Minecraft ores, using the configuration you provided. Huge clumps of tin, copper and uranium everywhere, to the point that coal and iron hardly show up at all, nevermind diamonds. It stays that way no matter what I change. It's like the configuration file doesn't actually do anything at all.
yeah, I've yet to discover what allows them to spawn in a BOD type way, yet ignore control. I think it has to do with modloader. i've been pecking at that problem ever since minecraft 1.0
if you set all the IC2 ores to a rarity of 250, do you still come across plenty of tin and copper? I know uranium to spawn uncontrollably regardless.
Yup.That strange stuff with IC2 really gets on my nerves,as I dont have any Iron (but I managed to spawn some coal,lolyeah) and ridiculous amount of Uranium..that's funny,as Iron gets much more valuable,than uranium :biggrin.gif:
@all I think I can setup a seed just for BOD, such that the world seed will not change with BOD, and you can have a seed just for the ore setup. so (if you have the same BOD settings) you can make that coal mine always be where it is.
New IC² has the feature to disable spawning of certain ores. I tried that with Uranium, as I don't really need it and prefer to cheat some ore if wanted than having the world filled with it.
Result was, that the massive spawning seemingly switches to another ore. I tried disabling all three IC ores and instantly found about 20 huge veins of Lapis which shouldn't be (still it is less than half of the veins of IC ores buggy veins). Also I get very much Coal veins, though not that much that it is disturbing, still about every 5th or 6th chunk.
Well, purpose of the game is mining, so I don't mind if there is too much, as long as these ores don't cross other ores veins all the time.
For starters I'll use tin and copper from forestry. As these blocks have damage values, BOD doesn't recognise them and they are passed through the vanilla generator. Better than nothing, as long as this problem isn't solved.
@seed
Sounds like a good idea for the future, but it should be configurable if you want it or not, e.g. seed=0 for random generation in the config.
so that confirms the "last ore spawns uncontrollably" bug. I'll keep trying to find the issue. I'm thinking I will make the new optimization version and see if I can isolate it that way. I've also put a shout out for help on the CC forums (where great help has come from before)
edit/update: got the seed to make the same terrain and biome, trees are different though.
changes:
- adjusted the BODbiomes.txt
+ now changes the rarity of that ore to the value entered for that biome (so 15desert=50000 will change the rarity of iron to 50000 in desert biomes)
- adjusted some method orders to (i think) save memory.
- fixed seeds
+ seeds now maintain their terrain/biomes between vanilla and BOD, but some things like trees and ores will be different
I will ammend the OP and add multiplayer later, I need to get ready for bed.
Just to clarify...
if I set the default rarity of Iron to 10000 and change the rarity for iron_desert to 50, I will most likely find Iron only and plenty in the desert biome, right? Basically my question is, if no individual value for an ore/biome is given, the default value in the BOD file is used?
For the rest, unfortunately no changes. Still huge amounts of ore ignoring rarity settings. But I noticed something again I already had earlier but forgot. There still are some big areas where none of the buggy ores spawn. So I disabled Uranium and had Tin as main surface, spawning almost everywhere. Some areas with a cluster of about 50 chunks (probably even bigger) have not a single vein of tin. I witnessed this when flying across the world. This happens pretty random and is not bound to biomes.
I don't know if there are map viewers that are able to count blocks or something like that, but maybe the ore isn't spawning too often but just in a very strange way of massive clusters in a big area while others have nothing.
"I will most likely find Iron only and plenty in the desert biome, right?" - yes
"if no individual value for an ore/biome is given, the default value in the BOD file is used?" - yes, the BODbiomes file just changes the rarity for specified ores in specified biomes. you could remove all the text from the file and it would just do nothing, leaving the default rarities to do their work.
as for IC2, my clash with the Biome code yesterday has shown me how it could be something obscure like uninstantiated variables moving through the system, passing by "if <=0, then = 1" checks, and causes chaotic generation.
I need to check and see if bod uses less memory now using f3. I moved where two methods are called so that they are listed instead of chained, that way the previous method can close.
and rename the .txt to .bat, click yes to the promt.
- this .bat should go next to the normal mc launcher.
- if normal mc doesn't work, use the linux version from minecraft.net (that one worked fine for me)
every time a mine is made, it will tell you all the settings associated with it, including what chunk it's in, and how many mines have been made.
there is version 2.0, 2.1, and 2.1.1 of BOD for minecraft 1.0 in the version archive in the main post.
@DraxisWuf
as is a similar case with lapis, and IC2's uranium. what makes 90% of the ores work fine and then a few freak out, I have yet to track down.
from the looks of it adamantium is taking no input from the text file. I have been trying to solve this problem for weeks now and have found nothing. the broken ores are definitely running through BOD because of the shaped locations of ore spawns, but they seem to get random values from somewhere.
do the other ores from the mod work fine? how many new ores are added?
does the mod use modloader, forge, or both?
Yeah, all the other ores seem to work fine. Even lapis is A-OK in how it's distributing for me.
The mod adds five ores, but your mod only really affects the first four since the fifth only spawns in the nether. (BTW, ore distribution in the nether. Just one more suggestion.)
It's a modloader mod, but doesn't require forge... thankfully
BTW, increasing the VeinAmount to something like 200+ SEEMS to fix the ore spawning in weird places / the overabundance. But when I do find an Adamantium mine it's chock-a-block with ore.
Could some be wrong? If I set it to diamond to 2 it works. Any other value doesn't work.
"200+" hmm... and the plot thickens! a definite problem that I hope I will be able to fix.
I might make something for the nether, but no ores spawn there with vanilla, so it would be tricky to make, and with the other ores acting weird the only ores would there would be ones that wig out.
@Sodisna
what are you setting to 2 for diamonds? the Biome division factor? that's halving the rarity then.
also:
#-----------extremeHills
13extremeHill=2
Hill
Hills
shouldn't be causing the problem, but just so you know
@all
I'm working on making a debugging version. it will tell you how many mines have been made, the current blockID, and all the settings associated with that blockID. hopefully helping to find a pattern and/or cause to the spawning problems.
also in my next version, the BODbiomes.txt will hold an adjusted rarity, instead of the number dividing the normal rarity, it will change it to whatever rarity you want for that biome. this almost triples what you can do with the BODbiome.txt
if Iron has a rarity of 210
15desert=2 would make the new rarity 105 for that biome
15desert=3 would make 70
and so on...
but I will change it so that:
15desert=123 would make the new rarity 123 for that biome
15desert=42 would make 42
15desert=10000 would make 10000
and so on...
giving you a lot more control, also I learned that multiplication and division take up a good amount of processing power, so it cuts that out too :wink.gif:
it shouldn't crash if you remove an ore's config set from the file, it should just create a new one.
are you running any other mods? have you tried reinstalling BOD, with a clean minecraft.jar?
@all
I just checked something, I removed all the text from the .txt, and let BOD remake all the new ores as if they were added. lapis is the last one to generate, like wise uranium spawns last with IC2, and I'm guessing that adamantium spawns last with simpleores. I'm not sure what the issue is but this pattern helps me know when and where it happens in the code.
Forget to start at [0] when looping through an array somewhere? :wink.gif:
Also, what I said about VeinAmount being 200+ partially resolving the issue. Scratch that, I just generated a map where that didn't hold true.
Also I've noticed that I can't get veins of dirt to appear, no matter what I change the settings to. Gravel seems to work fine, but no dirt.
the first time I used an array was for the Biomes (version 2.1), but uranium has always spawned weird with new system of ore inclusion (version 2.0).
try something for me. remove all the text from the BOD(2.1.1).txt, generate a map, and tell me if adamantium is still at the end of the list in the config, and if spawns weird.
Yes and yes.
i currently chain my methods:
so I need to change it to this:
at least it makes sense that it work like that.
yeah, I've yet to discover what allows them to spawn in a BOD type way, yet ignore control. I think it has to do with modloader. i've been pecking at that problem ever since minecraft 1.0
if you set all the IC2 ores to a rarity of 250, do you still come across plenty of tin and copper? I know uranium to spawn uncontrollably regardless.
just theory at this point though
so that confirms the "last ore spawns uncontrollably" bug. I'll keep trying to find the issue. I'm thinking I will make the new optimization version and see if I can isolate it that way. I've also put a shout out for help on the CC forums (where great help has come from before)
edit/update: got the seed to make the same terrain and biome, trees are different though.
edit: was an array for biomes rarity with default zeros. so I looped/instantiated it with its proper defaults
changes:
- adjusted the BODbiomes.txt
+ now changes the rarity of that ore to the value entered for that biome (so 15desert=50000 will change the rarity of iron to 50000 in desert biomes)
- adjusted some method orders to (i think) save memory.
- fixed seeds
+ seeds now maintain their terrain/biomes between vanilla and BOD, but some things like trees and ores will be different
I will ammend the OP and add multiplayer later, I need to get ready for bed.
"I will most likely find Iron only and plenty in the desert biome, right?" - yes
"if no individual value for an ore/biome is given, the default value in the BOD file is used?" - yes, the BODbiomes file just changes the rarity for specified ores in specified biomes. you could remove all the text from the file and it would just do nothing, leaving the default rarities to do their work.
as for IC2, my clash with the Biome code yesterday has shown me how it could be something obscure like uninstantiated variables moving through the system, passing by "if <=0, then = 1" checks, and causes chaotic generation.
I need to check and see if bod uses less memory now using f3. I moved where two methods are called so that they are listed instead of chained, that way the previous method can close.
you need to run minecraft from a .bat to have a console window
put this in a new .txt and rename the .txt to .bat, click yes to the promt.
- this .bat should go next to the normal mc launcher.
- if normal mc doesn't work, use the linux version from minecraft.net (that one worked fine for me)
every time a mine is made, it will tell you all the settings associated with it, including what chunk it's in, and how many mines have been made.
DooM is like crack, but better for you.