But author of this mod write that i need to install ModLoader and ModLoaderMP to my server and then this mod.
This is my mistake. You only need to install ModloaderMP on the server. I was copy+pasting instructions from further up in the OP and forgot to correct this. Thank you for pointing it out.
Launching the game and trying to connect to server.......Failed.
Have this message in game:
Disconnected from server.
Internal Server Error.
And this message in "server.log":
2012-04-03 22:40:56 [INFO] friendkiller [/192.168.0.3:50059] logged in with entity id 4325 at (239.5, 77.62000000476837, 229.5)
2012-04-03 22:40:57 [INFO] friendkiller joined with mod_ModLoaderMp 1.2.4v1
2012-04-03 22:40:57 [WARNING] Failed to handle packet: java.lang.ClassCastException: mod_CustomOreGen cannot be cast to BaseModMp
java.lang.ClassCastException: mod_CustomOreGen cannot be cast to BaseModMp
at ModLoaderMp.handleModCheckResponse(ModLoaderMp.java:371)
at ModLoaderMp.handleAllPackets(ModLoaderMp.java:101)
at Packet230ModLoader.a(Packet230ModLoader.java:209)
at qq.b(SourceFile:273)
at mm.a(NetServerHandler.java:72)
at fk.a(SourceFile:108)
at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:573)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:462)
at dn.run(SourceFile:490)
Again, my mistake. This is a bug in the mod itself. I will upload a fixed version shortly. I did not catch this during testing because I had Forge installed in both the client and server, and apparently Forge magically prevents this error. EDIT: A fixed version uploaded. This should take care of the problem.
New vein option: Biome. Use <Biome> tags to list biomes in which a vein may spawn.
Tweaks to default ore distributions. Additional biome-specific distributions for coal, iron, and redstone. The original distributions (which spawn everywhere) are not affected.
but all the ores is disappeared!
i had new try but now i try switch off the iron
But, when i try to switch off only iron (in xml the next ore) i have only coal i my world and no ore more)
what i doing wrong?
Do not be surprised - my English is Google translate. I never play Minecraft without these mods:
ExtraBiomesXl, Industrial Craft, Build Craft, LCTrees++, Metallurgy, Railcraft, Smart Moving, Forestry, Jammy Furniture Mod, Kaevator Super Slopes, Xtra Blocks, ReiMinimap, CraftGuide.
I will certainly look into it. It sounds like this would make the mod dependant on Forge, though, which is both unnecessary and inconvenient. Maintaining two separate versions (forge and non-forge) is not an option, as it would take too much time to manage. I will post back once I have more information.
Hello! Can someone point me in the right direction for ore distribution? A plugin where I can choose what mods generate in what region?>
If by "plugin" you mean a mod in the conventional sense, then you are in the right place. This mod allows you to customize which ores generate in which biomes. Can you elaborate on what exactly you need to do?
Fixed Forge compatibility. CustomOreGen no longer requires ModLoaderMP. The client version can now run with just ModLoader, and the server version needs either Forge or ForgeModLoader.
I'm glad to be rid of ModloaderMP. And, thankfully, I did not have to make the mod dependent on Forge itself.
Is this just talk or have you heard/ do you know something?
because if it does come out I will definately download it for bukkit, its one of my favorite mods
I have no plans to port this mod to Bukkit. However, I will be adapting to the official mod API when it arrives and I wouldn't be suprised if that makes it Bukkit compatible. In the meantime, if someone else wants to do a port that would be fine with me.
Ok so, I'm at a complete loss, fiddled with this for an hour now, maybe I'm just dense and retarded, or maybe another mod is changing this back over...
I am using Wedge, with Wedge, I've managed to make a skylands-style world, islands spawn roughly at 100-180 there is nothing but void down and air up.
I wanted to use your mod to makeit so all vanilla ores could be found at any height with a bit more rarity, the setup I used was
Now, the way I'm reading the config file, this would be they spawn generally in the 120 area, and won't spawn above 200, but if I'm somehow reading this wrong do let me know.
Now, the way I'm reading the config file, this would be they spawn generally in the 120 area, and won't spawn above 200, but if I'm somehow reading this wrong do let me know.
HeightRange is how far above/below the average to generate the clusters. In your example it is way too high - the clusters are being spread between heights -80 to 320. This means that most of them are missing the islands entirely, and thus not generating any ore.
If the bottom of the islands is around height 100 then you probably want a heightRange closer to 20. This will distribute the ores between heights 100 to 140.
As you can see, all ive done is copy diamond and add IC2 copper. My block id is set up correctly for IC2 copper, and i want to add it to this spawn method. It is disabled inside of the IC2 config so it wont generate. However, when i do this, or when i use any other IC2 block id i get this error:
FINER: THROW
java.lang.RuntimeException: CustomOreGen: One or more invalid distribution parameters.
at mod_CustomOreGen.modsLoaded(mod_CustomOreGen.java:94)
at ModLoader.init(ModLoader.java:899)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(ahu.java:77)
at ahu.<clinit>(ahu.java:8)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
id like to note that the mod works great so long as i dont add in any custom ores.
Ideas?
:edit:
Just for the record, using block ID 246 works, because thats Cinnibar from Thaumcraft2. Even with identical code! (except the ID, obviously). I seemingly just cant get the IC2 block ids to work... Ideas?
:Edit:Edit:
Alright, further clarification. All the other blocks from IC2 work except for the ores. Copper or tin or Uranium? Do not work. Any ideas what could cause this? Copper and Tin and Apatite from Forestry work just fine....
Ok. i love the idea of this mod and it works great so long as i dont edit the config.
...
As you can see, all ive done is copy diamond and add IC2 copper. My block id is set up correctly for IC2 copper, and i want to add it to this spawn method. It is disabled inside of the IC2 config so it wont generate. However, when i do this, or when i use any other IC2 block id i get this error:
...
:edit:
Just for the record, using block ID 246 works, because thats Cinnibar from Thaumcraft2. Even with identical code! (except the ID, obviously). I seemingly just cant get the IC2 block ids to work... Ideas?
...
:Edit:Edit:
Alright, further clarification. All the other blocks from IC2 work except for the ores. Copper or tin or Uranium? Do not work. Any ideas what could cause this? Copper and Tin and Apatite from Forestry work just fine....
I did some poking around and found your problem. Turns out disabling "enableWorldGenOreCopper" in the IC2 config doesn't just prevent copper ore from spawning - it prevents the ore block from being added to the game entirely. The relevant snippet from mod_IC2.java:
205 if (enableWorldGenOreCopper) {
206 Ic2Items.copperOre = new aan(
new BlockTex(getBlockIdFor(config, "blockOreCopper", 249), 32, acn.e).
c(3.0F).b(5.0F).a("blockOreCopper"));
207 ModLoader.registerBlock(pb.m[Ic2Items.copperOre.c]);
208 }
Unfortunately, this is not something that I have any control over. CustomOreGen can't place blocks in the world if the blocks don't exist. I would recommend that you contact the IC2 team and request that ore blocks always be registered.
On a related note - Forestry and IC2 "share" common materials through the Forge ore dictionary. You should be able to use Forestry copper and tin ingots for all IC2 recipes. Since they're interchangeable and you know that CustomOreGen works fine with the Forestry ores, why not forget about IC2 Copper/Tin entirely? You'd still need to use the default IC2 Uranium generator, I guess, but at least you can have copper & tin veins.
I did some poking around and found your problem. Turns out disabling "enableWorldGenOreCopper" in the IC2 config doesn't just prevent copper ore from spawning - it prevents the ore block from being added to the game entirely. The relevant snippet from mod_IC2.java:
205 if (enableWorldGenOreCopper) {
206 Ic2Items.copperOre = new aan(
new BlockTex(getBlockIdFor(config, "blockOreCopper", 249), 32, acn.e).
c(3.0F).b(5.0F).a("blockOreCopper"));
207 ModLoader.registerBlock(pb.m[Ic2Items.copperOre.c]);
208 }
Unfortunately, this is not something that I have any control over. CustomOreGen can't place blocks in the world if the blocks don't exist. I would recommend that you contact the IC2 team and request that ore blocks always be registered.
On a related note - Forestry and IC2 "share" common materials through the Forge ore dictionary. You should be able to use Forestry copper and tin ingots for all IC2 recipes. Since they're interchangeable and you know that CustomOreGen works fine with the Forestry ores, why not forget about IC2 Copper/Tin entirely? You'd still need to use the default IC2 Uranium generator, I guess, but at least you can have copper & tin veins.
That's exactly what i did. I figured it had something to do with Ic2. I'm glad you were able to figure it out.
I'm having a problem where the mod is installed properly and works when I generate worlds but as soon as I edit the config it stops working. Could you give me some advice as to what I'm possibly doing to cause this to happen.
My ores just go back to generating in the vanilla format.
I'm having a problem where the mod is installed properly and works when I generate worlds but as soon as I edit the config it stops working. Could you give me some advice as to what I'm possibly doing to cause this to happen.
My ores just go back to generating in the vanilla format.
You've probably made a mistake of some kind in the formatting. It's easy to do, especially if you aren't use to XML.
You should be able to find an error message about it in Modloader.txt (in your .minecraft folder). These error messages aren't always that helpful, but it might give you a clue as to what is wrong. If you can't find the mistake yourself, go ahead and post your config file here (in [spoiler] tags) and I will look at it for you.
This is my mistake. You only need to install ModloaderMP on the server. I was copy+pasting instructions from further up in the OP and forgot to correct this. Thank you for pointing it out.
Again, my mistake. This is a bug in the mod itself. I will upload a fixed version shortly. I did not catch this during testing because I had Forge installed in both the client and server, and apparently Forge magically prevents this error.
EDIT: A fixed version uploaded. This should take care of the problem.
Changes:
http://www.minecraft...port-from-mlmp/
i changed this:
<Veins blockID='16'>
<PDist name='MotherlodeFrequency' avg='0.070'/>
<PDist name='MotherlodeHeight' avg='62' range='9'/>
<PDist name='BranchHeightLimit' avg='9'/>
<PDist name='BranchFrequency' avg='1.5' range='0.5'/>
<PDist name='BranchLength' avg='50' range='25'/>
<PDist name='SegmentRadius' avg='1.2' range='0.4' distribution='normal'/>
</Veins>
<Veins blockID='16'>
<PDist name='MotherlodeFrequency' avg='0.140'/>
<PDist name='MotherlodeHeight' avg='62' range='16'/>
<PDist name='BranchHeightLimit' avg='16'/>
<PDist name='BranchFrequency' avg='1.5' range='0.5'/>
<PDist name='BranchLength' avg='50' range='25'/>
<PDist name='SegmentRadius' avg='1.2' range='0.4' distribution='normal'/>
<Biome name='Swampland'/>
</Veins>
to this:
<!--Veins blockID='16'>
<PDist name='MotherlodeFrequency' avg='0.070'/>
<PDist name='MotherlodeHeight' avg='62' range='9'/>
<PDist name='BranchHeightLimit' avg='9'/>
<PDist name='BranchFrequency' avg='1.5' range='0.5'/>
<PDist name='BranchLength' avg='50' range='25'/>
<PDist name='SegmentRadius' avg='1.2' range='0.4' distribution='normal'/>
</Veins>
<!--Veins blockID='16'>
<PDist name='MotherlodeFrequency' avg='0.140'/>
<PDist name='MotherlodeHeight' avg='62' range='16'/>
<PDist name='BranchHeightLimit' avg='16'/>
<PDist name='BranchFrequency' avg='1.5' range='0.5'/>
<PDist name='BranchLength' avg='50' range='25'/>
<PDist name='SegmentRadius' avg='1.2' range='0.4' distribution='normal'/>
<Biome name='Swampland'/>
</Veins>
but all the ores is disappeared!
i had new try but now i try switch off the iron
But, when i try to switch off only iron (in xml the next ore) i have only coal i my world and no ore more)
what i doing wrong?
ExtraBiomesXl, Industrial Craft, Build Craft, LCTrees++, Metallurgy, Railcraft, Smart Moving, Forestry, Jammy Furniture Mod, Kaevator Super Slopes, Xtra Blocks, ReiMinimap, CraftGuide.
I will certainly look into it. It sounds like this would make the mod dependant on Forge, though, which is both unnecessary and inconvenient. Maintaining two separate versions (forge and non-forge) is not an option, as it would take too much time to manage. I will post back once I have more information.
A comment in xml needs to start with "". So you need to do this:
<!--Veins blockID='16'>
<PDist name='MotherlodeFrequency' avg='0.070'/>
<PDist name='MotherlodeHeight' avg='62' range='9'/>
<PDist name='BranchHeightLimit' avg='9'/>
<PDist name='BranchFrequency' avg='1.5' range='0.5'/>
<PDist name='BranchLength' avg='50' range='25'/>
<PDist name='SegmentRadius' avg='1.2' range='0.4' distribution='normal'/>
</Veins-->
<!--Veins blockID='16'>
<PDist name='MotherlodeFrequency' avg='0.140'/>
<PDist name='MotherlodeHeight' avg='62' range='16'/>
<PDist name='BranchHeightLimit' avg='16'/>
<PDist name='BranchFrequency' avg='1.5' range='0.5'/>
<PDist name='BranchLength' avg='50' range='25'/>
<PDist name='SegmentRadius' avg='1.2' range='0.4' distribution='normal'/>
<Biome name='Swampland'/>
</Veins-->
I'm glad to be rid of ModloaderMP. And, thankfully, I did not have to make the mod dependent on Forge itself.
I have no plans to port this mod to Bukkit. However, I will be adapting to the official mod API when it arrives and I wouldn't be suprised if that makes it Bukkit compatible. In the meantime, if someone else wants to do a port that would be fine with me.
I am using Wedge, with Wedge, I've managed to make a skylands-style world, islands spawn roughly at 100-180 there is nothing but void down and air up.
I wanted to use your mod to makeit so all vanilla ores could be found at any height with a bit more rarity, the setup I used was
< !--Coal-- >
<StandardGen blockID='16' size='16' frequency='20' heightAverage='120' heightRange='200'/>
Now, the way I'm reading the config file, this would be they spawn generally in the 120 area, and won't spawn above 200, but if I'm somehow reading this wrong do let me know.
If the bottom of the islands is around height 100 then you probably want a heightRange closer to 20. This will distribute the ores between heights 100 to 140.
=)
This is the relevent section (the failure point)
<Veins blockID='56'>
<PDist name='MotherlodeFrequency' avg='1.0'/>
<PDist name='MotherlodeHeight' avg='13.5' range='5.5'/>
<PDist name='MotherlodeSize' avg='0.9' range='0.3'/>
<PDist name='BranchFrequency' avg='0' range='0'/>
</Veins>
<Veins blockID='233'>
<PDist name='MotherlodeFrequency' avg='1.0'/>
<PDist name='MotherlodeHeight' avg='13.5' range='5.5'/>
<PDist name='MotherlodeSize' avg='0.9' range='0.3'/>
<PDist name='BranchFrequency' avg='0' range='0'/>
</Veins>
As you can see, all ive done is copy diamond and add IC2 copper. My block id is set up correctly for IC2 copper, and i want to add it to this spawn method. It is disabled inside of the IC2 config so it wont generate. However, when i do this, or when i use any other IC2 block id i get this error:
FINER: THROW
java.lang.RuntimeException: CustomOreGen: One or more invalid distribution parameters.
at mod_CustomOreGen.modsLoaded(mod_CustomOreGen.java:94)
at ModLoader.init(ModLoader.java:899)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(ahu.java:77)
at ahu.<clinit>(ahu.java:8)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Unknown Source)
id like to note that the mod works great so long as i dont add in any custom ores.
Ideas?
:edit:
Just for the record, using block ID 246 works, because thats Cinnibar from Thaumcraft2. Even with identical code! (except the ID, obviously). I seemingly just cant get the IC2 block ids to work... Ideas?
:Edit:Edit:
Alright, further clarification. All the other blocks from IC2 work except for the ores. Copper or tin or Uranium? Do not work. Any ideas what could cause this? Copper and Tin and Apatite from Forestry work just fine....
I did some poking around and found your problem. Turns out disabling "enableWorldGenOreCopper" in the IC2 config doesn't just prevent copper ore from spawning - it prevents the ore block from being added to the game entirely. The relevant snippet from mod_IC2.java:
On a related note - Forestry and IC2 "share" common materials through the Forge ore dictionary. You should be able to use Forestry copper and tin ingots for all IC2 recipes. Since they're interchangeable and you know that CustomOreGen works fine with the Forestry ores, why not forget about IC2 Copper/Tin entirely? You'd still need to use the default IC2 Uranium generator, I guess, but at least you can have copper & tin veins.
That's exactly what i did. I figured it had something to do with Ic2. I'm glad you were able to figure it out.
My ores just go back to generating in the vanilla format.
You've probably made a mistake of some kind in the formatting. It's easy to do, especially if you aren't use to XML.
You should be able to find an error message about it in Modloader.txt (in your .minecraft folder). These error messages aren't always that helpful, but it might give you a clue as to what is wrong. If you can't find the mistake yourself, go ahead and post your config file here (in [spoiler] tags) and I will look at it for you.