BOD:
Do you have custom configs for download? I want to make a config which makes viens more rare, but bigger, than it is in the current mod.
I am not sure however how to properly do this nor a general idea on how to keep it fair.
If you do have these, maybe make a download spoiler for them?
If you don't have them, tell me, then i can make one and give it to you.
I have a personal custom config included in the download, you would probably like that one, there are others in the original post, but the few that are there are mostly setups for other mods like IC2 etc. but you can still use the number settings on a different ore.
look in the spoilers, BOD -> all the stuff -> config repository.
I'm running into some issues with adding custom ores from mods. Most ores from IC2 are not getting affected by whatever settings I place, though they are in the BOD-Mine file as well as the BOD-Override file. I have gotten others to work, however, such as Uranium.
I'm wondering if this is because I am using ID Resolver. I am going off the id in game that I am getting from NEI. Is it not translating well because of ID Resolver maybe? If so what should I do?
BOD handles ore on the fly, and processes the IDs that come in for generation. so the IDs the game is using for the ore should be the ones that get generated. to test if an ore is working right, set the height to 128, and rarity to 1, and make sure it has plenty of veins, like 200 veins with a veins size of 10 would work fine. that way you can just dig around a bit in creative to see if all the ores are there.
That's the issue. I've tried setting it too all kinds of extreme settings from 'should be everywhere' to 'shouldn't ever appear' and it still is spread out like the mod usually spreads it out. The config files are having no affect on it whatsoever, I don't know what to do
That's the issue. I've tried setting it too all kinds of extreme settings from 'should be everywhere' to 'shouldn't ever appear' and it still is spread out like the mod usually spreads it out. The config files are having no affect on it whatsoever, I don't know what to do
interesting. for one anything that was only added because of overrides, those ores dont get their regular gen removed. but if BOD picks it up normally, then it should work. maybe it is ID resolver I don't know.
what ores were auto added to the config?
and which were not?
I don't know how to tell. I put in the override from the beginning I think. Since then all the ores (that I added, and some I didn't) appeared in the config. This included Tin and Copper which are some of the ones giving me problems.
I have a question: how does BOD take control of the ore distribution from other mods? What gives it priority? I do have like 70 mods so I'm wondering if something is maybe conflicting.
Okay I deleted my config files to have them reset to default. Turns out the ores I'm having issues with are not normally caught by BOD they must have been added when I added them to the override.
I've confirmed it the ores that don't work are those that I have to add as an override. I wonder if I am doing it wrong. Here are the files just after having added the overrides.
# format:
# X.add_new_ore=Y:Z
# X = the override number, start counting from 1. once the progam doesnt see the next number it stops, so dont do 1, 2, 3, 5 because it will stop at 3
# Y = the block ID
# Z = the block meta data, almost all vanilla blocks are 0, with exceptions like colored wool, and half slabs
# Note: If you enter an ID that isn't a block, then it will get stuck on Building terrain, or crash. This is an override after all
1.add_new_ore=129:0
2.add_new_ore=2001:0
3.add_new_ore=2001:1
I did rename the comments to show which ore is which. Funny thing though I just noticed. Saltpeter was added to the Mine file after I added the 2001:0 and 2001:1 to the Override file even though it is id 458.1. Saltpeter responds correctly, Copper and Tin still do not.
I don't know how to tell. I put in the override from the beginning I think. Since then all the ores (that I added, and some I didn't) appeared in the config. This included Tin and Copper which are some of the ones giving me problems.
I have a question: how does BOD take control of the ore distribution from other mods? What gives it priority? I do have like 70 mods so I'm wondering if something is maybe conflicting.
Okay I deleted my config files to have them reset to default. Turns out the ores I'm having issues with are not normally caught by BOD they must have been added when I added them to the override.
I've confirmed it the ores that don't work are those that I have to add as an override. I wonder if I am doing it wrong. Here are the files just after having added the overrides.
# format:
# X.add_new_ore=Y:Z
# X = the override number, start counting from 1. once the progam doesnt see the next number it stops, so dont do 1, 2, 3, 5 because it will stop at 3
# Y = the block ID
# Z = the block meta data, almost all vanilla blocks are 0, with exceptions like colored wool, and half slabs
# Note: If you enter an ID that isn't a block, then it will get stuck on Building terrain, or crash. This is an override after all
1.add_new_ore=129:0
2.add_new_ore=2001:0
3.add_new_ore=2001:1
I did rename the comments to show which ore is which. Funny thing though I just noticed. Saltpeter was added to the Mine file after I added the 2001:0 and 2001:1 to the Override file even though it is id 458.1. Saltpeter responds correctly, Copper and Tin still do not.
It is possible that IC2 has its own ore generation code somewhere else. the way BOD works, and how it gets priority, is from the base code for generating a vein of ore (the code that says its time to put blocks of some ore in the ground). when data comes in that would normally make ore in a chunk, I intercept it, modify it, and send it back down the line. This allows me to change how the ore generates for any of the ores, even modded ones. But it isn't the ultimate fix, if the mod doesn't use the vanilla vein generation methods, or the one in forge, then BOD never sees the ore, and it cant intercept the data, because it is somewhere else.
This is why i made the overrides, it sends in "fake" data i guess you could say, allowing you to generate any block you add to the override. But I'm curious why its not generating blocks at all. If BOD isn't picking up the ore normally, then why is there no normal ore? Or rather, what's blocking it? And when you add an override, it shows up in the config, that means BOD should be able to make that block, because it can "see" it. This a very interesting problem.
as for the configs, the format looks fine, and the ores look like they all have the "I was just added" default settings. if you want to see if those ores are spawning, set the rarity to 1, the height to 128, and the veinAmount to 200.
edit: also, is the stone changed in any way? is there a different kind of stone, or is it just vanilla stone?
Hmm a few things. First: I don't know if I was clear, the ores are appearing, they are just appearing normally without being affected by BOD. I admit I haven't really been able to check if BOD is adding in its own or not, its hard to tell.
Also I've realized something else you have a post here that you mention issues with repeating Copper and Tin ores, namely if Redpower is present. I know it is a fairly old post but I should probably point out that I do have Redpower as well as IC2 installed. Could this be part of the problem?
What do you mean by the stone being changed? How would it have changed? It looks perfectly fine to me. Although I've noticed that the texture behind the ores is lighter than that of normal stone, but that is probably because of a faulty texture pack.
Is it possible to have compatibility with other mods, like metallurgy perhaps?
yes it is compatible, though you cant edit some of the ores, like nether ores for example. there is a nice set of configs for metallurgy in the original post, look under BOD -> all the stuff -> config repository
currently, no.
I have tried doing that before, but most modders make their own ore generation code for other dimensions, so I have no way of overriding those ores, or seeing what ores are being made. I suppose i could make something to force add ores to another dimension, but it would always have the original ore generation on top, so it would be odd.
currently, no.
I have tried doing that before, but most modders make their own ore generation code for other dimensions, so I have no way of overriding those ores, or seeing what ores are being made. I suppose i could make something to force add ores to another dimension, but it would always have the original ore generation on top, so it would be odd.
For my purpose its just for that. I need to put ores into a dimension so I can have a "Mining dimension" Where specific mining equipment is allowed.
For my purpose its just for that. I need to put ores into a dimension so I can have a "Mining dimension" Where specific mining equipment is allowed.
sorry for taking so long to reply, it sounds like you are making a mod. if you want to generate your ores using BOD, you could just send your ore generation to worldgenminable, and if BOD is installed it will see it. though it might have an issue with biomes. I normally have the source code up in the OP, but it is very out of date.
I've been having way too much fun trying to work out how to make the Metallurgy ores fit with the Biomes o' Plenty biomes in a sensible manner. For example, the Mystic Grove will have Platinum, Orichalcum, Silver, Astral Silver, and Endstone (if I can get the overrides working - haven't started testing yet, just working on the config files). Swampy areas are filled up with coal and sometimes bitumen/tar, several of the bad areas have abundant surface sulfur, the places with abundant plant life have a fertilizer mix (three of the four fertilizer compounds), and I plan to stick Glowstone under the Bamboo Forest and Garden.
Ideally, once I get this working I'll learn to associate certain biomes with certain minerals, and be like "Man, I'm low on diamonds; I really gotta go find a volcano" or "Ready for more fireworks, let's go find a quagmire!" Some of the associations are as close to real-life as I can make them, and others are just for feel (like putting Bronze under a particularly bronze-looking biome).
There's one thing I'd like to do and haven't yet figured out how to do: Add spawners that spawn specific things. I'd like to put creeper spawners under the badlands, undead spawners under one of the biomes (not sure which one yet), and silverfish spawners under the ominous woods. Maybe cobwebs and spider spawners under another biome. But all I can find is the ID for a pig spawner... I'm not even sure what sort of data I'm looking for, to be honest. Can you help me there?
Also, is there a way to change which sort of mine formations happen in which biomes? I'd like for the diamonds to show up as vertical spikes under a volcano, but not in other diamond-heavy biomes. Is that impossible with the way your mod works at present?
ETA: Will it ever be possible to use your mod to make mines with multiple types of materials? E.g. some of the things I was thinking of were lava pockets surrounded by gravel, manganese that only spawns if iron spawns in that chunk, spider spawners that only spawn if cobwebs spawn, stacked mines of copper then silver then gold as you dig down, etc.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
But all I can find is the ID for a pig spawner... I'm not even sure what sort of data I'm looking for, to be honest. Can you help me there?
Spawners use special NBT-data (like chests); only metadata compatibility is added currently in BOD.
Until BOD can use NBT-data, you can't have special (that is, non-pig) spawners.
Might there be a way to add a module that goes back over the chunk just generated and messes with the NBT data based on user preferences in the config files? I realize this wouldn't be soon and might be never, but I'm curious if it's possible. I mean, without getting too complex with the code.
Rollback Post to RevisionRollBack
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
can i have a downlode link for Better Ore Distribution for minecraft 1.2.5 (i am playing with some outdater mods) ples
EDIT:nvm did not see it ples keap updateing to mod
Awesome mod! You seem to have even added the one thing I wanted to see, fractal veins! Now...I don't suppose you can give me an easy walk thru on how to use them...or um, you know, some super awesome configs would work as well
I set things to true, whipped out the xray, but everything is still forming in clusters...Im using the default configs that came with the download, there are like six separate config files.
Awesome mod! You seem to have even added the one thing I wanted to see, fractal veins! Now...I don't suppose you can give me an easy walk thru on how to use them...or um, you know, some super awesome configs would work as well
I set things to true, whipped out the xray, but everything is still forming in clusters...Im using the default configs that came with the download, there are like six separate config files.
The original post has instructions on what each of the settings do, and there a a lot of config files because you can add "layers" of settings, so that different types of ore mines can spawn. I have it setup so that coal spawns at various depths i think, because i have it spawn in a disk like layer, and its extremely hard to find when its locked at one depth, so i added other settings to vary the depth.
also in terms of clusters, ore spawns chunk by chunk, and the Rarity setting gives ore a 1in X chance of spawning in a particular chunk. this allows you to have large but rare mines of ore, and is the best way to have the ore in my oppinion. but if you want everything spread out evenly you will need to set the Rarity to 1, but that means you need to mess with how much ore is spawning so that it is balanced.
check out the instructions under BOD -> all the stuff -> how to edit generation
I have a personal custom config included in the download, you would probably like that one, there are others in the original post, but the few that are there are mostly setups for other mods like IC2 etc. but you can still use the number settings on a different ore.
look in the spoilers, BOD -> all the stuff -> config repository.
BOD handles ore on the fly, and processes the IDs that come in for generation. so the IDs the game is using for the ore should be the ones that get generated. to test if an ore is working right, set the height to 128, and rarity to 1, and make sure it has plenty of veins, like 200 veins with a veins size of 10 would work fine. that way you can just dig around a bit in creative to see if all the ores are there.
what ores were auto added to the config?
and which were not?
I have a question: how does BOD take control of the ore distribution from other mods? What gives it priority? I do have like 70 mods so I'm wondering if something is maybe conflicting.
Okay I deleted my config files to have them reset to default. Turns out the ores I'm having issues with are not normally caught by BOD they must have been added when I added them to the override.
I've confirmed it the ores that don't work are those that I have to add as an override. I wonder if I am doing it wrong. Here are the files just after having added the overrides.
V(2.5.5)BOD-Mine[1.1]
V(2.5.5)BOD-Overrides
I did rename the comments to show which ore is which. Funny thing though I just noticed. Saltpeter was added to the Mine file after I added the 2001:0 and 2001:1 to the Override file even though it is id 458.1. Saltpeter responds correctly, Copper and Tin still do not.
It is possible that IC2 has its own ore generation code somewhere else. the way BOD works, and how it gets priority, is from the base code for generating a vein of ore (the code that says its time to put blocks of some ore in the ground). when data comes in that would normally make ore in a chunk, I intercept it, modify it, and send it back down the line. This allows me to change how the ore generates for any of the ores, even modded ones. But it isn't the ultimate fix, if the mod doesn't use the vanilla vein generation methods, or the one in forge, then BOD never sees the ore, and it cant intercept the data, because it is somewhere else.
This is why i made the overrides, it sends in "fake" data i guess you could say, allowing you to generate any block you add to the override. But I'm curious why its not generating blocks at all. If BOD isn't picking up the ore normally, then why is there no normal ore? Or rather, what's blocking it? And when you add an override, it shows up in the config, that means BOD should be able to make that block, because it can "see" it. This a very interesting problem.
as for the configs, the format looks fine, and the ores look like they all have the "I was just added" default settings. if you want to see if those ores are spawning, set the rarity to 1, the height to 128, and the veinAmount to 200.
edit: also, is the stone changed in any way? is there a different kind of stone, or is it just vanilla stone?
Also I've realized something else you have a post here that you mention issues with repeating Copper and Tin ores, namely if Redpower is present. I know it is a fairly old post but I should probably point out that I do have Redpower as well as IC2 installed. Could this be part of the problem?
What do you mean by the stone being changed? How would it have changed? It looks perfectly fine to me. Although I've noticed that the texture behind the ores is lighter than that of normal stone, but that is probably because of a faulty texture pack.
Usually, as log as the mods are modloader/forge compatible, that should be just fine
currently, no.
I have tried doing that before, but most modders make their own ore generation code for other dimensions, so I have no way of overriding those ores, or seeing what ores are being made. I suppose i could make something to force add ores to another dimension, but it would always have the original ore generation on top, so it would be odd.
For my purpose its just for that. I need to put ores into a dimension so I can have a "Mining dimension" Where specific mining equipment is allowed.
sorry for taking so long to reply, it sounds like you are making a mod. if you want to generate your ores using BOD, you could just send your ore generation to worldgenminable, and if BOD is installed it will see it. though it might have an issue with biomes. I normally have the source code up in the OP, but it is very out of date.
Ideally, once I get this working I'll learn to associate certain biomes with certain minerals, and be like "Man, I'm low on diamonds; I really gotta go find a volcano" or "Ready for more fireworks, let's go find a quagmire!" Some of the associations are as close to real-life as I can make them, and others are just for feel (like putting Bronze under a particularly bronze-looking biome).
There's one thing I'd like to do and haven't yet figured out how to do: Add spawners that spawn specific things. I'd like to put creeper spawners under the badlands, undead spawners under one of the biomes (not sure which one yet), and silverfish spawners under the ominous woods. Maybe cobwebs and spider spawners under another biome. But all I can find is the ID for a pig spawner... I'm not even sure what sort of data I'm looking for, to be honest. Can you help me there?
Also, is there a way to change which sort of mine formations happen in which biomes? I'd like for the diamonds to show up as vertical spikes under a volcano, but not in other diamond-heavy biomes. Is that impossible with the way your mod works at present?
ETA: Will it ever be possible to use your mod to make mines with multiple types of materials? E.g. some of the things I was thinking of were lava pockets surrounded by gravel, manganese that only spawns if iron spawns in that chunk, spider spawners that only spawn if cobwebs spawn, stacked mines of copper then silver then gold as you dig down, etc.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Spawners use special NBT-data (like chests); only metadata compatibility is added currently in BOD.
Until BOD can use NBT-data, you can't have special (that is, non-pig) spawners.
Might there be a way to add a module that goes back over the chunk just generated and messes with the NBT data based on user preferences in the config files? I realize this wouldn't be soon and might be never, but I'm curious if it's possible. I mean, without getting too complex with the code.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
can i have a downlode link for Better Ore Distribution for minecraft 1.2.5 (i am playing with some outdater mods) plesEDIT:nvm did not see it ples keap updateing to mod
I set things to true, whipped out the xray, but everything is still forming in clusters...Im using the default configs that came with the download, there are like six separate config files.
The original post has instructions on what each of the settings do, and there a a lot of config files because you can add "layers" of settings, so that different types of ore mines can spawn. I have it setup so that coal spawns at various depths i think, because i have it spawn in a disk like layer, and its extremely hard to find when its locked at one depth, so i added other settings to vary the depth.
also in terms of clusters, ore spawns chunk by chunk, and the Rarity setting gives ore a 1in X chance of spawning in a particular chunk. this allows you to have large but rare mines of ore, and is the best way to have the ore in my oppinion. but if you want everything spread out evenly you will need to set the Rarity to 1, but that means you need to mess with how much ore is spawning so that it is balanced.
check out the instructions under BOD -> all the stuff -> how to edit generation