I hate to be that guy, but is BOD planned to be updated? I can't seem to find any mention of it in the original post or the comments.
Is 1.5.2 coming out this weekend? or no? if its not then I will do it friday. I need to rework the biome feature, and add two new settings because jeb is using worldgenminable to put quartz in the nether, I need to make BOD nether compatable, and the treatment of the class finally allows that.
Is 1.5.2 coming out this weekend? or no? if its not then I will do it friday. I need to rework the biome feature, and add two new settings because jeb is using worldgenminable to put quartz in the nether, I need to make BOD nether compatable, and the treatment of the class finally allows that.
Just putting it out there, Jeb hasn't posted anything about 1.5.2 in weeks, only stuff he's tweeted is about 1.6. Not to hassle, but I doubt a 1.5.2 will be anytime soon at all.
maybe you should update the mod and then update it again when you know how to code nether quartz
Unfortunatly its not that simple, there wont be any nether quartz if i don't set it up. I've gone over it some, and have gathered some code together, but I need to get to homework now. With finals coming up I will have end of semseter tests and projects, so these next two weeks will be really busy for me. I think the week if the 28th is a reading week, so I souldnt have classes or homework. If MCP stops giving me decompile errors by then, then I should be able to update it.
Well shoot was going to try to install this on my FTB Ultimate. Keep getting *File blocked for Violation* when trying to download singleplayer on mediafire. Possible to upload to another site besides Mediafire?
Well shoot was going to try to install this on my FTB Ultimate. Keep getting *File blocked for Violation* when trying to download singleplayer on mediafire. Possible to upload to another site besides Mediafire?
I'm not sure what's up, I went and downloaded the version for 1.4.6/1.4.7 just now from the main page, and it worked fine. if it's still giving you problems i can upload a new version
Odd..... Now it works lol... tried 5 different times and it kept giving my file violation message. All good now.
I Just tested it with the FTB Ultimate pack and it does work... I thought it would conflict with something in there but it doesn't.
its nice, mojang and forge have finally started implementing conventions for adding ores, so its not a hundred different files, made by different modders, that all do the same thing. because of that I had very little compatability in the past, but now that there are conventions and common files, I have the ability to override them.
Hello I like your mod, I didn't see a incompatibility list but I do believe I had an error I use a few mods, I think it was with BWG3 but you might know better than I would. If not that It may have been RP2 but I think that is unlikely. For myself personally I'd have to find a balance where the amount of ore is statistically the same but at the same time the veins aren't so big that you could easily miss a lot of them. I don't want to make the game easier but more realistic. hoping to use with BWG4, Nice work marcopolo1613.
Hello I like your mod, I didn't see a incompatibility list but I do believe I had an error I use a few mods, I think it was with BWG3 but you might know better than I would. If not that It may have been RP2 but I think that is unlikely. For myself personally I'd have to find a balance where the amount of ore is statistically the same but at the same time the veins aren't so big that you could easily miss a lot of them. I don't want to make the game easier but more realistic. hoping to use with BWG4, Nice work marcopolo1613.
yea I'm pretty sure BWG is the issue, because they both change how ores spawn IIRC. you could try installing BOD last, and test it, and install it first and then test it, and if that doesn't work then they are most likely incompatable. the most likely problem is the Biomedecorator class, you want to overwrite BOD's (its the smaller of the two class files for BOD, you can just not install that class and it will accomplish the same thing).
First off, thanks for the great mod you have written - its a really great addition to minecraft and it changes the game play in a really good way.
I have a question / problem that I was hoping you could shed some light on.
I'm using version 2.5.5 for MC 1.4.7 but am having trouble setting the ore generation rates. I would like to set all of my ores to not generate by default, and to use the BODbiomes file to control specifically which ores can generate in which biomes.
From reading your config instructions this should be supported by setting the rarity value for each ore to 0 in the V(2.5.5)BOD-Mine[1.1].txt file (to disable generation by default), and then using the V(2.5.5)BODbiomes-Mine[1.1].txt file to set the generatation rate per biome for the specific ores.
I'm using standard vanilla biomes at the moment but when I configure the rarity this way, I simply don't have ore generated. I have started with the default auto generated configs which generates ore fine (I use an X-ray mod to confirm). Setting the rarity to 0 in the BOD-Mine file stops all generation as expected, its just re-enabling it through the BODbiomes file that doesn't work for any of the ores. I have tried diamonds and emeralds with the same results. I'm not using any other mods that should be conflicting (just vanilla MC with xray, BOD and NEI).
I'm hoping I am just doing something wrong - if you have any suggestions on what could be the cause that would be great. I'm not sure if you are aware of any one else who has tried this config successfully or whether this may be a bug?
Below are the lines I have for diamonds which I have changed from the auto generated default config:
1.5.2 is out and I'm wondering if this mod is going to be updated?
yes I am, I have been laz-- busy
I have been on a personal break, school just ended, and I was working on finding a job. I've become nice and rested, and I think sometime in the next couple days I will hit it. I was helping someone with a mod a few days ago and I stumbled upon some code for biomes that should solve my problem with the nether generation ( a road block due to quartz, and a biome crash error).
First off, thanks for the great mod you have written - its a really great addition to minecraft and it changes the game play in a really good way.
I have a question / problem that I was hoping you could shed some light on.
I'm using version 2.5.5 for MC 1.4.7 but am having trouble setting the ore generation rates. I would like to set all of my ores to not generate by default, and to use the BODbiomes file to control specifically which ores can generate in which biomes.
From reading your config instructions this should be supported by setting the rarity value for each ore to 0 in the V(2.5.5)BOD-Mine[1.1].txt file (to disable generation by default), and then using the V(2.5.5)BODbiomes-Mine[1.1].txt file to set the generatation rate per biome for the specific ores.
I'm using standard vanilla biomes at the moment but when I configure the rarity this way, I simply don't have ore generated. I have started with the default auto generated configs which generates ore fine (I use an X-ray mod to confirm). Setting the rarity to 0 in the BOD-Mine file stops all generation as expected, its just re-enabling it through the BODbiomes file that doesn't work for any of the ores. I have tried diamonds and emeralds with the same results. I'm not using any other mods that should be conflicting (just vanilla MC with xray, BOD and NEI).
I'm hoping I am just doing something wrong - if you have any suggestions on what could be the cause that would be great. I'm not sure if you are aware of any one else who has tried this config successfully or whether this may be a bug?
Below are the lines I have for diamonds which I have changed from the auto generated default config:
First off, thanks for the great mod you have written - its a really great addition to minecraft and it changes the game play in a really good way.
I have a question / problem that I was hoping you could shed some light on.
I'm using version 2.5.5 for MC 1.4.7 but am having trouble setting the ore generation rates. I would like to set all of my ores to not generate by default, and to use the BODbiomes file to control specifically which ores can generate in which biomes.
From reading your config instructions this should be supported by setting the rarity value for each ore to 0 in the V(2.5.5)BOD-Mine[1.1].txt file (to disable generation by default), and then using the V(2.5.5)BODbiomes-Mine[1.1].txt file to set the generatation rate per biome for the specific ores.
I'm using standard vanilla biomes at the moment but when I configure the rarity this way, I simply don't have ore generated. I have started with the default auto generated configs which generates ore fine (I use an X-ray mod to confirm). Setting the rarity to 0 in the BOD-Mine file stops all generation as expected, its just re-enabling it through the BODbiomes file that doesn't work for any of the ores. I have tried diamonds and emeralds with the same results. I'm not using any other mods that should be conflicting (just vanilla MC with xray, BOD and NEI).
I'm hoping I am just doing something wrong - if you have any suggestions on what could be the cause that would be great. I'm not sure if you are aware of any one else who has tried this config successfully or whether this may be a bug?
Below are the lines I have for diamonds which I have changed from the auto generated default config:
Appreciate your time and help, thanks again for the great mod.
Cheers,
Keith.
I thought I fixed that, I guess I forgot too, I need to switch a couple of checks in the code. I asks "is the rarity 0?" before modifying and checking the biome rarity. I will switch them when I update it.
Actually Marco, some of the mods I use aren't updated for MC1.5.2 as of yet. Is it possible to get the source code for 2.5.5 posted (currently its only 2.5.2) so that I can make the changes myself (that is, if you don't wish to update 2.5.5 for MC 1.4.7 at this stage)?
Actually Marco, some of the mods I use aren't updated for MC1.5.2 as of yet. Is it possible to get the source code for 2.5.5 posted (currently its only 2.5.2) so that I can make the changes myself (that is, if you don't wish to update 2.5.5 for MC 1.4.7 at this stage)?
Thanks
Keith.
if you want to make it work for 1.4.7 then this should be the proper source - http://pastebin.com/1KzUEYUQ
remove "if (rarity > 0)" and the curly brackets from line 109
its an artifact from old biome code. biome settings used to be different, and it would divide by zero if the rarity was zero. now that IF statement just makes zero a complete off switch for an ore, something that is non-ideal for what you want to do.
edit: posted the code in the main post for consistancy
Line 190 also had an IF statement that I removed. I also found a typo in the generate() function on line 167 where it was trying to open BODbiomes-Mine[1.1].txt rather than BOD-biomes-Mine[1.1].txt.
Everything seems to be working fine now after the above 3 changes.
Just a general question - do you know if there is any other emerald ore generation code in another minecraft base class file? It seems to spawn within the extreme hills biomes even when set to 0 in the BOD config files. I'm assuming MC is doing an extra generation elsewhere - I added some debug commands to see what BOD is doing when it does its generation and it looks fine. Doesn't matter anyway, a minor curiosity
Line 190 also had an IF statement that I removed. I also found a typo in the generate() function on line 167 where it was trying to open BODbiomes-Mine[1.1].txt rather than BOD-biomes-Mine[1.1].txt.
Everything seems to be working fine now after the above 3 changes.
Just a general question - do you know if there is any other emerald ore generation code in another minecraft base class file? It seems to spawn within the extreme hills biomes even when set to 0 in the BOD config files. I'm assuming MC is doing an extra generation elsewhere - I added some debug commands to see what BOD is doing when it does its generation and it looks fine. Doesn't matter anyway, a minor curiosity
Thanks again for your help.
Keith.
yea, I was never able to get rid of the vanilla emerald, it spawns irregularly because it only spawns in mountain biomes. it used to not even pass through BOD, but then it and the silverfish block started showing up in the config (meaning mojang started using worldgenminable to generate them). for some reason, IIRC, the vannila emerald still shows up as vanilla emerald in the mountain biomes, and I'm not sure why/how, BOD should be able to block it. I currently use an override to...
just remebered, vanilla emerald still spawns because it spawns irregularly, so it doesn't get picked up like the other ores. I had to use an override to add it the default listing, otherwise any edits would only show up in mountain boimes. the downside to overrides is that they leave the default generation for that ore intact, as they are a seperate set of generation and thus do nothing to vanilla generation (no ore high-jacking). the only reason to use overrides is to add blocks that BOD doesn't pick up and remove correctly, in this case emerald.
edit: thinking about it, emerald gets a call to generate once per in mountain biomes during normal gen, but nowhere else. The override calls emerald to gen once per chunk everywhere, including mountain biomes. it should be behaving such that it is twice as common in mountain biomes (twice the number of calls), but I don't remeber that being the case.
Is 1.5.2 coming out this weekend? or no? if its not then I will do it friday. I need to rework the biome feature, and add two new settings because jeb is using worldgenminable to put quartz in the nether, I need to make BOD nether compatable, and the treatment of the class finally allows that.
Official Mo' Creatures Suggestion Thread
I'm not sure what's up, I went and downloaded the version for 1.4.6/1.4.7 just now from the main page, and it worked fine. if it's still giving you problems i can upload a new version
I Just tested it with the FTB Ultimate pack and it does work... I thought it would conflict with something in there but it doesn't.
its nice, mojang and forge have finally started implementing conventions for adding ores, so its not a hundred different files, made by different modders, that all do the same thing. because of that I had very little compatability in the past, but now that there are conventions and common files, I have the ability to override them.
yea I'm pretty sure BWG is the issue, because they both change how ores spawn IIRC. you could try installing BOD last, and test it, and install it first and then test it, and if that doesn't work then they are most likely incompatable. the most likely problem is the Biomedecorator class, you want to overwrite BOD's (its the smaller of the two class files for BOD, you can just not install that class and it will accomplish the same thing).
1.5.2 is out and I'm wondering if this mod is going to be updated?
First off, thanks for the great mod you have written - its a really great addition to minecraft and it changes the game play in a really good way.
I have a question / problem that I was hoping you could shed some light on.
I'm using version 2.5.5 for MC 1.4.7 but am having trouble setting the ore generation rates. I would like to set all of my ores to not generate by default, and to use the BODbiomes file to control specifically which ores can generate in which biomes.
From reading your config instructions this should be supported by setting the rarity value for each ore to 0 in the V(2.5.5)BOD-Mine[1.1].txt file (to disable generation by default), and then using the V(2.5.5)BODbiomes-Mine[1.1].txt file to set the generatation rate per biome for the specific ores.
I'm using standard vanilla biomes at the moment but when I configure the rarity this way, I simply don't have ore generated. I have started with the default auto generated configs which generates ore fine (I use an X-ray mod to confirm). Setting the rarity to 0 in the BOD-Mine file stops all generation as expected, its just re-enabling it through the BODbiomes file that doesn't work for any of the ores. I have tried diamonds and emeralds with the same results. I'm not using any other mods that should be conflicting (just vanilla MC with xray, BOD and NEI).
I'm hoping I am just doing something wrong - if you have any suggestions on what could be the cause that would be great. I'm not sure if you are aware of any one else who has tried this config successfully or whether this may be a bug?
Below are the lines I have for diamonds which I have changed from the auto generated default config:
V(2.5.5)BODbiomes-Mine[1.1].txt:
#-----------Ocean 0
OreID[56.0]-BiomeID[0]=2
#-----------Plains 1
OreID[56.0]-BiomeID[1]=2
#-----------Desert 2
OreID[56.0]-BiomeID[2]=2
etc.
V(2.5.5)BOD-Mine[1.1].txt:
#Diamond
56.0Rarity=0
56.0VeinSize=8
56.0VeinAmount=220
56.0Height=70
56.0VerticalShift=0
56.0Diameter=70
56.0VerticalDensity=20
56.0HorizontalDensity=10
56.0UseMarcoVeins=false
I haven't changed anything else with the config
Appreciate your time and help, thanks again for the great mod.
Cheers,
Keith.
yes I am, I have been laz-- busy
I have been on a personal break, school just ended, and I was working on finding a job. I've become nice and rested, and I think sometime in the next couple days I will hit it. I was helping someone with a mod a few days ago and I stumbled upon some code for biomes that should solve my problem with the nether generation ( a road block due to quartz, and a biome crash error).
I thought I fixed that, I guess I forgot too, I need to switch a couple of checks in the code. I asks "is the rarity 0?" before modifying and checking the biome rarity. I will switch them when I update it.
Keith.
Thanks
Keith.
if you want to make it work for 1.4.7 then this should be the proper source - http://pastebin.com/1KzUEYUQ
remove "if (rarity > 0)" and the curly brackets from line 109
its an artifact from old biome code. biome settings used to be different, and it would divide by zero if the rarity was zero. now that IF statement just makes zero a complete off switch for an ore, something that is non-ideal for what you want to do.
edit: posted the code in the main post for consistancy
Line 190 also had an IF statement that I removed. I also found a typo in the generate() function on line 167 where it was trying to open BODbiomes-Mine[1.1].txt rather than BOD-biomes-Mine[1.1].txt.
Everything seems to be working fine now after the above 3 changes.
Just a general question - do you know if there is any other emerald ore generation code in another minecraft base class file? It seems to spawn within the extreme hills biomes even when set to 0 in the BOD config files. I'm assuming MC is doing an extra generation elsewhere - I added some debug commands to see what BOD is doing when it does its generation and it looks fine. Doesn't matter anyway, a minor curiosity
Thanks again for your help.
Keith.
yea, I was never able to get rid of the vanilla emerald, it spawns irregularly because it only spawns in mountain biomes.
it used to not even pass through BOD, but then it and the silverfish block started showing up in the config (meaning mojang started using worldgenminable to generate them). for some reason, IIRC, the vannila emerald still shows up as vanilla emerald in the mountain biomes, and I'm not sure why/how, BOD should be able to block it. I currently use an override to...just remebered, vanilla emerald still spawns because it spawns irregularly, so it doesn't get picked up like the other ores. I had to use an override to add it the default listing, otherwise any edits would only show up in mountain boimes. the downside to overrides is that they leave the default generation for that ore intact, as they are a seperate set of generation and thus do nothing to vanilla generation (no ore high-jacking). the only reason to use overrides is to add blocks that BOD doesn't pick up and remove correctly, in this case emerald.
edit: thinking about it, emerald gets a call to generate once per in mountain biomes during normal gen, but nowhere else. The override calls emerald to gen once per chunk everywhere, including mountain biomes. it should be behaving such that it is twice as common in mountain biomes (twice the number of calls), but I don't remeber that being the case.