Hey there ladies and gents, Shadowclaimer here. Project lead of Metallurgy. I've come here looking to discuss a few points and get some feedback en mass from fans and users of the mod. With 1.7 shuffling around a lot of things we're looking to restructure the mod and address a lot of issues with some core fundamentals that were too entangled before to really mess with.
For those who don't use Metallurgy (either not a fan of it or were overwhelmed), I need your feedback as well. Effectively we're seeking to more actively engage the community on features and issues they're running into with the mod. Its an old mod, we've been around for almost 3 years now, and there's a lot of leftover things from the more archaic times of design that i'd like to change and address. I know people have issues with the number of metals (which is understandable, and I'll get to some explanation for those who don't understand particularly why we pursue the setup we have), but moreso I'm looking for things I can help do to improve the enjoyment of players of the mod in general.
So with 1.7 Metallurgy will be relaunching as Metallurgy: Re4rged (M4). Metallurgy right now has gone Open Source as of last night, and no longer requires permissions for modpacks. We're actively seeking members of the community to visit our Github, help out, suggest and discuss upcoming changes and ideas/concepts. (You can find the Github at https://github.com/TeamMetallurgy/Metallurgy)
So to get started, let's discuss design specifics.
For those not in the know on how Metallurgy is setup or what it is. Metallurgy was a comprehensive attempt to expand the "Mine" aspect of Minecraft. It drew heavy inspiration from Dwarf Fortress and other games that have a metric ton of ores/metals and allowed you to mix them to make new ones. The original Metallurgy had a structured tier system and actually changed the core metal statistics (which proved unpopular and was removed.)
All the metals in Metallurgy are broken into "Metal Packs", originally these were separate downloads (and if we ever get a launcher, it may return to that system) but as of now are one single download (with configs to disable metals). Each metal pack was given a "goal" or a role effectively.
Base Metals is a core set of metals. It contains and revolves between the Wood and Diamond tiers of vanilla Minecraft. These metals are straightforward (Copper, Tin, Bronze, Hepatizon, Angmallen, Manganese, Steel) and are usually metals used by other mods as well. The Base Metal Machines (Crusher and upgraded Furnaces) were also straightforward in their use to increase your output as a Miner.
Precious Metals were a series of metals added to the Overworld. They are akin to Gold (high Enchantability, low Durability, high Speed) and are moreso meant to be used sparingly or to make Alloys with other metal sets. The Precious Metal "Machines" were the enhanced Chests with more room.
Nether Metals were a series of metals added to the Nether, they vary in strength from Iron to post-Diamond, and have special effects when weapons were crafted out of them. They're relatively rare, and meant to encourage exploration of the Nether for more than just Glowstone and Nether Forts. The Nether Metal Machines were the Smelters, which are lava powered Furnaces effectively.
Fantasy Metals was a tricky one, its intent was as a series of metals that could be introduced to other dimensions through configs (Twilight Forest is my personal favorite to confine them to). You can do that, but most people just leave them in the overworld. They're more rare but typically a little better than their equivalents in the Base Metal sets (usually with enchantability) and are the largest set we created. Their machine, the Abstractor, consumes metals to generate experience orbs based on the enchantability of the metal.
Utility Ores were just that, a series of materials you can mine, mix, and create bits with. Usually they replaced Mob Drops (Bitumen can be cooked into Tar, which is a Slimeball replacement, etc.) or they can be used to make advanced variants of TNT.
Most people when they see Metallurgy think we've aimed at just throwing worthless metals in a "more stuff" fashion at the game. It wasn't our intent, there were direct systems in place and intended uses for each and every metal in the long run. We've come to find actually that our fans are a mixed breed, some of them run as many metals as they can get their hands on (IE: we could go the more stuff route if we wanted to and they wouldn't care) and others want each and every metal to have specific and unique uses. I'm privy to both sides, I want to offer players who want more metals to be able to add them and set them up however they wish, but at the same time I don't want to bloat the mod if it isn't necessary. Metal packs have allowed us to do such, you are not required to get more than a few metals if you don't want them, and I can personally sit down and design aspects and uses for each individual metal.
Our biggest barrier to entry we're coming to find however isn't the metals we add or anything to do with the such, its actually information. Our mod has a huge problem with requiring external sources of info, and is scant typically on those sources. For instance, view our main "spreadsheet" (https://docs.google.com/spreadsheet/ccc?key=0ApPr023YHYR0dEQ1X2JNOHgteUFRRGtFMlo0ZUQxN2c&usp=drive_web) this is the most useful piece of information any of our users have, and most have it bookmarked. I HATE the fact that is the case. I don't want our players to have to camp on a wiki or on that spreadsheet all day to figure out what to do next, its a huge detriment to the mod and to our players and I feel like its one of our biggest weaknesses. "What metal mines this, what metal mines that, where can I find X, what do I need to upgrade my machine next?" etc. etc.
Going forward, I'm shifting as much information into the game as we feasibly can. Tooltips are going to be EVERYWHERE. Our metals will display their statistics on their bars and tools, our ores will have direct information right in their tooltips. I want to see about introducing more sources of information in general, books, info tabs, etc. directly into the game itself to attempt to alleviate this frustration. Any ideas on things we can do to help with that are a godsend at this time.
In the same vein, our machines are losing their current upgrade tier system for a new UI based upgrade system. You'll build one core Machine (Crusher for instance), and then you'll have a tab on that machine's GUI that will show an upgrade bar, item type, and item slot (with name/bonus). For instance, the next upgrade of the Crusher might be Copper Gears, which require Copper Bars (and increase the machine's speed). By placing Copper Bars into the slot it will consume them to fill the meter and eventually grant the machine increased speed (and then show the new upgrade you're working towards.) I'd like these upgrades to be displayed as enchantments on the machines themselves even. This will allow players to upgrade their machines without breaking them, adding them to a recipe, rinse and repeat.
We're also highly looking into more systems for consumption of metals. In design I have a "metal profit" ratio. You as the player should not be gaining exponentially more metal to the point where it becomes useful, and if it does I need "metal sinks" just like an economy has its "gold sinks". You should have ways to dump old metals and make them useful always (even if they aren't on par for tools for you at the moment), we noticed in server tests the Abstractor was HUGE for this, players ate that device up and used it frequently and we're looking into more sources and uses for metals as well as more weapon/armor abilities for Nether/Fantasy metals.
Overall, I just want to talk about Metallurgy in general. Its hard for me to get feedback at times on MCF, and this seems like a core down to earth place to discuss things going forward and where I want to kick things off with 1.7 and M4.
So what do you want to see out of the mod? What can we do to accommodate the users more, servers more, and modpacks more? If you don't play Metallurgy, why? What can we do to earn your download?
I want to use Metallurgy personally as my "ore generation handler mod". Because you can edit so much useful things about the generation.
Is there a possibility to add generation options for other mod ores? In the form :
- enter the ID of the ore
- add all the other parameters like height range and size of the clusters, dimension range .. ( possibly biome restrictions, too? )
With this Metallurgy would be an all around mod with all his cool features and improved ore gen.
That's actually something I want to do, Keith and I had planned it awhile back and never got around to it. I'm definitely on board for finding some sort of system, especially when 1.7 drops.
Rollback Post to RevisionRollBack
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
I am glad to read this. Perhaps implement it as custom metal sets, so we could make a IndustrialCraft set etc ..
Well a trick for IC2's shared metals at least is to disable their spawning and use Metallurgy Copper/Tin instead, but their other metals are going to need something on our end.
Rollback Post to RevisionRollBack
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Yeah, sure, but if you add mods like gregtech or any other one that adds his own unique ores you would have to let it generate by this mod. That is okay so far, but a centralized place for all the generation stuff would be just awesome.
Perhaps even biome restrictions? ^^
You should check the FTB thread we're discussing biome restrictions and other mods spawnings right now lol
Rollback Post to RevisionRollBack
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Is anyone else having an issue where almost no Metallurgy ore is spawning? After an entire max size quarry I only got a total of 5 ore. 2 copper, 2 manganese and 1 tin if it matters. Any ideas?
Hey Shadowclaimer! What a nice surprise this morning I would love to be involved in the feedback and going forward of this mod as it is by far my favorite. I'm getting ready for work where I'm at and won't be home for another 10 hours so I can't really say much right now, but I'm definitely on board for the future of this mod.
I sent RebelKeith a private message about developing a certain customization of ore generation but he hasn't read it yet, not sure how long it's been since he's been on so I'll send it to you also.
Hey Shadowclaimer! What a nice surprise this morning I would love to be involved in the feedback and going forward of this mod as it is by far my favorite. I'm getting ready for work where I'm at and won't be home for another 10 hours so I can't really say much right now, but I'm definitely on board for the future of this mod.
I sent RebelKeith a private message about developing a certain customization of ore generation but he hasn't read it yet, not sure how long it's been since he's been on so I'll send it to you also.
Keith is really really busy with school so other coders might be taking the forefront on it for the time being. I'm looking over your PM and its something I've already opened on the Github for discussion. When I'm done with lunch I'll answer it in detail =P
Rollback Post to RevisionRollBack
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Just want to thank everyone who's been PMing me and trying to find out how to help. We have the repo up and everything and we're working on a bugfix patch for 1.6.2 for everyone.
If you don't have coding knowledge, we need bug testers BADLY, we need as many reports as you can come up with. I'm trying to finalize a 1.6.2 version so we can begin working on our next big version.
Rollback Post to RevisionRollBack
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
I don't suppose there's a way to simplify the 9 config files you're using? It's a pain the the rump if there's a conflict. I have Applied Energistics running and installed Metallurgy. Both use the 900 and close neighbors for blockIDs so they went bump in the night.
If you're installing both at the same time then the quick and simple thing to do is change the four blockIDs that AE uses. I already have an ME network set up though so if I change those I end up with a very funny looking metal bar deposit where the whole of my inventory used to be. I had to edit 8 of the 9 config files in Metallurgy before I finally got them to stop hissing at each other and some of those blockIDs were buried in some pretty entertaining locations.
It's be very handy if you could just assign, for example, 900 to ore, 901 to block and 902 to brick and the meta-data specifying which ore, block or brick could be added separately. I'm not sure if that's doable but it would vastly simplify those config files.
I don't suppose there's a way to simplify the 9 config files you're using? It's a pain the the rump if there's a conflict. I have Applied Energistics running and installed Metallurgy. Both use the 900 and close neighbors for blockIDs so they went bump in the night.
If you're installing both at the same time then the quick and simple thing to do is change the four blockIDs that AE uses. I already have an ME network set up though so if I change those I end up with a very funny looking metal bar deposit where the whole of my inventory used to be. I had to edit 8 of the 9 config files in Metallurgy before I finally got them to stop hissing at each other and some of those blockIDs were buried in some pretty entertaining locations.
It's be very handy if you could just assign, for example, 900 to ore, 901 to block and 902 to brick and the meta-data specifying which ore, block or brick could be added separately. I'm not sure if that's doable but it would vastly simplify those config files.
Well the good news is you won't have to worry about all that with 1.7 as IDs are all shifting to name based =D
But there's no direct plans at the moment, we're rewriting the backend a bit with M4 for 1.7 (because we have to) and that'll be addressed then.
Rollback Post to RevisionRollBack
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Is anyone else having an issue where almost no Metallurgy ore is spawning? After an entire max size quarry I only got a total of 5 ore. 2 copper, 2 manganese and 1 tin if it matters. Any ideas?
If you're looking for things to add into future versions of Metallurgy here's one idea: Project Red adds red alloy wire that's made by combining iron ingots with redstone in their smelting machine. It would be a nice add-on to be able to make it using Metallurgy's alloy system by combining redstone with iron dust and smelting the combo to make the red alloy.
Would you possibly make use of the possibility of making longer weapons? Mods like minefantasy, and balkons weapon mod already do this but I would love to see metallurgy with proper sized weapons, with proper effects
Would you possibly make use of the possibility of making longer weapons? Mods like minefantasy, and balkons weapon mod already do this but I would love to see metallurgy with proper sized weapons, with proper effects
I totally read this in Fransworth's Voice. Funny how the brain links a face with a voice...
Summary:
For some reason Fantasy do not seem to spawn in the biomes in Extrabiomes.
Tests:
I can find them in the vanilla biomes in a single player creative mod test. But unable to find anything in the other biomes.
I have not done any sort of block search (Can't find any applications and am too lazy to write a program to read the Anvil Region format file and search it).
In addition to normal mining, I have used a quarry in 2 chucks on the server so far down to bedrock (In the non vanilla biomes), and in each chunk, did not find any of the Fantasy ores
Configuration and logs:
Nothing was changed in the Server configs
The forge log, and the server log show nothing in STDERR, WARNING, etc that indicates some sort of block ID conflict.
Ultimate question?
I don't know if there is anything based on biom that would restrict it?
Summary:
For some reason Fantasy do not seem to spawn in the biomes in Extrabiomes.
Tests:
I can find them in the vanilla biomes in a single player creative mod test. But unable to find anything in the other biomes.
I have not done any sort of block search (Can't find any applications and am too lazy to write a program to read the Anvil Region format file and search it).
In addition to normal mining, I have used a quarry in 2 chucks on the server so far down to bedrock (In the non vanilla biomes), and in each chunk, did not find any of the Fantasy ores
Configuration and logs:
Nothing was changed in the Server configs
The forge log, and the server log show nothing in STDERR, WARNING, etc that indicates some sort of block ID conflict.
Ultimate question?
I don't know if there is anything based on biom that would restrict it?
[1.6.2]Ultimate Tools Universal by Sahdow169[1.10.3.5].zip
EDIT
Can't even find things like potash, sulfur, BItumen, Phosphorite, usually these are so abundant that I get stacks of them.
Can't find any Lapis either.
I'm running Metallurgy with EBXL and have had no trouble finding any of the metals. As you can see by the image here, I am in a Green Swamp, which is an EBXL biome and that is carmot, which is a Fantasy metal.
We don't do anything with our biomes that would affect ores spawning. I notice with the lists of biomes you and those further up on this page have posted, that something else in common seems to be the use of Galacticraft. Don't know if that has anything to do with it as I've never used that mod, but just noticed it in both your lists.
If you have any bugs please report them on our Github at https://github.com/TeamMetallurgy/Metallurgy3/issues and we'll get to them.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
http://forum.feed-the-beast.com/threads/metallurgy-discussion.31645/
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
That's actually something I want to do, Keith and I had planned it awhile back and never got around to it. I'm definitely on board for finding some sort of system, especially when 1.7 drops.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
Well a trick for IC2's shared metals at least is to disable their spawning and use Metallurgy Copper/Tin instead, but their other metals are going to need something on our end.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
You should check the FTB thread we're discussing biome restrictions and other mods spawnings right now lol
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
I sent RebelKeith a private message about developing a certain customization of ore generation but he hasn't read it yet, not sure how long it's been since he's been on so I'll send it to you also.
Keith is really really busy with school so other coders might be taking the forefront on it for the time being. I'm looking over your PM and its something I've already opened on the Github for discussion. When I'm done with lunch I'll answer it in detail =P
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
If you have coding knowledge and want to help, just visit https://github.com/TeamMetallurgy/Metallurgy/issues?milestone=&page=1&state=open and find an issue you want to help with, comment on it, discuss it, pull and code and merge request.
If you don't have coding knowledge, we need bug testers BADLY, we need as many reports as you can come up with. I'm trying to finalize a 1.6.2 version so we can begin working on our next big version.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
If you're installing both at the same time then the quick and simple thing to do is change the four blockIDs that AE uses. I already have an ME network set up though so if I change those I end up with a very funny looking metal bar deposit where the whole of my inventory used to be. I had to edit 8 of the 9 config files in Metallurgy before I finally got them to stop hissing at each other and some of those blockIDs were buried in some pretty entertaining locations.
It's be very handy if you could just assign, for example, 900 to ore, 901 to block and 902 to brick and the meta-data specifying which ore, block or brick could be added separately. I'm not sure if that's doable but it would vastly simplify those config files.
Well the good news is you won't have to worry about all that with 1.7 as IDs are all shifting to name based =D
But there's no direct plans at the moment, we're rewriting the backend a bit with M4 for 1.7 (because we have to) and that'll be addressed then.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
I'm having the same issue...
I totally read this in Fransworth's Voice. Funny how the brain links a face with a voice...
That's a very weird issue, what other mods are you guys running? This issue hasn't been replicateable.
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
Same issue. Know it doesn't play well with Mists of Riov. Even without it though, Metallurgy ores are scarce---regardless of config.
Modlist
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar)
FML{6.2.60.858} [Forge Mod Loader] (minecraftforge-9.10.1.858.jar)
Forge{9.10.1.858} [Minecraft Forge] (minecraftforge-9.10.1.858.jar)
AppliedEnergistics-Core{rv13.c.dev6} [AppliedEnergistics Core] (minecraft.jar)
CodeChickenCore{0.9.0.5} [CodeChicken Core] (minecraft.jar)
ImmibisMicroblocks{56.0.4} [Immibis's Microblocks] (minecraft.jar)
InfiniBows{1.1.0 build 12} [Infinity Bow Fix] (minecraft.jar)
Micdoodlecore{} [Micdoodle8 Core] (minecraft.jar)
NotEnoughItems{1.6.1.3} [Not Enough Items] (NotEnoughItems 1.6.1.3.jar)
PowerCrystalsCore{1.1.8B1} [PowerCrystals Core] (minecraft.jar)
RenderPlayerAPI{1.2} [Render Player API] (minecraft.jar)
switches|pistontweak{1.2.1 build 24} [Switches|PistonTweak] (minecraft.jar)
mod_bspkrsCore{v3.03(1.6.2)} [bspkrsCore] ([1.6.2]bspkrsCorev3.03.zip)
mod_SPC{4.9} [Single Player Commands] (1.6.2-SPC.jar)
mod_ArmorStatusHUD{v1.12(1.6.2)} [ArmorStatusHUD] ([1.6.2]ArmorStatusHUDv1.12.zip)
IronPP{3.4.0} [Iron Pressure Plate mod] ([1.6.2]IronPressurePlate[3.4.0.20].zip)
mod_ReiMinimap{v3.4_01 [1.6.2]} [mod_ReiMinimap] ([1.6.2]ReiMinimap_v3.4_01.zip)
TreeCapitator{Forge 1.6.2.r05} [Treecapitator] ([1.6.2]TreeCapitator.Forge.1.6.2.r05.Universal.jar)
cfm{3.0} [§4MrCrayfish's Furniture Mod] ([Forge]FurnitureModv3.0(1.6.2).zip)
BuildCraft|Core{4.0.2} [BuildCraft] (buildcraft-A-4.0.2.jar)
BuildCraft|Factory{4.0.2} [BC Factory] (buildcraft-A-4.0.2.jar)
BuildCraft|Transport{4.0.2} [BC Transport] (buildcraft-A-4.0.2.jar)
BuildCraft|Silicon{4.0.2} [BC Silicon] (buildcraft-A-4.0.2.jar)
APUnofficial{2.4.3} [Additional Pipes] (AdditionalPipes2.4.3-BC4.0.2.jar)
IC2{2.0.195-experimental} [IndustrialCraft 2] (industrialcraft-2_2.0.195-experimental.jar)
ImmibisCore{56.0.4} [Immibis Core] (immibis-core-56.0.4.jar)
AdvancedMachines{56.0.0} [Advanced Machines] (advanced-machines-56.0.0.jar)
AppliedEnergistics{rv13.c.dev6} [Applied Energistics] (appeng-rv13-c-dev6-mc162.jar)
KeithyUtils{1.2} [Keithy Utils] (KeithyUtils_1.2.zip)
Aquaculture{1.2.4} [Aquaculture] (Aquaculture_1.2.4.zip)
AtomicScience{0.7.1} [Atomic Science] (Atomic_Science_v0.7.1.140.jar)
Backpack{1.18.17} [Backpack] (backpack-1.18.17-1.6.2.zip)
BambooMod{Minecraft1.6.2 ver2.6.2} [BambooMod] (Bamboo uni-2.6.2.zip)
barrels{3.0} [The Barrels Mod] (Barrels 3.0-1.6.2.jar)
BiblioCraft{1.4.1} [BiblioCraft] (BiblioCraft[v1.4.1].zip)
Natura{2.1.8} [Natura] (Natura_1.6.2_2.1.9.jar)
BiomesOPlenty{0.6.2} [Biomes O' Plenty] (Biomes-O-Plenty-0.6.2-1.6.2.jar)
BiblioWoodsBoP{1.2} [BiblioWoods Biomes O'Plenty Edition] (BiblioWoods[BiomesOPlenty][v1.2].zip)
MineFactoryReloaded|CompatForestryPre{1.6.2R2.7.0B8} [MFR Compat: Forestry (2)] (MFR-50.zip)
Forestry{2.3.0.1_ic2.ex} [Forestry for Minecraft] (forestry-A-2.3.0.1_ic2.ex.jar)
BiblioWoodsForestry{1.2} [BiblioWoods Forestry Edition] (BiblioWoods[Forestry][v1.2].zip)
BinnieCore{1.8-dev2} [Binnie Core] (binnie-mods-1.8-dev2.jar)
ExtraBees{1.8-dev2} [Extra Bees] (binnie-mods-1.8-dev2.jar)
ExtraTrees{1.8-dev2} [Extra Trees] (binnie-mods-1.8-dev2.jar)
BuildCraft|Builders{4.0.2} [BC Builders] (buildcraft-A-4.0.2.jar)
BuildCraft|Energy{4.0.2} [BC Energy] (buildcraft-A-4.0.2.jar)
Additional-Buildcraft-Objects{1.0.6.173} [Additional Buildcraft Objects] (buildcraft-Z-additional-buildcraft-objects-1.0.6.173.jar)
CarpentersBlocks{v1.87} [Carpenter's Blocks] (Carpenter's Blocks v1.87 - MC 1.6+.zip)
ChickenChunks{1.3.3.2} [ChickenChunks] (ChickenChunks 1.3.3.2.jar)
CompactSolars{4.4.13.144} [Compact Solar Arrays] (compactsolars-universal-1.6.2-4.4.13.144.zip)
ComputerCraft{1.56} [ComputerCraft] (ComputerCraft1.56.zip)
CCTurtle{1.56} [ComputerCraft Turtles] (ComputerCraft1.56.zip)
SKC-Core{1.0.0.0} [SKC Core] (SKC Core 1.0.0.0 - MC 1.6.2 - Forge (9.10.0.804).zip)
SKC-CraftableHorseArmor{1.0.2.3} [Craftable Horse Armor] (CraftableHorseArmor 1.0.2.3 - MC 1.6.2 - Forge (9.10.0.804).zip)
customnpcs{0.8} [CustomNpcs] (CustomNPCs_1.6.2.zip)
EnderStorage{1.4.3.3} [EnderStorage] (EnderStorage 1.4.3.3.jar)
Railcraft{8.0.1.0} [Railcraft] (Railcraft_1.6.2-8.0.1.0.jar)
TC{4.1.2_001} [Traincraft] (traincraft-4.1.2_001.jar)
TwilightForest{1.19.3} [The Twilight Forest] (twilightforest-1.19.3.jar)
DartCraft{Beta 0.2.05} [DartCraft] (DartCraft Beta 0.2.05.jar)
ED{@VERSION@} [Electrodynamics - Core] (Electrodynamics-Alpha-0.1.3.3.jar)
EnergyManipulator{1.1.8} [Energy Manipulator] (EM1.6.2 1.1.8.zip)
eplus{1.16.4} [Enchanting Plus] (EnchantingPlus-1.16.4.jar)
EnderIO{0.1.22} [Ender IO] (EnderIO-1.6.2-0.1.22.0.jar)
extracells{1.4.2} [ExtraCells] (ExtraCells-universal-1.4.2 (1.6.2).jar)
ExtraUtilities{0.3 prerelease 3a} [Extra Utilities] (extrautils - 0.3 Prerelease 3a.zip)
flatsigns{1.4.0} [Flat Signs] (flatsigns-1.6.2-universal-1.4.0.15.jar)
GalacticraftCore{0.1.40} [Galacticraft Core] (Galacticraft-1.6.2-a0.1.40.699.jar)
GalacticraftMars{0.1.40} [Galacticraft Mars] (Galacticraft-Planets-1.6.2-a0.1.40.699.jar)
iChunUtil{2.2.0} [iChunUtil] (iChunUtil2.2.0.zip)
GraviGun{2.0.0} [GraviGun] (GravityGun2.0.0.zip)
HeldCore{01.03.01.05} [HeldCore] (HeldCore-1.6.2-01.03.01.05.zip)
IC2NuclearControl{1.6.2c} [Nuclear Control] (IC2NuclearControl-1.6.2c.zip)
ICBM|Contraption{1.3.2} [ICBM] (ICBM_Contraption_v1.3.2.224 (1).jar)
ICBM|Sentry{1.3.2} [ICBM] (ICBM_Sentry_v1.3.2.224 (1).jar)
ICBM|Explosion{1.3.2} [ICBM] (ICBM_Explosion_v1.3.2.224 (1).jar)
ImmibisPeripherals{56.0.1} [Immibis's Peripherals] (immibis-peripherals-56.0.1.jar)
inventorytweaks{1.56} [Inventory Tweaks] (InventoryTweaks-MC1.6.2-1.56-b77.jar)
IronChest{5.4.1.573} [Iron Chest] (ironchest-universal-1.6.2-5.4.1.573.zip)
mod_MMM_MMMLib{1.6.2-4} [MMMLib] (MMMLib-1_6_2-4.zip)
mod_LMM_littleMaidMob{1.6.2-3} [littleMaidMob] (littleMaidMob-1_6_2-3a.zip)
LogisticsPipes|Main{0.7.4.dev.17} [Logistics Pipes] (LogisticsPipes-MC1.6.2-0.7.4.dev.17.jar)
Mekanism{5.5.7} [Mekanism] (Mekanism-v5.5.7.211.jar)
MekanismGenerators{5.5.7} [MekanismGenerators] (MekanismGenerators-v5.5.7.211.jar)
Metallurgy3Core{3.2.3} [Metallurgy 3 Core] (Metallurgy_3.2.3.zip)
Metallurgy3Base{3.2.3} [Metallurgy 3 Base] (Metallurgy_3.2.3.zip)
Metallurgy3Machines{3.2.3} [Metallurgy 3 Machines] (Metallurgy_3.2.3.zip)
Metallurgy3Vanilla{3.2.3} [Metallurgy 3 Vanilla] (Metallurgy_3.2.3.zip)
MFFS{3.3.1} [Modular Force Field System] (MFFS_v3.3.1.224.jar)
MineFactoryReloaded{1.6.2R2.7.0B8} [MineFactory Reloaded] (MFR-50.zip)
MFReloaded|CompatThaumcraft{1.6.2R2.7.0B8} [MFR Compat: Thaumcraft] (MFR-50.zip)
MineFactoryReloaded|CompatExtraBiomes{1.6.2R2.7.0B8} [MFR Compat: ExtraBiomes] (MFR-50.zip)
MineFactoryReloaded|CompatRailcraft{1.6.2R2.7.0B8} [MFR Compat: Railcraft] (MFR-50.zip)
MineFactoryReloaded|CompatIC2{1.6.2R2.7.0B8} [MFR Compat: IC2] (MFR-50.zip)
MineFactoryReloaded|CompatAppliedEnergistics{1.6.2R2.7.0B8} [MFR Compat: Applied Energistics] (MFR-50.zip)
MineFactoryReloaded|CompatVanilla{1.6.2R2.7.0B8} [MFR Compat: Vanilla] (MFR-50.zip)
MineFactoryReloaded|CompatBackTools{1.6.2R2.7.0B8} [MFR Compat: BackTools] (MFR-50.zip)
Mystcraft{0.10.6.00} [Mystcraft] (mystcraft-uni-1.6.2-0.10.6.00.zip)
MineFactoryReloaded|CompatMystcraft{1.6.2R2.7.0B8} [MFR Compat: Mystcraft] (MFR-50.zip)
MineFactoryReloaded|CompatRP2{1.6.2R2.7.0B8} [MFR Compat: RP2] (MFR-50.zip)
MineFactoryReloaded|CompatTwilightForest{1.6.2R2.7.0B8} [MFR Compat: TwilightForest] (MFR-50.zip)
MineFactoryReloaded|CompatThermalExpansion{1.6.2R2.7.0B8} [MFR Compat: Thermal Expansion] (MFR-50.zip)
MineFactoryReloaded|CompatPams{1.6.2R2.7.0B8} [MFR Compat: Pam's Mods] (MFR-50.zip)
MineFactoryReloaded|CompatChococraft{1.6.2R2.7.0B8} [MFR Compat: Chococraft] (MFR-50.zip)
MineFactoryReloaded|CompatXyCraft{1.6.2R2.7.0B8} [MFR Compat: XyCraft] (MFR-50.zip)
MineFactoryReloaded|CompatAtum{1.6.2R2.7.0B8} [MFR Compat: Atum] (MFR-50.zip)
MineFactoryReloaded|CompatSufficientBiomes{1.6.2R2.7.0B8} [MFR Compat: Sufficient Biomes] (MFR-50.zip)
MineFactoryReloaded|CompatMagicalCrops{1.6.2R2.7.0B8} [MFR Compat: Magical Crops] (MFR-50.zip)
MineFactoryReloaded|CompatForestry{1.6.2R2.7.0B8} [MFR Compat: Forestry] (MFR-50.zip)
MiscPeripherals{3.3} [MiscPeripherals] (miscperipherals-3.4b2.zip)
ayamitsu.mobconfinement{1.1.0} [MobConfinement] (MobConfinement-1.6.2-v1.1.0.zip)
MobShowcase{1.0.0} [MobShowcase] (MobShowcase-1.6.2-1.0.0.zip)
AdvancedSolarPanel{3.3.10} [Advanced Solar Panels] (mod_AdvancedSolarPanels_3_3_10_IC_EXP.zip)
GraviSuite{1.9.6} [Gravitation Suite] (mod_zGraviSuite_1_9_6_IC2_EXP.zip)
powersuits{0.8.0-677} [MachineMuse's Modular Powersuits] (ModularPowersuits-1.6.2-0.8.0-677.jar)
MoreSwordsMod{2.5.2} [More Swords Mod] (More Swords Mod 2.5.4 For 1.6.2.jar)
MTech{0.0.5a} [MTech] (MTech_V0.0.5a.zip)
Natura|CompatMineFactoryReloaded{0.1} [Natura compat: MFR] (Natura_1.6.2_2.1.9.jar)
NEIAddons{1.9.0.r40} [NEI Addons] (neiaddons-1.6.2-1.9.0.r40.jar)
NEIAddons|AE{1.9.0.r40} [NEI Addons: Applied Energistics] (neiaddons-1.6.2-1.9.0.r40.jar)
NEIAddons|CraftingTables{1.9.0.r40} [NEI Addons: Crafting Tables] (neiaddons-1.6.2-1.9.0.r40.jar)
NEIAddons|ExtraBees{1.9.0.r40} [NEI Addons: Extra Bees] (neiaddons-1.6.2-1.9.0.r40.jar)
NEIAddons|Forestry{1.9.0.r40} [NEI Addons: Forestry] (neiaddons-1.6.2-1.9.0.r40.jar)
NEIAddons|MiscPeripherals{1.9.0.r40} [NEI Addons: Misc Peripherals] (neiaddons-1.6.2-1.9.0.r40.jar)
NEIPlugins{1.1.0.0} [NEI Plugins] (NEIPlugins-1.1.0.0pre1.jar)
numina{0.0.1-5} [Numina] (Numina-1.6.2-0.0.1-5.jar)
nxMinetilities{0.2.8} [nxMinetilities] (nxMinetilities-0.2.8.jar)
ObsidiPlates{2.0.0} [Obsidian Pressure Plates] (obsidiplates-1.6.2-universal-2.0.0.15.jar)
OpenPeripheral{0.2.1} [OpenPeripheral] (OpenPeripheral-0.2.1-preview8.jar)
ClaySpawn{1.5} [Pam's Clay Spawn] (Pam's Clay Spawn 1.6.2.zip)
pamharvestcraft{1.0} [Pam's HarvestCraft Base] (Pam's HarvestCraft 1.6.2 v1.1.2.zip)
MelonSpawn{1.5} [Pam's Melon Spawn] (Pam's Melon Spawn 1.6.2.zip)
SimpleRecipes{1.9} [Pam's Simple Recipes] (Pam's Simple Recipes 1.6.2.zip)
pamweeeflowers{1.1} [Pam's Weee! Flowers] (Pam's Weee Flowers 1.6.2 v1.04.zip)
PortalGun{2.0.1} [PortalGun] (PortalGun2.0.1.zip)
bau5_ProjectBench{1.8.0} [Project Bench] (ProjectBench-1.6.2-v1.8.0.jar)
ForgeMultipart{1.0.0.173} [Forge Multipart] (ForgeMultipart-universal-1.6.2-1.0.0.173.jar)
ProjRed|Core{4.0.0.2} [Project: Red-Core] (ProjectRedBase-1.6.2-4.0.0.2.jar)
ProjRed|Integration{4.0.0.2} [ProjectRed-Integration] (ProjectRedIntegration-1.6.2-4.0.0.2.jar)
ProjRed|Transmission{4.0.0.2} [ProjectRed-Transmission] (ProjectRedIntegration-1.6.2-4.0.0.2.jar)
ProjRed|Exploration{4.0.0.2} [ProjectRed-Exploration] (ProjectRedWorld-1.6.2-4.0.0.2.jar)
ProjRed|Illumination{4.0.0.2} [ProjectRed-Illumination] (ProjectRedWorld-1.6.2-4.0.0.2.jar)
RedLogic{56.1.0} [RedLogic] (redlogic-56.1.0.jar)
resonantinduction{0.2.0} [Resonant Induction] (Resonant_Induction_v0.2.0.173.jar)
SGCraft{0.6.0} [SG Craft] (SGCraft-0.6.0-mc1.6.2.jar)
awger_SmallBoat{0.10.4} [SmallBoat] (smallboats.jar)
awger_Punt{0.10.4} [Punt] (smallboats.jar)
awger_Whitehall{0.10.4} [Whitehall] (smallboats.jar)
awger_Hoy{0.10.4} [Hoy] (smallboats.jar)
StevesCarts{2.0.0.a132} [Steve's Carts 2] (StevesCarts2.0.0.a132.zip)
switches{1.2.1} [Switches] (switches-1.6.2-universal-coremod-1.2.1.24.jar)
TConstruct{1.6.2_1.4.5} [Tinkers' Construct] (TConstruct_1.6.2_1.4.5.1.jar)
TConstruct|CompatMineFactoryReloaded{0.1} [TConstruct Compat: MFR] (TConstruct_1.6.2_1.4.5.1.jar)
Translocator{1.1.0.12} [Translocator] (Translocator 1.1.0.12.jar)
Waila{1.3.9} [Waila] (Waila_1.3.9_1.6.2.zip)
weaponmod{1.6.2 v1.13.5} [Balkon's WeaponMod] (WeaponMod.zip)
WR-CBE|Core{1.4.0.5} [WR-CBE Core] (WR-CBE 1.4.0.5.jar)
WR-CBE|Addons{1.4.0.5} [WR-CBE Addons] (WR-CBE 1.4.0.5.jar)
WR-CBE|Logic{1.4.0.5} [WR-CBE Logic] (WR-CBE 1.4.0.5.jar)
McMultipart{1.0.0.173} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.2-1.0.0.173.jar)
NEI-Mystcraft-Plugin{01.04.3.00} [NEI Mystcraft Plugin] (MystNEI-Plugin-1.6.2-01.04.3.00.zip)
BasicComponents{1.0.0} [Basic Components] (Basic_Components_v1.0.0.12.jar)
ForgeMicroblock
I went as far as to modifying some of the configs, for example:
Yet no manganese in the world, even tried a max size quarry in creative to check for spawns.
http://www.minecraftforum.net/topic/1090288-164-extrabiomesxl-3142/
Summary:
For some reason Fantasy do not seem to spawn in the biomes in Extrabiomes.
Tests:
I can find them in the vanilla biomes in a single player creative mod test. But unable to find anything in the other biomes.
I have not done any sort of block search (Can't find any applications and am too lazy to write a program to read the Anvil Region format file and search it).
In addition to normal mining, I have used a quarry in 2 chucks on the server so far down to bedrock (In the non vanilla biomes), and in each chunk, did not find any of the Fantasy ores
Configuration and logs:
Nothing was changed in the Server configs
The forge log, and the server log show nothing in STDERR, WARNING, etc that indicates some sort of block ID conflict.
Ultimate question?
I don't know if there is anything based on biom that would restrict it?
mod list:
EDIT
Can't even find things like potash, sulfur, BItumen, Phosphorite, usually these are so abundant that I get stacks of them.
Can't find any Lapis either.
I'm running Metallurgy with EBXL and have had no trouble finding any of the metals. As you can see by the image here, I am in a Green Swamp, which is an EBXL biome and that is carmot, which is a Fantasy metal.
We don't do anything with our biomes that would affect ores spawning. I notice with the lists of biomes you and those further up on this page have posted, that something else in common seems to be the use of Galacticraft. Don't know if that has anything to do with it as I've never used that mod, but just noticed it in both your lists.