I've made some extensions to the XML format that allows selecting biomes by type (from the biome dictionary) and defining biome sets that are reusable across distributions. Also, biomes can be selected by climate (temperature and rainfall). I've currently documented this feature here along with some other unimplemented ideas (would appreciate feedback). Here is a link to the version with these features. The standard XML files have been updated to use the new biome type selection, so this gives us compatibility with any biome-adding mod, like Biomes O' Plenty.
How do you guys think we should move forward as far as the online-presence of COG? Should we start a new forum thread, derivatize the name somehow to distinguish it from the original? The documentation wiki is really well done, but it's going to become out-dated. I'm guessing there's no way for us to edit it. Hopefully JRoush comes back.
I love the idea of adjacency based replacement, and would like to add a request for a distribution property that moves its origin up/down to the nearest surface, for generating things like Tinkers Construct's gravel ores (which are partially in and partially stick out of the ground, always).
As for the mod, make a new thread and give it a variant name ( noogenesis' Custom Ore Gen ? ) and credit the original author (as required by the copyright).
How do you guys think we should move forward as far as the online-presence of COG? Should we start a new forum thread, derivatize the name somehow to distinguish it from the original?
Just off the top of my head, a new name.
O.R.E. 2 (Ore Redistribution Enhancement)
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Here it is, I didn't actually change anything in it:
<?xml version="1.0"?>
<!--************************* CustomOreGen Configuration ***************************************** * * CustomOreGen allows you to customize the generation of Ore within your worlds. This file * contains a list of "distributions", which place a specific block according to a specific * algorithm. You can have as many distributions as you want, including multiple distributions for * the same block type. * * There are four basic algorithms available, "StandardGen", "Susbstitute", "Veins", and "Cloud". * * This file is written in XML. All names and values are ***CASE SENSISTIVE***. * * For details on how to edit this file, please see the online CustomOreGen documentation: * * http://customoregen.shoutwiki.com/wiki/Main_Page * ***********************************************************************************************-->
-<Config>
<!--************************ Global Config Options ********************************* * Below are options to control the general behavior of all distributions. *************************************************************************************-->
-<ConfigSection>-<OptionDisplayGroup displayState="shown" displayName="General" name="groupGeneral"><Description> Options affecting all ore distributions. </Description></OptionDisplayGroup>-<OptionNumeric displayState="shown" name="oreFreq" displayGroup="groupGeneral" max="5" min="0" default="1"><Description> A global multiplier for the frequency of all ore distributions. </Description><DisplayName>Ore Frequency</DisplayName></OptionNumeric>-<OptionNumeric displayState="shown" name="oreSize" displayGroup="groupGeneral" max="5" min="0" default="1"><Description> A global multiplier for the size of all ore distributions. </Description><DisplayName>Ore Deposit Size</DisplayName></OptionNumeric>-<OptionChoice displayState="shown_dynamic" name="debugMode" displayGroup="groupGeneral" default="false"><Description> Enable/disable debugging mode, which allows the use of in-game wireframe models and console commands. Also controls the visibility of some advanced options. </Description><Comment> This is a "magic" option - it has meaning outside of this file in the COG engine itelf. You can change the value, obviously, but do not remove the option itself or change the possible values. </Comment><DisplayName>Debugging Mode</DisplayName><Choice displayValue="On" value="true"/><Choice displayValue="Off" value="false"/></OptionChoice>-<OptionNumeric name="deferredPopulationRange" displayGroup="groupGeneral" default="32"><Description> How much area around a chunk must be generated before COG will add ores to it. </Description><Comment> This is a "magic" option - it has meaning outside of this file in the COG engine itelf. You can change the value, but do not remove the option itself or change the allowed range. Changing this value is really not recommended unless you know what you are doing. </Comment><DisplayState>:= if(?debugMode,"shown","hidden")</DisplayState><DisplayName>Deferred Chunk Gen. Range</DisplayName><Min>0</Min><Max>128</Max><DisplayIncrement>16</DisplayIncrement></OptionNumeric>-<OptionChoice name="vanillaOreGen" displayGroup="groupGeneral" default="true"><Description> Enable/disable the vanilla ore generators for coal, iron, gold, redstone, lapis lazuli, and diamond. </Description><Comment> This is a "magic" option - it has meaning outside of this file in the COG engine itelf. You can change the value, but do not remove the option itself. Recommended values are True/On for new worlds and False/Off for pre-1.4.2 worlds (for compatibility). </Comment><Comment> This option completely prevents these ores from being spawned by the vanilla terrain generator. It is more efficient than a Substitute distribution, which lets the generator place an ore and then removes it. However, for technical reasons this option cannot disable vanilla emerald generation. It also has mixed results with mod generation - mods that recycle the vanilla generator get disabled, while those that use their own do not. Finally, it is an "all-or-nothing" approach that doesn't distinguish between ore types or world properties. For these reasons this option defaults to "true", and a Substitute distribution is used below to selectively remove the vanilla ore deposits as needed. </Comment><DisplayState>:= if(?debugMode,"shown","hidden")</DisplayState><DisplayName>Vanilla Ore Gen.</DisplayName><Choice displayValue="On" value="true"/><Choice displayValue="Off" value="false"/></OptionChoice>-<OptionChoice name="drawWireframes" displayGroup="groupGeneral" default="true"><Description> Default wireframe state for distributions. </Description><Comment> Enabling this is only one of the requirements to actually use wireframes - debugging mode must be on and the client must have Forge and COG installed, cheats enabled, and the wireframe rendering mode set up. </Comment><DisplayState>:= if(?debugMode,"shown","hidden")</DisplayState><DisplayName>Distribution Wireframes</DisplayName><Choice displayValue="On" value="true"/><Choice displayValue="Off" value="false"/></OptionChoice>-<OptionChoice name="debugDist" displayGroup="groupGeneral" default="false"><Description> Enable/disable testing distributions. </Description><DisplayState>:= if(?debugMode,"shown","hidden")</DisplayState><DisplayName>Test Distributions</DisplayName><Choice displayValue="On" value="true"/><Choice displayValue="Off" value="false"/></OptionChoice></ConfigSection>
<!--******************************* Presets **************************************** * Below are useful "preset" distributions. These don't generate any ore by themselves, * but they can be used as a base for other distributions. *************************************************************************************-->
-<ConfigSection>-<StandardGenPreset name="PresetStandardGen"><Description> A master preset for standardgen ore distributions. </Description><Setting name="Size" range="0" avg=":= 8 * oreSize"/><Setting name="Frequency" range="0" avg=":= 20 * oreFreq"/><Setting name="Height" range=":= 64/64 * dimension.groundLevel" avg=":= 64/64 * dimension.groundLevel"/><Setting name="ParentRangeLimit" range="32" avg="32" type="normal"/><Replaces block="stone"/><Biome name=".*"/></StandardGenPreset>-<VeinsPreset name="PresetLayeredVeins" branchType="Bezier"><Description> Small, fairly rare motherlodes with 2-4 horizontal veins each. </Description><Setting name="MotherlodeFrequency" avg=":= 0.025 * oreFreq"/><Setting name="MotherlodeSize" range=":= 1 * oreSize" avg=":= 2.5 * oreSize"/><Setting name="MotherlodeHeight" range=":= 16/64 * dimension.groundLevel" avg=":= 32/64 * dimension.groundLevel" type="normal"/><Setting name="MotherlodeRangeLimit" range="32" avg="32" type="normal"/><Setting name="BranchFrequency" range="2" avg="3"/><Setting name="BranchInclination" range="0.55" avg="0"/><Setting name="BranchLength" range="60" avg="120"/><Setting name="BranchHeightLimit" avg="16"/><Setting name="SegmentForkFrequency" avg="0.20"/><Setting name="SegmentForkLengthMult" range="0.25" avg="0.75"/><Setting name="SegmentLength" range="6" avg="15"/><Setting name="SegmentAngle" range="0.50" avg="0.50"/><Setting name="SegmentRadius" range=":= 0.3 * oreSize" avg=":= 0.5 * oreSize"/><Setting name="OreDensity" range="0" avg="1"/><Setting name="OreRadiusMult" range="0.1" avg="1.0"/><Replaces block="stone"/><Biome name=".*"/></VeinsPreset>-<VeinsPreset name="PresetVerticalVeins" branchType="Bezier"><Description> Single vertical veins that occur with no motherlodes. </Description><Setting name="MotherlodeFrequency" avg=":= 0.080 * oreFreq"/><Setting name="MotherlodeSize" range="0" avg="0"/><Setting name="MotherlodeHeight" range="4" avg=":= 76/64 * dimension.groundLevel"/><Setting name="MotherlodeRangeLimit" range="32" avg="32" type="normal"/><Setting name="BranchFrequency" range="0" avg="1"/><Setting name="BranchInclination" range="0.22" avg="-1.31"/><Setting name="BranchLength" range="16" avg=":= 48/64 * dimension.groundLevel" type="normal"/><Setting name="BranchHeightLimit" avg="1000"/><Setting name="SegmentForkFrequency" avg="0.10"/><Setting name="SegmentAngle" range="0.3" avg="0"/><Setting name="SegmentLength" range="4" avg="8" type="normal"/><Setting name="SegmentRadius" range=":= 0.1 * oreSize" avg=":= 0.30 * oreSize"/><Setting name="OreDensity" range="0" avg="1"/><Setting name="OreRadiusMult" range="0.1" avg="1.0"/><Replaces block="stone"/><Biome name=".*"/></VeinsPreset>-<VeinsPreset name="PresetSmallDeposits"><Description> Small motherlodes without any branches. Similar to the deposits produced by StandardGen distributions. </Description><Setting name="MotherlodeFrequency" range=":= 0.3 * oreFreq" avg=":= 1.0 * oreFreq"/><Setting name="MotherlodeSize" range=":= 0.3 * oreSize" avg=":= 0.9 * oreSize"/><Setting name="MotherlodeHeight" range=":= 16/64 * dimension.groundLevel" avg=":= 32/64 * dimension.groundLevel" type="normal"/><Setting name="MotherlodeRangeLimit" range="32" avg="32" type="normal"/><Setting name="BranchFrequency" range="0" avg="0"/><Setting name="OreDensity" range="0" avg="1"/><Setting name="OreRadiusMult" range="0.1" avg="1.0"/><Replaces block="stone"/><Biome name=".*"/></VeinsPreset>-<VeinsPreset name="PresetLavaDeposits"><Description> Small motherlodes without any branches. Instead of spawning in stone, these will only spawn in lava pools near the bottom of the map. Note that these lava pools are produced by the vanilla cave generator - any mod that changes or removes cave generation will indirectly affect these deposits. </Description><Setting name="MotherlodeFrequency" range=":= 2.0 * oreFreq" avg=":= 6.0 * oreFreq"/><Setting name="MotherlodeSize" range=":= 0.8 * oreSize" avg=":= 1.5 * oreSize"/><Setting name="MotherlodeHeight" range="8" avg="8" type="uniform"/><Setting name="MotherlodeRangeLimit" range="32" avg="32" type="normal"/><Setting name="BranchFrequency" range="0" avg="0"/><Setting name="OreDensity" range="0" avg="1"/><Setting name="OreRadiusMult" range="0.1" avg="1.0"/><Replaces block="lava"/><Biome name=".*"/></VeinsPreset>-<VeinsPreset name="PresetHugeVeins" branchType="Bezier"><Description> Very large, extremely rare motherlodes. Each motherlode has many long slender branches - so thin that parts of the branch won't contain any ore at all. This, combined with the incredible length of the branches, makes them more challenging to follow underground. Once found, however, a motherlode contains enough ore to keep a player supplied for a very long time. The rarity of these veins might be too frustrating in a single-player setting. In SMP, though, teamwork could make finding them much easier and the motherlodes are big enough to supply several people without shortage. This might be a good way to add challenge to multiplayer worlds. Credit: based on feedback by dyrewulf from the MC forums. </Description><Setting name="MotherlodeFrequency" avg=":= 0.00025 * oreFreq"/><Setting name="MotherlodeSize" range=":= 6 * oreSize" avg=":= 10 * oreSize" type="normal"/><Setting name="MotherlodeHeight" range=":= 9/64 * dimension.groundLevel" avg=":= 45/64 * dimension.groundLevel" type="normal"/><Setting name="MotherlodeRangeLimit" range="32" avg="32" type="normal"/><Setting name="BranchFrequency" range="4" avg="8"/><Setting name="BranchInclination" range="0.85" avg="0.7"/><Setting name="BranchLength" range=":= 400 * oreSize" avg=":= 500 * oreSize" type="normal"/><Setting name="BranchHeightLimit" avg="1000"/><Setting name="SegmentForkFrequency" avg="0.02"/><Setting name="SegmentForkLengthMult" range="0.25" avg="0.5"/><Setting name="SegmentLength" range=":= 6 * oreSize" avg=":= 30 * oreSize"/><Setting name="SegmentAngle" range="0.30" avg="0.30"/><Setting name="SegmentRadius" range=":= 0.2 * oreSize" avg=":= 0.025 * oreSize"/><Setting name="OreDensity" range="0" avg="1"/><Setting name="OreRadiusMult" range="0.25" avg="1"/><Replaces block="stone"/><Replaces block="grass"/><Replaces block="dirt"/><Replaces block="sand"/><Replaces block="gravel"/><Replaces block="sandstone"/><Biome name=".*"/></VeinsPreset>-<VeinsPreset name="PresetHintVeins"><Description> Single blocks, generously scattered through all heights (density is about that of vanilla iron ore). They will replace dirt and sandstone (but not grass or sand), so they can be found nearer to the surface than most ores. Intened to be used as a child distribution for large, rare strategic deposits that would otherwise be very difficult to find. Note that the frequency is multiplied by ground level to maintain a constant density, but not by ore frequency because it is assumed that the frequency of the parent distribution will already be scaled by that. </Description><Setting name="MotherlodeFrequency" range=":= 30 * dimension.groundLevel/64" avg=":= 80 * dimension.groundLevel/64"/><Setting name="MotherlodeSize" range="0" avg="0.6"/><Setting name="MotherlodeHeight" range=":= 46/64 * dimension.groundLevel" avg=":= 50/64 * dimension.groundLevel"/><Setting name="MotherlodeRangeLimit" range=":= 30 * oreSize" avg=":= 45 * oreSize" type="uniform"/><Setting name="BranchFrequency" range="0" avg="0"/><Setting name="OreDensity" range="0" avg="1"/><Setting name="OreRadiusMult" range="0" avg="1.0"/><Replaces block="stone"/><Replaces block="dirt"/><Replaces block="gravel"/><Replaces block="sandstone"/><Biome name=".*"/></VeinsPreset>-<VeinsPreset name="PresetSparseVeins" branchType="Bezier"><Description> Large veins filled very lightly with ore. Because they contain less ore per volume, these veins are relatively wide and long. Mining the ore from them is time consuming compared to solid ore veins. They are also more difficult to follow, since it is harder to get an idea of their direction while mining. </Description><Setting name="MotherlodeFrequency" avg=":= 0.0065 * oreFreq"/><Setting name="MotherlodeSize" range=":= 0.5 * oreSize" avg=":= 2.3 * oreSize"/><Setting name="MotherlodeHeight" range=":= 32/64 * dimension.groundLevel" avg=":= 32/64 * dimension.groundLevel" type="uniform"/><Setting name="MotherlodeRangeLimit" range="32" avg="32" type="normal"/><Setting name="BranchFrequency" range="0" avg="1"/><Setting name="BranchInclination" range="0.75" avg="0"/><Setting name="BranchLength" range="90" avg="180"/><Setting name="BranchHeightLimit" avg="1000"/><Setting name="SegmentForkFrequency" range="0" avg="0"/><Setting name="SegmentForkLengthMult" range="0" avg="0"/><Setting name="SegmentLength" range="8" avg="20"/><Setting name="SegmentAngle" range="0.35" avg="0.35"/><Setting name="SegmentRadius" range=":= 1.0 * oreSize" avg=":= 2.0 * oreSize"/><Setting name="OreDensity" range="0" avg="0.04"/><Setting name="OreRadiusMult" range="0.1" avg="1.0"/><Replaces block="stone"/><Biome name=".*"/></VeinsPreset>-<VeinsPreset name="PresetPipeVeins" branchType="Bezier"><Description> Short sparsely filled veins sloping up from near the bottom of the map. </Description><Setting name="MotherlodeFrequency" avg=":= 0.06 * oreFreq"/><Setting name="MotherlodeSize" range=":= 0.5 * oreSize" avg=":= 2.3 * oreSize"/><Setting name="MotherlodeHeight" range=":= 8/64 * dimension.groundLevel" avg=":= 8/64 * dimension.groundLevel" type="uniform"/><Setting name="MotherlodeRangeLimit" range="32" avg="32" type="normal"/><Setting name="BranchFrequency" range="0" avg="1"/><Setting name="BranchInclination" range="0.7" avg="0.75" type="normal"/><Setting name="BranchLength" range="10" avg="40"/><Setting name="BranchHeightLimit" avg="1000"/><Setting name="SegmentForkFrequency" range="0" avg="0"/><Setting name="SegmentForkLengthMult" range="0" avg="0"/><Setting name="SegmentLength" range="3" avg="8"/><Setting name="SegmentAngle" range="0.25" avg="0"/><Setting name="SegmentRadius" range=":= 0.5 * oreSize" avg=":= 2.0 * oreSize"/><Setting name="OreDensity" range="0" avg="0.04"/><Setting name="OreRadiusMult" range="0.1" avg="1.0"/><Replaces block="stone"/><Biome name=".*"/></VeinsPreset>-<CloudPreset name="PresetStrategicCloud"><Description> Large irregular clouds filled lightly with ore. These are huge, spanning several adjacent chunks, and consequently rather rare. They contain a sizeable amount of ore, but it takes some time and effort to mine due to low density. The intent for strategic clouds is that the player will need to actively search for one and then set up a semi-permanent mining base and spend some time actually mining the ore. </Description><Setting name="DistributionFrequency" avg=":= 0.001 * oreFreq"/><Setting name="ParentRangeLimit" range="32" avg="32" type="normal"/><Setting name="CloudRadius" range=":= 10 * oreSize" avg=":= 25 * oreSize"/><Setting name="CloudThickness" range=":= 6 * oreSize" avg=":= 14 * oreSize"/><Setting name="CloudSizeNoise" avg="0.2"/><Setting name="CloudHeight" range=":= 16/64 * dimension.groundLevel" avg=":= 32/64 * dimension.groundLevel" type="normal"/><Setting name="CloudInclination" range="0.35" avg="0"/><Setting name="OreRadiusMult" range="0.1" avg="1"/><Setting name="OreDensity" avg="0.1"/><Setting name="OreVolumeNoiseCutoff" avg="0.5"/><Replaces block="stone"/><Biome name=".*"/></CloudPreset></ConfigSection>
<!--**************************** Standard Ores ************************************* * Import the standard ores module, containing options, presets, and distributions * for coal, iron, gold, redstone, diamond, lapis lazuli, and emeralds. *************************************************************************************-->
<OptionalImport file="CustomOreGen Standard Modules/MinecraftOres.xml"/>
<!--******************************* Mod Ores *************************************** * Import modules for supported mods if they are present. *************************************************************************************-->
<OptionalImport file="CustomOreGen Standard Modules/IndustrialCraft2.xml"/><OptionalImport file="CustomOreGen Standard Modules/Forestry.xml"/><OptionalImport file="CustomOreGen Standard Modules/Redpower2.xml"/>
<!--************************ User-added Distributions ****************************** * If you add your own distributions, you can put them here. * You can also put them in a seperate file in the "CustomOreGen Extra Modules" folder. *************************************************************************************-->
<OptionalImport file="CustomOreGen Extra Modules/*"/>
<!--************************* Testing & Debugging ********************************** * I use this section for quick-and-dirty experiments *************************************************************************************-->
-<IfChoice name="debugDist" value="true">
<!-- Experimental distributions should go here -->
</IfChoice></Config>
Rollback Post to RevisionRollBack
This is my signature. Yes, there's nothing interesting here, so carry on.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
We're going to need your MinecraftOres.xml file, as well. I can't think of any reasons off-hand why this would occur (certainly it is one of the best tested, fundamental distributions). Thanks!
java.lang.IllegalStateException: Ore block descriptor for StandardOreSubstitute is overspecified with a total match weight of 400.0%.
<Substitute name='StandardOreSubstitute' block='stone'>
<Description>
Replace vanilla-generated ore clusters with stone.
</Description>
<Comment>
The global option deferredPopulationRange must be large enough to catch all ore clusters (>= 32).
</Comment>
<Replaces block='oreCoal'/>
<Replaces block='oreIron'/>
<Replaces block='oreGold'/>
<Replaces block='oreRedstone'/>
<Replaces block='oreDiamond'/>
<Replaces block='oreLapis'/>
<Replaces block='oreEmerald'/>
</Substitute>
There are 7 replaces, but we don't see an error of 700%. We see 400%. There's no way I can even see how to get 400% from this segment.
Which brings up two questions:
1. Are you using single player or multiplayer, and
2. Has anyone gotten the 162 version to work? Whoever ported it: Which did you test (single player or multiplayer)? Did you test "Open to LAN" mode of single player?
Alright, I have managed to get COG working in 1.6.2, at least as far as I've tested it (not that far). Ores definitely spawn, but I haven't used the default COG settings enough to know if things are really the way they were before. You guys can hopefully help with that. The source code is now on github here. Contributions/collaborations welcome. And there is a built jar available here. Have fun guys. You've waited long enough. Thanks to JRoush for his amazing mod.
Ok, you are the porter.
What was the testing environment -- single, multi, or LAN? (It's a valid question -- Mystcraft 0.10.5 worked in single and multi but broke in LAN because it was slightly different.)
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I've tested it in Single and Single+OpenToLan. Should probably test on a headless server as well. But I'm unable to reproduce this issue. Do you have any other mods loaded?
How do you guys think we should move forward as far as the online-presence of COG? Should we start a new forum thread, derivatize the name somehow to distinguish it from the original? The documentation wiki is really well done, but it's going to become out-dated. I'm guessing there's no way for us to edit it. Hopefully JRoush comes back.
Now that there have been some error reports on your version of the mod @Noogenesis I think it would be fair to JRoush to start a new thread for your version - Naming is not important, but maybe CoG Reloaded or something - Anyway, that way everything related to your version isn't burried in the comments on page 64 here, and people can find what they need for your version easily, and if JRoush Does come back, he isn't bogged down filtering through if that error message was his version or yours.
Yes, I ran it again, since I have changed a bit my mod suite, but still the same result.
---- Minecraft Crash Report ----
// Quite honestly, I wouldn't worry myself about that.
Time: 7/08/13 08:49 AM
Description: null
java.lang.IllegalStateException: Ore block descriptor for StandardOreSubstitute is overspecified with a total match weight of 400.0%.
at CustomOreGen.Server.WorldGenSubstitution.validate(WorldGenSubstitution.java:161)
at CustomOreGen.Server.ServerState.validateDistributions(ServerState.java:174)
at CustomOreGen.Server.ServerState.onServerChanged(ServerState.java:402)
at CustomOreGen.Server.ServerState.checkIfServerChanged(ServerState.java:354)
at CustomOreGen.ForgeInterface.onLoadWorld(ForgeInterface.java:39)
at net.minecraftforge.event.ASMEventHandler_8_ForgeInterface_onLoadWorld_Load.invoke(.dynamic)
at net.minecraftforge.event.ASMEventHandler.invoke(ASMEventHandler.java:39)
at net.minecraftforge.event.EventBus.post(EventBus.java:108)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:85)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:107)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:443)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode, sharing), Oracle Corporation
Memory: 40457600 bytes (38 MB) / 133496832 bytes (127 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 18, tcache: 0, allocated: 3, tallocated: 63
FML: MCP v8.04 FML v6.2.19.789 Minecraft Forge 9.10.0.789 17 mods loaded, 17 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
FML{6.2.19.789} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Forge{9.10.0.789} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
mod_bspkrsCore{v3.03(1.6.2)} [bspkrsCore] ([1.6.2]bspkrsCorev3.03.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
TreeCapitator{Forge 1.6.2.r01} [TreeCapitator] ([1.6.2]TreeCapitator.Forge.1.6.2.r01.Uni.CoreMod.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
cfm{2.9.2} [§bMrCrayfish's Furniture Mod] ([Forge]FurnitureModv2.9.2(FULL).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
CarpentersBlocks{v1.63} [Carpenter's Blocks] (Carpenter's Blocks v1.63 - MC 1.6+.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
guilib{1.0.2} [GUI Library] (Forge_GuiLibv1.0.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
NBTEdit{1.6.2.0} [In-game NBTEdit] (Forge_NBTEditv1.6.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
LotsOfFood{1.6.2} [Lots of Food] (Lots of Food 1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
mod_MAtmos{r25 for 1.6.2} [mod_MAtmos] (MAtmosClassesNDP_r25__1_6_2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
mca{3.4.4} [Minecraft Comes Alive] (MCA v3.4.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
simpleores{1.0.0} [SimpleOres 2] (SimpleOres 2 v1.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
weaponmod{1.6.2 v1.13.5} [Balkon's WeaponMod] (WeaponMod.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
CustomOreGen{0.0.0} [Custom Ore Generation] (CustomOreGen-1.6.2-0.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
mod_CustomOreGen{0.0.0} [mod_CustomOreGen] (CustomOreGen-1.6.2-0.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
MSC2{1.0.0} [Mob Spawn Controls 2] (Forge_MSC2v1.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Again, when I attempt to create a new world, the game crashes. I will see if one of my mods could be causing the problem. In fact, I already have a few suspects.
EDIT: I think I found the suspect, it seems to be Mr. Crayfish's Furniture Mod (strangely enough, since it's one of the mods that don't do any terrain generation changes).
Do you know how I would allow the 1.6.2 edition of Custom Ore Gen to catch all mod ores? As in where to change the settings?
Catch all mod ores? Well, the answer is, you can't.
Most ores can be caught by the "vanillaOreGen" option. This can be set to false to stop most normal ore placement.
Beyond that, if you want to go from "most normal ore placement" to "all ore placement", you set that to true, and use a substitute to override everything. That's what the stock 1.4.6/1.4.7 config does. I assume the 1.6.2 version is the same, but I have not played with it yet.
As I've stated, that hurts mystcraft (which now has a 1.6.2) and twilight forest. So for me, moving forward, I'm going for the "most" behavior.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Alright guys, thanks to your encouragement, I have started a new thread for the revived version. Please direct all queries and feedback related to my 1.6.2 port to that thread. I'll only be watching this one for the return of JRoush.
How do you guys think we should move forward as far as the online-presence of COG? Should we start a new forum thread, derivatize the name somehow to distinguish it from the original? The documentation wiki is really well done, but it's going to become out-dated. I'm guessing there's no way for us to edit it. Hopefully JRoush comes back.
As for the mod, make a new thread and give it a variant name ( noogenesis' Custom Ore Gen ? ) and credit the original author (as required by the copyright).
Just off the top of my head, a new name.
O.R.E. 2 (Ore Redistribution Enhancement)
Naah, might cause confusion :-)
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Crash Report:
Need your config file.
Read:
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Something got messed up; what you posted was unreadable.
Can you put it on either pastebin or http://paste.minecraftforge.net/; hopefully either will be clearer.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
edit: just looked at the previous page and nvm... =D
Default too, no modifications done.
Basically I get the crash as soon as try to create a new world to check the mod out, if that helps.
There are 7 replaces, but we don't see an error of 700%. We see 400%. There's no way I can even see how to get 400% from this segment.
Which brings up two questions:
1. Are you using single player or multiplayer, and
2. Has anyone gotten the 162 version to work? Whoever ported it: Which did you test (single player or multiplayer)? Did you test "Open to LAN" mode of single player?
Ok, you are the porter.
What was the testing environment -- single, multi, or LAN? (It's a valid question -- Mystcraft 0.10.5 worked in single and multi but broke in LAN because it was slightly different.)
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Now that there have been some error reports on your version of the mod @Noogenesis I think it would be fair to JRoush to start a new thread for your version - Naming is not important, but maybe CoG Reloaded or something - Anyway, that way everything related to your version isn't burried in the comments on page 64 here, and people can find what they need for your version easily, and if JRoush Does come back, he isn't bogged down filtering through if that error message was his version or yours.
My Favorite Texture Pack is OVO's Rustic Pack:
Again, when I attempt to create a new world, the game crashes. I will see if one of my mods could be causing the problem. In fact, I already have a few suspects.
EDIT: I think I found the suspect, it seems to be Mr. Crayfish's Furniture Mod (strangely enough, since it's one of the mods that don't do any terrain generation changes).
Catch all mod ores? Well, the answer is, you can't.
Most ores can be caught by the "vanillaOreGen" option. This can be set to false to stop most normal ore placement.
Beyond that, if you want to go from "most normal ore placement" to "all ore placement", you set that to true, and use a substitute to override everything. That's what the stock 1.4.6/1.4.7 config does. I assume the 1.6.2 version is the same, but I have not played with it yet.
As I've stated, that hurts mystcraft (which now has a 1.6.2) and twilight forest. So for me, moving forward, I'm going for the "most" behavior.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?