So! I'm trying to use CustomOreGen in a pack with Chisel2, Flaxbeard's, Forestry, Harvestcraft, Railcraft, Thaumcraft 4, and Tinker's Construct. (There's a lot of other stuff, but those are the mods with worldgen ores.)
I'm having severe performance issues -- the server can't keep up, and it's unplayable.
What's strange is that the lag persists even if I pregenerate a big swatch of the world using WorldBorder. COG shouldn't slow things down if new chunks aren't being generated, should it? But it seems to do so.
I've turned off oregen in the above mods' configs and removed the "Original Overworld Block Removal" sections from each module's custom .xml file. I don't think COG should be replacing anything but vanilla ores, which I don't know how to keep from generating. Anyway -- this didn't help much.
I've tried using Sprocket to generate new configs, but the resulting XML causes this error: "CustomOreGen Config Error at Element <Cloud> [line 293]: Cannot inherit settings ('PresetStratum' is not a loaded distribution)."
Does anyone have performance-improving advice for COG? I'm out of ideas. I can provide more detailed error or config info, if anyone thinks it'll help.
In order to use the Sprocket configurations, you need to first download the updated CustomOreGen_Config_Default.xml, because it includes the new "PresetStratum" distribution.
Does anyone have performance-improving advice for COG? I'm out of ideas. I can provide more detailed error or config info, if anyone thinks it'll help.
Do you have any evidence backing up the claims of poor performance? Perhaps some profiler output?
My only evidence is that I'm not getting smooth movement through the world when COG is installed, and things get better when it's yanked. I've tried stripping down to Botania, Tinkers, Chisel2, a couple of storage mods, and the usual WAILA/NEI/Optifine stuff. It's a lot *better*, but there's still a regular hitch while moving.
I hope the request for help didn't come across as an accusation. I only build packs for family use, I run a server and client on the same three-year-old box, and I'm a scrub at some of this stuff. If there's a problem, I'm sure it's a configuration (or hardware) issue on my end.
I'll try a profiler (Opis, I suppose?) and see if that helps track things down. Reteo's advice for updating Sprocket might generate better configs than my hand-edited ones, too. Thanks for the responses!
Is there a way to estimate how many ore blocks will be generated in one vein? Is there a way to create a test world with no ores and then generate a single vein so I can use /cofh countblocks?
I'm afraid I don't know what I'm doing with the .xml reteo pointed me towards. The latest version of COG I can find is "CustomOreGen-1.7.10-1.2.24," but it's clearly been updated since then. I'm afraid I don't know my way around github to download a newer version. If that's even the right way to go about it?
Would you mind explaining how to get the most up-to-date files for COG? Maybe that'll help solve things.
The update isn't released yet; 1.2.24 is the latest release. That's why you need to use the XML I pointed you towards; it has the unreleased updates. Just place it in the "(minecraft folder)/config/CustomOreGen/" folder as "CustomOreGen_Config.xml".
My only evidence is that I'm not getting smooth movement through the world when COG is installed, and things get better when it's yanked. I've tried stripping down to Botania, Tinkers, Chisel2, a couple of storage mods, and the usual WAILA/NEI/Optifine stuff. It's a lot *better*, but there's still a regular hitch while moving.
I hope the request for help didn't come across as an accusation. I only build packs for family use, I run a server and client on the same three-year-old box, and I'm a scrub at some of this stuff. If there's a problem, I'm sure it's a configuration (or hardware) issue on my end.
I'll try a profiler (Opis, I suppose?) and see if that helps track things down. Reteo's advice for updating Sprocket might generate better configs than my hand-edited ones, too. Thanks for the responses!
Is there a way to estimate how many ore blocks will be generated in one vein? Is there a way to create a test world with no ores and then generate a single vein so I can use /cofh countblocks?
Did you edit the "CustomOreGen_Config.xml" file to explicitly delete the default loading lines?
What you need to do is delete all the lines that look like this:
<Import file='modules/default/Vanilla.xml'/>
If you don't, then it doesn't matter how clean the instance is, Custom Ore Generation will always load the default configurations, and you'll have the conflict.
Thanks so much for posting this. I couldn't figure out why my custom .xml configurations weren't loading until I read your post.
But this leads me to another question... The CustomOreGen_Config_Default.xml file says:
<!-- Vanilla minecraft should always be the first thing to load. -->
But now that I have removed the line <Import file='modules/default/VanillaMinecraft.xml'/> (as you suggested) from my custom .xml file CustomOreGen_Config.xml, I see that all the vanilla ores are now listed LAST instead of first. Do you know if this would create a problem? Since they are listed last, it makes me think they are not the first thing to load.
My custom vanilla ores file is now located here: config > CustomOreGen > custom > VanillaMinecraft.xml and it loads correctly, except at the end of the list.
My custom vanilla ores file is now located here: config > CustomOreGen > custom > VanillaMinecraft.xml and it loads correctly, except at the end of the list.
To precisely control the load order, you will need to use an Import element with the explicit path (before the wildcard one).
To precisely control the load order, you will need to use an Import element with the explicit path (before the wildcard one).
Thank you. I tried adding the explicit path as the first item to be imported and it worked. It did not work at first when I put my custom VanillaMinecraft.xml in the 'custom' folder and added the path to that location. I think because the mod already looks in the 'custom' folder even without a path? So I put it in a new location: config > CustomOreGen > new > VanillaMinecraft.xml and it loaded just fine.
The default TiC config generates veins at heights that are suitable for normal ores rather than gravel ores, which are supposed to be on the surface. COG should either generate these ores on the surface or skip the gravel substitution for gravel ores set to None. The surface deposits could start in a gravel block with only non-solid blocks (typically water and air) between it and the sky, and extend into dirt and sand.
The default TiC config generates veins at heights that are suitable for normal ores rather than gravel ores, which are supposed to be on the surface. COG should either generate these ores on the surface or skip the gravel substitution for gravel ores set to None. The surface deposits could start in a gravel block with only non-solid blocks (typically water and air) between it and the sky, and extend into dirt and sand.
It's tough to express such structures with the current language. Here is a simple suggestion: have a cluster or cloud distribution that is intermixed gravel and gravel ore. Have it restricted above sea-level - 5? and replacing dirt and sand. Then, it looks like a typical alluvial deposit. Easily found in streams/rivers but grown-over with grass otherwise.
So! I'm trying to use CustomOreGen in a pack with Chisel2, Flaxbeard's, Forestry, Harvestcraft, Railcraft, Thaumcraft 4, and Tinker's Construct. (There's a lot of other stuff, but those are the mods with worldgen ores.)
I'm having severe performance issues -- the server can't keep up, and it's unplayable.
What's strange is that the lag persists even if I pregenerate a big swatch of the world using WorldBorder. COG shouldn't slow things down if new chunks aren't being generated, should it? But it seems to do so.
I've turned off oregen in the above mods' configs and removed the "Original Overworld Block Removal" sections from each module's custom .xml file. I don't think COG should be replacing anything but vanilla ores, which I don't know how to keep from generating. Anyway -- this didn't help much.
I've tried using Sprocket to generate new configs, but the resulting XML causes this error: "CustomOreGen Config Error at Element <Cloud> [line 293]: Cannot inherit settings ('PresetStratum' is not a loaded distribution)."
Does anyone have performance-improving advice for COG? I'm out of ideas. I can provide more detailed error or config info, if anyone thinks it'll help.
In order to use the Sprocket configurations, you need to first download the updated CustomOreGen_Config_Default.xml, because it includes the new "PresetStratum" distribution.
Do you have any evidence backing up the claims of poor performance? Perhaps some profiler output?
My only evidence is that I'm not getting smooth movement through the world when COG is installed, and things get better when it's yanked. I've tried stripping down to Botania, Tinkers, Chisel2, a couple of storage mods, and the usual WAILA/NEI/Optifine stuff. It's a lot *better*, but there's still a regular hitch while moving.
I hope the request for help didn't come across as an accusation. I only build packs for family use, I run a server and client on the same three-year-old box, and I'm a scrub at some of this stuff. If there's a problem, I'm sure it's a configuration (or hardware) issue on my end.
I'll try a profiler (Opis, I suppose?) and see if that helps track things down. Reteo's advice for updating Sprocket might generate better configs than my hand-edited ones, too. Thanks for the responses!
Is there a way to estimate how many ore blocks will be generated in one vein? Is there a way to create a test world with no ores and then generate a single vein so I can use /cofh countblocks?
I'm afraid I don't know what I'm doing with the .xml reteo pointed me towards. The latest version of COG I can find is "CustomOreGen-1.7.10-1.2.24," but it's clearly been updated since then. I'm afraid I don't know my way around github to download a newer version. If that's even the right way to go about it?
Would you mind explaining how to get the most up-to-date files for COG? Maybe that'll help solve things.
The update isn't released yet; 1.2.24 is the latest release. That's why you need to use the XML I pointed you towards; it has the unreleased updates. Just place it in the "(minecraft folder)/config/CustomOreGen/" folder as "CustomOreGen_Config.xml".
Have you tried fastcraft?
Enable debugging mode and use /cogInfo.
As far as I can tell that only gives you stats for all veins of a type in loaded chunks, rather than one vein across all chunks it generates in.
Thanks so much for posting this. I couldn't figure out why my custom .xml configurations weren't loading until I read your post.
But this leads me to another question... The CustomOreGen_Config_Default.xml file says:
<!-- Vanilla minecraft should always be the first thing to load. -->
But now that I have removed the line <Import file='modules/default/VanillaMinecraft.xml'/> (as you suggested) from my custom .xml file CustomOreGen_Config.xml, I see that all the vanilla ores are now listed LAST instead of first. Do you know if this would create a problem? Since they are listed last, it makes me think they are not the first thing to load.
My custom vanilla ores file is now located here: config > CustomOreGen > custom > VanillaMinecraft.xml and it loads correctly, except at the end of the list.
To precisely control the load order, you will need to use an Import element with the explicit path (before the wildcard one).
Hey. Just dropping by to ask a little something.
Why does the following code :
<Substitute name='DioriteSubstitutionContinent' minSurfRelHeight="-248" maxSurfRelHeight="-190">
<OreBlock block='archgen:Diorite:0' weight='0.333'/>
<OreBlock block='archgen:Diorite:1' weight='0.334'/>
<OreBlock block='archgen:Diorite:2' weight='0.333'/>
<Replaces block='stone'/>
<BiomeSet inherits='Continent'/>
</Substitute>
... Replace the whole world with Diorite ? Shouldn'it replace it from 248 below surface to 190 below surface ? (Using .24)
EDIT : I'm using ATG, if that changes anything here.
Pew Pew Pew !
What happens without ATG?
Thank you. I tried adding the explicit path as the first item to be imported and it worked. It did not work at first when I put my custom VanillaMinecraft.xml in the 'custom' folder and added the path to that location. I think because the mod already looks in the 'custom' folder even without a path? So I put it in a new location: config > CustomOreGen > new > VanillaMinecraft.xml and it loaded just fine.
---> Whole world = Diorite. =/
It seems to me COG have problems with the fact most of the values end up being negative. Maybe clamping negative values to 1 would help ?
Pew Pew Pew !
I'd reverse your numbers, instead of -248 to -190 try -190 to -248.
how do you change (or add) distributions to a particular set of ores? For example, adding the layered veins distribution to diamonds.
The default TiC config generates veins at heights that are suitable for normal ores rather than gravel ores, which are supposed to be on the surface. COG should either generate these ores on the surface or skip the gravel substitution for gravel ores set to None. The surface deposits could start in a gravel block with only non-solid blocks (typically water and air) between it and the sky, and extend into dirt and sand.
It's tough to express such structures with the current language. Here is a simple suggestion: have a cluster or cloud distribution that is intermixed gravel and gravel ore. Have it restricted above sea-level - 5? and replacing dirt and sand. Then, it looks like a typical alluvial deposit. Easily found in streams/rivers but grown-over with grass otherwise.