Well, I'm trying to understand how COG works, but I can't.
My problem: I'm using Realistic Terrain Generation with COG and HarderOres, and also BiomeTweaker and ClimateControl if it counts. I want to make for example iron to be found in mountains only in veins. And find some copper nearly anywhere, and I'd like to make this on server.
Now I can found iron, but mostly redstone everywhere in veins, and there is no copper anywhere.
I read the config, there are biomes set to iron, but still it's spawned everywhere. Copper have same sets, but it's not. I don't understand how this works...
Ok, so I am having so many issues trying to get the custom config to work. x.x I am not quite sure on how to actually get the custom options to show up. Like, am I supposed to do it item as it's own? Or make a copy of the original module and edit it? Or is there something I have to put in the code?
Because all I really want is to remove the lava tube for the Peridot/Ruby/Sapphire from the ProjectRed one, making "tunnel" tubes instead (pretty much the same, but filled with air instead). ALso was wanting to do the same for some of the Pipe Veins in NetherOres, but when I simply copy the original config, edit it, and drop it in the custom module, it causes the mod to not load -any- of the configs, including the defaults. And sadly, there is not real video tutorials online, or simple instructions on how to go about this. .-.
Someone please help me?
P.S.
(And before someone can even jump on me about it, I am using the latest version for Minecraft 1.7.10)
They are probably there, but you have not found them yet. You can enable debug mode to find them.
Is there a simple way in the config to adjust this then. I don't mind struggling for iron, gold and diamonds - but the lack of coal and redstone is killing me.
I'm using the most recent version of your mod and I am getting terrible lag when loading new chunks. The world will load up to a point and then suddenly stop. It'll take as much as five minutes to finally load chunks past that point. My FPS also takes a major performance hit. I know I have a powerful enough computer to run this mod. As I can easily load modpacks with hundreds of mods with a stable 60fps, but when I have this mod on it dips down to 10~20. Any suggestions?
I'm using the most recent version of your mod and I am getting terrible lag when loading new chunks. The world will load up to a point and then suddenly stop. It'll take as much as five minutes to finally load chunks past that point. My FPS also takes a major performance hit. I know I have a powerful enough computer to run this mod. As I can easily load modpacks with hundreds of mods with a stable 60fps, but when I have this mod on it dips down to 10~20. Any suggestions?
Probably just too much ore generation happening. Turn off some of the distributions in the config (many of them are probably redundant anyway). fastcraft also helps in case you are not using it already.
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Hi guys!
Working on a custom pack for 1.7.10 using COG for ore generation; the idea is massive but infrequent deposits with OreFlowers to help locate them. So far, it's been going well...
But...
I can't seem to get the Vanilla ores to spawn properly with all the modded ores. I repurposed the vanilla.xml file, stripped out all the options I didn't want, and rewrote a lot of it to make it work. And it does work, quite well, for all the modded ores I've specified. The vanilla ores, well, I specified them but they simply don't appear to generate.
I've tried disabling COG's generator (Vanilla MC spawned ores in vanilla distributions, but no giant clumps) and have double checked my XML (not that I understand it intuitively!).
Any chance someone smarter than me could have a look to see where I have gone wrong? If you'd like the entire pack, I can PM you a link (I haven't checked all the permissions yet for distribution) so you can install it into MultiMC. Otherwise, the XML is HERE.
The Electrotine Ore should be part of a composite vertical pipe with Lapis and Redstone amongst it, while the Silver/Lead/Rose Gold at the bottom should have Vanilla Gold Ore with it. The lonely Osmium blocks on the top right should be nestled amongst Iron ore.
The thaumcraft4 spikes have ores from "Tainted Magic" included in it, while the giant lump down below is a mix of Magneticraft Salt/Sulfur/Tungsten and Flaxbeard's Zinc.
I'm using the most recent version of your mod and I am getting terrible lag when loading new chunks. The world will load up to a point and then suddenly stop. It'll take as much as five minutes to finally load chunks past that point. My FPS also takes a major performance hit. I know I have a powerful enough computer to run this mod. As I can easily load modpacks with hundreds of mods with a stable 60fps, but when I have this mod on it dips down to 10~20. Any suggestions?
I was having similar sounding issues, with chunks taking minutes each to generate and causing the entire server to lock up until it was done. I'm using some interesting configs, RWG for the world generation, and a 1.7.10 server with the latest Forge for it.
In your forgeChunkLoading.cfg file, look for this section:
Forge {
# Maximum chunks per ticket for the mod.
I:maximumChunksPerTicket=25
# Maximum ticket count for the mod. Zero disables chunkloading capabilities.
I:maximumTicketCount=200
}
I changed mine to 50 and 300 respectively, and now world generation seems to be a lot faster using the admintoolkit /pregenspawn command.
Any chance someone smarter than me could have a look to see where I have gone wrong? If you'd like the entire pack, I can PM you a link (I haven't checked all the permissions yet for distribution) so you can install it into MultiMC. Otherwise, the XML is HERE.
There is no need for the IfCondition elements around the vanilla ore blocks. Perhaps remove those and see what happens, maybe you will see an (unexpected) error in the log.
There is no need for the IfCondition elements around the vanilla ore blocks. Perhaps remove those and see what happens, maybe you will see an (unexpected) error in the log.
Removed those; no errors in the log and no vanilla ores in the world generation.
(edit)
I'm very silly; I had (for some reason) a second set of vanilla ore cleansing code that was being imported. Removed that, and all works as expected.
Um, wonder if you could help. I look to your mod to modify the spawn of Thaumcraft and Ars Magica 2 but I'm happy with my Minecraft Default ores being handled with COFH...is there a way to get Minecraft default/vanilla to not be handled by Custom Ore Gen (using 1.7.10)
Thanks.
It is of course possible now but it would be a bit complicated. The easiest way would be for the configs to support a "default" mode for distributions. My understanding is that reteo has that on his TODO list but has not gotten there yet.
It is of course possible now but it would be a bit complicated. The easiest way would be for the configs to support a "default" mode for distributions. My understanding is that reteo has that on his TODO list but has not gotten there yet.
To be completely honest, I'm really not sure how to go about this. I originally tried to add the option to disable COG handling of vanilla ores (in which all COG configuration gets bypassed), but when the option was enabled, vanilla ores didn't spawn at all.
To be completely honest, I'm really not sure how to go about this. I originally tried to add the option to disable COG handling of vanilla ores (in which all COG configuration gets bypassed), but when the option was enabled, vanilla ores didn't spawn at all.
Probably need to make sure that the vanillaOreGen option is enabled. If that gets turned off somehow, then vanilla ore gen is disabled.
Probably need to make sure that the vanillaOreGen option is enabled. If that gets turned off somehow, then vanilla ore gen is disabled.
The problem here is that I get an error when attempting to create a config-specific config for this option:
An Option named 'vanillaOreGen' already exists.
This is likely due to the presence of the same configuration option in the default XML. Is there a way to solely assign values to existing options in the XML?
Here is the code I am using, just for completeness:
<OptionChoice name='vanillaOreGen' displayName='Handle Vanilla Minecraft Setup?' default='true' displayState='shown_dynamic' displayGroup='groupVanilla'>
<Description> Should Custom Ore Generation handle Vanilla Minecraft ore generation? </Description>
<Choice value=':= ?false' displayValue='Yes' description='Use Custom Ore Generation to handle Vanilla ores.'/>
<Choice value=':= ?true' displayValue='No' description='Vanilla ores will be handled by Minecraft directly.'/>
</OptionChoice>
The problem here is that I get an error when attempting to create a config-specific config for this option:
An Option named 'vanillaOreGen' already exists.
This is likely due to the presence of the same configuration option in the default XML. Is there a way to solely assign values to existing options in the XML?
What about just moving that vanillaOreGen option to the vanilla config that you generate?
Okay, it can be done that way. However, there is a big problem with the practice at the moment. You see, the assignment of the vanillaOreGen variable is declarative, meaning that the first assignment declares the variable, and any following assignment causes errors because they also attempt to declare the variable.
This is fine if you only have one config with it, but what if a player adds a config that makes changes without using a mod (say, for example, gravel/sand veins in stone)? Once you have two configs both assigning values to vanillaOreGen, Minecraft will spit out the error again, as both configs would be declaring vanillaOreGen separately.
If there was a way to declare variables in the default XML, and then check for, and change, those variables in the individual configs without declaring them, this would make a more robust solution.
Well, I'm trying to understand how COG works, but I can't.
My problem: I'm using Realistic Terrain Generation with COG and HarderOres, and also BiomeTweaker and ClimateControl if it counts. I want to make for example iron to be found in mountains only in veins. And find some copper nearly anywhere, and I'd like to make this on server.
Now I can found iron, but mostly redstone everywhere in veins, and there is no copper anywhere.
I read the config, there are biomes set to iron, but still it's spawned everywhere. Copper have same sets, but it's not. I don't understand how this works...
Ok, so I am having so many issues trying to get the custom config to work. x.x I am not quite sure on how to actually get the custom options to show up. Like, am I supposed to do it item as it's own? Or make a copy of the original module and edit it? Or is there something I have to put in the code?
Because all I really want is to remove the lava tube for the Peridot/Ruby/Sapphire from the ProjectRed one, making "tunnel" tubes instead (pretty much the same, but filled with air instead). ALso was wanting to do the same for some of the Pipe Veins in NetherOres, but when I simply copy the original config, edit it, and drop it in the custom module, it causes the mod to not load -any- of the configs, including the defaults. And sadly, there is not real video tutorials online, or simple instructions on how to go about this. .-.
Someone please help me?
P.S.
(And before someone can even jump on me about it, I am using the latest version for Minecraft 1.7.10)
I'm not getting any vanilla ores spawning. Mod ores appear to be good.
Is there something in the config that I'm missing or need to add?
Check out the log, it should give you some hint as to what is going wrong.
They are probably there, but you have not found them yet. You can enable debug mode to find them.
Is there a simple way in the config to adjust this then. I don't mind struggling for iron, gold and diamonds - but the lack of coal and redstone is killing me.
I'm using the most recent version of your mod and I am getting terrible lag when loading new chunks. The world will load up to a point and then suddenly stop. It'll take as much as five minutes to finally load chunks past that point. My FPS also takes a major performance hit. I know I have a powerful enough computer to run this mod. As I can easily load modpacks with hundreds of mods with a stable 60fps, but when I have this mod on it dips down to 10~20. Any suggestions?
Probably just too much ore generation happening. Turn off some of the distributions in the config (many of them are probably redundant anyway). fastcraft also helps in case you are not using it already.
Hi guys!
Working on a custom pack for 1.7.10 using COG for ore generation; the idea is massive but infrequent deposits with OreFlowers to help locate them. So far, it's been going well...
But...
I can't seem to get the Vanilla ores to spawn properly with all the modded ores. I repurposed the vanilla.xml file, stripped out all the options I didn't want, and rewrote a lot of it to make it work. And it does work, quite well, for all the modded ores I've specified. The vanilla ores, well, I specified them but they simply don't appear to generate.
I've tried disabling COG's generator (Vanilla MC spawned ores in vanilla distributions, but no giant clumps) and have double checked my XML (not that I understand it intuitively!).
Any chance someone smarter than me could have a look to see where I have gone wrong? If you'd like the entire pack, I can PM you a link (I haven't checked all the permissions yet for distribution) so you can install it into MultiMC. Otherwise, the XML is HERE.
Here is an example of missing vanilla generation -> http://i.imgur.com/zfh7MCz.jpg
The Electrotine Ore should be part of a composite vertical pipe with Lapis and Redstone amongst it, while the Silver/Lead/Rose Gold at the bottom should have Vanilla Gold Ore with it. The lonely Osmium blocks on the top right should be nestled amongst Iron ore.
Here's examples of it working with distributions that don't include vanilla ores -> http://i.imgur.com/igz5oFD.jpg
The thaumcraft4 spikes have ores from "Tainted Magic" included in it, while the giant lump down below is a mix of Magneticraft Salt/Sulfur/Tungsten and Flaxbeard's Zinc.
Thanks in advance for any help you can offer.
I was having similar sounding issues, with chunks taking minutes each to generate and causing the entire server to lock up until it was done. I'm using some interesting configs, RWG for the world generation, and a 1.7.10 server with the latest Forge for it.
In your forgeChunkLoading.cfg file, look for this section:
I changed mine to 50 and 300 respectively, and now world generation seems to be a lot faster using the admintoolkit /pregenspawn command.
There is no need for the IfCondition elements around the vanilla ore blocks. Perhaps remove those and see what happens, maybe you will see an (unexpected) error in the log.
Removed those; no errors in the log and no vanilla ores in the world generation.
(edit)
I'm very silly; I had (for some reason) a second set of vanilla ore cleansing code that was being imported. Removed that, and all works as expected.
Oops.
Will it be ported on 1.9.4? There is no mods for change ore generation mechanic on 1.9.4 right now.
Eventually, we'll need to upgrade. Not sure what the target would be, especially with 1.10 already out.
It is of course possible now but it would be a bit complicated. The easiest way would be for the configs to support a "default" mode for distributions. My understanding is that reteo has that on his TODO list but has not gotten there yet.
To be completely honest, I'm really not sure how to go about this. I originally tried to add the option to disable COG handling of vanilla ores (in which all COG configuration gets bypassed), but when the option was enabled, vanilla ores didn't spawn at all.
Probably need to make sure that the vanillaOreGen option is enabled. If that gets turned off somehow, then vanilla ore gen is disabled.
The problem here is that I get an error when attempting to create a config-specific config for this option:
This is likely due to the presence of the same configuration option in the default XML. Is there a way to solely assign values to existing options in the XML?
Here is the code I am using, just for completeness:
What about just moving that vanillaOreGen option to the vanilla config that you generate?
Okay, it can be done that way. However, there is a big problem with the practice at the moment. You see, the assignment of the vanillaOreGen variable is declarative, meaning that the first assignment declares the variable, and any following assignment causes errors because they also attempt to declare the variable.
This is fine if you only have one config with it, but what if a player adds a config that makes changes without using a mod (say, for example, gravel/sand veins in stone)? Once you have two configs both assigning values to vanillaOreGen, Minecraft will spit out the error again, as both configs would be declaring vanillaOreGen separately.
If there was a way to declare variables in the default XML, and then check for, and change, those variables in the individual configs without declaring them, this would make a more robust solution.