So just as a point of reference for the biome height, the offset per value of biome base/root height seems to be 17.333 blocks per. This is also what the research of the people at Terrain Control came up with -- https://github.com/MCTCP/TerrainControl/wiki/World-height#biomeheight
This is consistent with what I had found in my limited testing -- more than 16, less than 17.5, but closer to 17.5 than to 16.
(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'm trying to configure my personal modpack to work with randomore, so I want to disable all ore spawn. I looked through the config files but am still not sure how to disable ore generation :(.
So I may conclude it's an incompatibility between COG 1.2.24 (or maybe any COG newer than 1.2.18) and UBC 0.7. Until now, COG 1.2.18 and UBC 0.7 works fine together except for the texture issue, so I hope it won't cause any crash or any more serious problem.
I write it just to let you know about this issue between COG and UBC in case you want to correct it on any newer versions of COG or talk with UBC people, and if any other user might find this information useful.
Has any solution to this been found and implemented yet? I just spent a couple of hours fiddling with config in the ways that used to make this work, and no joy. For whatever reason, UBC seems to completely throw off COG, even if I don't care what stone is used for the base to make ores (I don't mind vanilla stone ores mixed in with other stones). If I only have those two mods plus X-ray installed (so I can see without digging), vanilla ores are placed correctly in vanilla stone, but nothing else happens. If I have Metallurgy 4 installed as well, COG doesn't seem to catch the Metallurgy Ores at all; they sill appear, UB-ified, scattered randomly. I tried UB 0.7 and 0.8.
For the moment, I am giving up UBC, but it seems like either a solution or a prominent mention of incompatibility in the OP is in order, so that others can be saved the time and trouble I just went through. It's not very easy to find references to the combination of "Underground Biomes Constructs" and "Custom Ore Generation" through the usual search methods, as people tend to acronym both mods.
Has any solution to this been found and implemented yet? I just spent a couple of hours fiddling with config in the ways that used to make this work, and no joy. For whatever reason, UBC seems to completely throw off COG, even if I don't care what stone is used for the base to make ores (I don't mind vanilla stone ores mixed in with other stones). If I only have those two mods plus X-ray installed (so I can see without digging), vanilla ores are placed correctly in vanilla stone, but nothing else happens. If I have Metallurgy 4 installed as well, COG doesn't seem to catch the Metallurgy Ores at all; they sill appear, UB-ified, scattered randomly. I tried UB 0.7 and 0.8.
If UBC stone is registered as "stone" in the ore dictionary, the default COG configs should replace it. Maybe that's not the case? For the UBified ores, the config would need to somehow identify the underlying ore. I'm guessing UBC uses a TE to keep track of that, and COG can conditionally replace based on TE content, so it would probably be feasible. If someone figures it out, please submit a PR on GitHub.
i can't say that i've had issues with UBC and COG... i think in my recent tests i've been using the newer UBC 1.8 beta though (UBC 1.8 beta for 1.7.10)...
i've been testing other stuff lately but i'll throw together a pack with UBC and COG later and report back with what i find
this is just with metallurgy ores being displayed, a few others might have slipped through.... looks like a lot of ores but is this the intended generation? (EDIT: no it's not, with COG)
in this test i am using RTG, UBC, COG, metallurgy 4, and harder ores
1st pic is with RTG, COG, and metallurgy (again, just metallurgy ores visible)
so yeah, without UBC i'm definitely getting vein generation and with UBC it seems more like vanilla generation... so what's the solution...? i can't code, i'm just a tester, modpack builder...
i just checked the UBC page and CosmicDan has released an unofficial build of UBC that if i'm understanding correctly, addresses some oreDic isses plaguing UBC. i will run that version and report the results.
2nd pic is with CosmicDan's version of UBC. so as you can see this version does not generate veins either....
1st pic is with RTG, COG, and metallurgy (again, just metallurgy ores visible)
so yeah, without UBC i'm definitely getting vein generation and with UBC it seems more like vanilla generation... so what's the solution...? i can't code, i'm just a tester, modpack builder...
i just checked the UBC page and CosmicDan has released an unofficial build of UBC that if i'm understanding correctly, addresses some oreDic isses plaguing UBC. i will run that version and report the results.
2nd pic is with CosmicDan's version of UBC. so as you can see this version does not generate veins either....
Hard to tell whether vein generation is working or not in the second pic, because of all of the noise caused by the UBC generation. As I said, there's no easy way to clear that out, because the mod blocks are being exchanged for UBC blocks. Preventing generation through mod configuration may be the way to go.
I know someone was working on updating the configs, with the goal of making the total volume of ores scale/match vanilla better. What ever happened to that?
Do the current default configs group redstone/lapis pipes in clusters, or was that just a third party add-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?
I know someone was working on updating the configs, with the goal of making the total volume of ores scale/match vanilla better. What ever happened to that?
Do the current default configs group redstone/lapis pipes in clusters, or was that just a third party add-on?
The vanilla-style matching/scaling work is mostly done now. They are completely finished in the github, but are waiting on the next release of COG. Ores are at a fraction of vanilla's total (to prevent over-abundance), but they are consistent with vanilla abundance, so their regularity as based on vanilla comparison, except where additional veins are spawned above y=64 in mountain biomes. I also overhauled the StandardGen configs so they better reflect vanilla-style ore patterns (iron shouldn't have 1- or 2-block clusters anymore).
Redstone and lapis are not pipes, but vertical veins, and they are spawned with a parent vein and a cluster of child veins nearby.
Any more work on the configurations are on hold pending the release of the next version of COG, since there is now the new distribution pattern (strata) in the default xml, and any new configurations using stone will depend on this distribution pattern.
As for UBC, I don't remember what the original issue was, but if I recall correctly, the stone types were 1) not oredicted, and 2) tied to underground biome types which I couldn't match with COG. As such, I couldn't keep the underground biomes faithful, and there is no way to replace the stone with ore veins without an awful lot of work (and some serious performance hits). I don't really know how to fix this one, so I'm leaving that as a project with someone with a more intimate understanding of the mod.
I know I've given this link before, but for reference, this spreadsheet shows all the original ore values (taken from the source code of MCP, as well as the various mods' github or decompiled sources), as well as the calculated values for the current default configurations.
If you are going to do a new release soon, the "root height" (or was it "base height") factor has a scaling of 17.333 per unit. That assume the height variability is ignored (it seems to push up more than it pushes down, so for large variability biomes, the average height will be higher than the root height)
(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?
Based on turning on wireframes and physically digging around to see if there are veins of ore being generated in addition to the "vanilla" Metallurgy 4 generation showed no correlation between the wireframes and what was inside them. Using the same seed and distribution, but no UBC, there was definite correlation using the same dig points. I found a spot that intersected both an emerald vein and a diamond vein for testing. Without UBC, heaven. With UBC, nothing.
I'm not even sure how UBC is breaking things, because it has a setting to not UBC-ify the ores, which it did properly (now all ores were based on vanilla stone), but that didn't seem to help COG catch them and do the replacements. I would have expected them to go away and be replaced with vanilla stone, at least, whether or not veins then formed correctly, but it had no discernable effect, which makes me think UBC is doing something very strange internally.
I like the stones, but I think I will try some more COG-friendly alternatives before I try UBC again. Hopefully, other mods will be as good about providing appropriate stone constructs so that I can properly build with the stnes, or at least make them properly compatible with the saw-based multiblocks so I can make my own stairs. :-J
It has been many version since I tested COG with UBC, but what I found was that COG's deferred setting had to be 16 blocks; that was the only value that would work. Note that COG defaults to 32 blocks because vanilla coal can spread over three chunks.
(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?
hmm... i just checked the COG config from the instance that i generated those images a few posts ago and it was already at 16, by default, assuming you mean 'deferredPopulationRange' and assuming some other mod or outside force didn't somehow modify this setting on its own (doubtful). i'll generate some more worlds and see what i come up with.
I didn't realize the release was holding things up. I'll push it out this weekend.
Works for me. I don't really have anything else to do, anyways. Like I said, I don't even know where to start with UBC, and the bulk of the major 1.7.10 mods are already represented.
Alright guys, I released 1.2.26 on curse. Should have reteo's latest configs, as well as the biome height scaling adjustment. I also happened to find that adjustment in BiomesOPlenty, because their terrain generator uses the interpretable notion of average block height, while still supporting vanilla biomes.
So just as a point of reference for the biome height, the offset per value of biome base/root height seems to be 17.333 blocks per. This is also what the research of the people at Terrain Control came up with -- https://github.com/MCTCP/TerrainControl/wiki/World-height#biomeheight
This is consistent with what I had found in my limited testing -- more than 16, less than 17.5, but closer to 17.5 than to 16.
* 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?
I'm trying to configure my personal modpack to work with randomore, so I want to disable all ore spawn. I looked through the config files but am still not sure how to disable ore generation :(.
Has any solution to this been found and implemented yet? I just spent a couple of hours fiddling with config in the ways that used to make this work, and no joy. For whatever reason, UBC seems to completely throw off COG, even if I don't care what stone is used for the base to make ores (I don't mind vanilla stone ores mixed in with other stones). If I only have those two mods plus X-ray installed (so I can see without digging), vanilla ores are placed correctly in vanilla stone, but nothing else happens. If I have Metallurgy 4 installed as well, COG doesn't seem to catch the Metallurgy Ores at all; they sill appear, UB-ified, scattered randomly. I tried UB 0.7 and 0.8.
For the moment, I am giving up UBC, but it seems like either a solution or a prominent mention of incompatibility in the OP is in order, so that others can be saved the time and trouble I just went through. It's not very easy to find references to the combination of "Underground Biomes Constructs" and "Custom Ore Generation" through the usual search methods, as people tend to acronym both mods.
If UBC stone is registered as "stone" in the ore dictionary, the default COG configs should replace it. Maybe that's not the case? For the UBified ores, the config would need to somehow identify the underlying ore. I'm guessing UBC uses a TE to keep track of that, and COG can conditionally replace based on TE content, so it would probably be feasible. If someone figures it out, please submit a PR on GitHub.
i can't say that i've had issues with UBC and COG... i think in my recent tests i've been using the newer UBC 1.8 beta though (UBC 1.8 beta for 1.7.10)...
i've been testing other stuff lately but i'll throw together a pack with UBC and COG later and report back with what i find
more testing needs to be done, but it did seem like ore gen was rare or nonexistent... i'll report back after more testing...
this is just with metallurgy ores being displayed, a few others might have slipped through.... looks like a lot of ores but is this the intended generation? (EDIT: no it's not, with COG)
in this test i am using RTG, UBC, COG, metallurgy 4, and harder ores
this is with RTG, UBC, COG, and metallurgy (only metallurgy ores are displayed):
1st pic is with RTG, COG, and metallurgy (again, just metallurgy ores visible)
so yeah, without UBC i'm definitely getting vein generation and with UBC it seems more like vanilla generation... so what's the solution...? i can't code, i'm just a tester, modpack builder...
i just checked the UBC page and CosmicDan has released an unofficial build of UBC that if i'm understanding correctly, addresses some oreDic isses plaguing UBC. i will run that version and report the results.
2nd pic is with CosmicDan's version of UBC. so as you can see this version does not generate veins either....
Hard to tell whether vein generation is working or not in the second pic, because of all of the noise caused by the UBC generation. As I said, there's no easy way to clear that out, because the mod blocks are being exchanged for UBC blocks. Preventing generation through mod configuration may be the way to go.
I know someone was working on updating the configs, with the goal of making the total volume of ores scale/match vanilla better. What ever happened to that?
Do the current default configs group redstone/lapis pipes in clusters, or was that just a third party add-on?
* 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?
The vanilla-style matching/scaling work is mostly done now. They are completely finished in the github, but are waiting on the next release of COG. Ores are at a fraction of vanilla's total (to prevent over-abundance), but they are consistent with vanilla abundance, so their regularity as based on vanilla comparison, except where additional veins are spawned above y=64 in mountain biomes. I also overhauled the StandardGen configs so they better reflect vanilla-style ore patterns (iron shouldn't have 1- or 2-block clusters anymore).
Redstone and lapis are not pipes, but vertical veins, and they are spawned with a parent vein and a cluster of child veins nearby.
Any more work on the configurations are on hold pending the release of the next version of COG, since there is now the new distribution pattern (strata) in the default xml, and any new configurations using stone will depend on this distribution pattern.
As for UBC, I don't remember what the original issue was, but if I recall correctly, the stone types were 1) not oredicted, and 2) tied to underground biome types which I couldn't match with COG. As such, I couldn't keep the underground biomes faithful, and there is no way to replace the stone with ore veins without an awful lot of work (and some serious performance hits). I don't really know how to fix this one, so I'm leaving that as a project with someone with a more intimate understanding of the mod.
I know I've given this link before, but for reference, this spreadsheet shows all the original ore values (taken from the source code of MCP, as well as the various mods' github or decompiled sources), as well as the calculated values for the current default configurations.
If you are going to do a new release soon, the "root height" (or was it "base height") factor has a scaling of 17.333 per unit. That assume the height variability is ignored (it seems to push up more than it pushes down, so for large variability biomes, the average height will be higher than the root height)
* 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?
I didn't realize the release was holding things up. I'll push it out this weekend.
Based on turning on wireframes and physically digging around to see if there are veins of ore being generated in addition to the "vanilla" Metallurgy 4 generation showed no correlation between the wireframes and what was inside them. Using the same seed and distribution, but no UBC, there was definite correlation using the same dig points. I found a spot that intersected both an emerald vein and a diamond vein for testing. Without UBC, heaven. With UBC, nothing.
I'm not even sure how UBC is breaking things, because it has a setting to not UBC-ify the ores, which it did properly (now all ores were based on vanilla stone), but that didn't seem to help COG catch them and do the replacements. I would have expected them to go away and be replaced with vanilla stone, at least, whether or not veins then formed correctly, but it had no discernable effect, which makes me think UBC is doing something very strange internally.
I like the stones, but I think I will try some more COG-friendly alternatives before I try UBC again. Hopefully, other mods will be as good about providing appropriate stone constructs so that I can properly build with the stnes, or at least make them properly compatible with the saw-based multiblocks so I can make my own stairs. :-J
It has been many version since I tested COG with UBC, but what I found was that COG's deferred setting had to be 16 blocks; that was the only value that would work. Note that COG defaults to 32 blocks because vanilla coal can spread over three chunks.
* 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?
hmm... i just checked the COG config from the instance that i generated those images a few posts ago and it was already at 16, by default, assuming you mean 'deferredPopulationRange' and assuming some other mod or outside force didn't somehow modify this setting on its own (doubtful). i'll generate some more worlds and see what i come up with.
Works for me. I don't really have anything else to do, anyways. Like I said, I don't even know where to start with UBC, and the bulk of the major 1.7.10 mods are already represented.
Alright guys, I released 1.2.26 on curse. Should have reteo's latest configs, as well as the biome height scaling adjustment. I also happened to find that adjustment in BiomesOPlenty, because their terrain generator uses the interpretable notion of average block height, while still supporting vanilla biomes.
How would I stop the ores from Reactorcraft using this mod and then use CoFH to regenerate those ores in a different dimension?