x-ray mod! you can select which blocks are visible and which aren't. i just set it to only display ore blocks.
pressing 'x' (by default) in game will activate the x-ray and another key (not sure what the default is; refer to your 'controls' menu) will pull up a list of all the blocks in the game in which you can select/deselect which blocks the x-ray affects. pretty handy tool. of course you could use it to find ores in survival but that'd be cheating
Hey! How did you get a view like that? I'm trying to figure out good ore generation configs...as well as figure out the configs :/.
There is also debug mode and its wireframes.
Also, a few COG questions:
1) is there any way for coal to drop multiple coal like the ore blocks drop multiple ore?
2) I can't find limonite ANYWHERE. I've hunted and hunted, read the wiki, and then hunted some more, with the wireframe debugger. It seems to just not be generating. I don't see any limonite-related config that'd turn it off though.
Behavior of ore blocks like coal is beyond the scope, but you might check out mods like HarderOres or DenseOres. As for limonite, is that coming from a mod like Gregtech?
Behavior of ore blocks like coal is beyond the scope, but you might check out mods like HarderOres or DenseOres. As for limonite, is that coming from a mod like Gregtech?
Doh! I was merging COG and HarderOres into one mod in my mind. Need to keep them separate. Hah, thanks!
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Hello!
Just testing your mod here for 1.10.2. I'm coming from using CoFH ore gen and looking through the XML is mind-numbingly complicated seeming :/ But! I'm determined to at least try and learn what I can. Something I noticed right away is it seems like only a few mods show up under Generation Settings in the world creation screen, and of those that do, none of the ore blocks are registered except for Chisel 2. At least this is what I'm assuming as there aren't any settings available for the ores like Copper and Tin for IC2. Is this just because they haven't been updated for 1.10.2 yet? Thanks!
Also, any tips translating what I already know into what I need to know would be greatly appreciated. This is what I'm used to for a config:
Just testing your mod here for 1.10.2. I'm coming from using CoFH ore gen and looking through the XML is mind-numbingly complicated seeming :/ But! I'm determined to at least try and learn what I can. Something I noticed right away is it seems like only a few mods show up under Generation Settings in the world creation screen, and of those that do, none of the ore blocks are registered except for Chisel 2. At least this is what I'm assuming as there aren't any settings available for the ores like Copper and Tin for IC2. Is this just because they haven't been updated for 1.10.2 yet? Thanks!
Note that even the built-in configs are not written directly in XML. We use the awesome Sprocket tool to generate the XML. We have not yet updated the mod support, because reteo, the author of Sprocket, is still playing 1.7.10.
Apologies if this has been asked already, but I was wondering if it would be possible to generate a single type of ore in multiple preset types. For example maybe iron ore could generate under the vanilla preset with a reduced size, but also generate in rare, but larger vein presets. I figure this way, there's a slow but steady supply of iron, but at the same time, any small deposit could potentially lead to a big score.
Apologies if this has been asked already, but I was wondering if it would be possible to generate a single type of ore in multiple preset types. For example maybe iron ore could generate under the vanilla preset with a reduced size, but also generate in rare, but larger vein presets. I figure this way, there's a slow but steady supply of iron, but at the same time, any small deposit could potentially lead to a big score.
Yes, but only with manual modification of the configuration. See the Sprocket mod which makes this easy.
Oh man. I'm just starting up a new 1.10 server with the FTB Infinity Lite pack that just came out, so perfect timing!
I'm assuming CoG can be run server-side only, so players don't need to mess with their modpacks.
I don't even know if I still have the XMLs from my old 1.7.10 server around still, would they work with the new version alright? Otherwise I'm gonna have to put some time into re-learning how to make nice veins, it's been a while...
Sprocket is a python program; it's not a mod. In order to use it, you have to launch it from the command line; it does not interact with Minecraft at all.
Speaking of which, Sprocket is available to anyone who wants to use it. If you want to use it to generate 1.10 ores, I'm certainly not going to complain. I'd recommend adding the desired ores to the Sprocket Spreadsheet, however. It would help immensely in giving plausible values for any distribution type you need, as well as help convert Bottom/Top Y values into a base and range.
Sprocket is a python program; it's not a mod. In order to use it, you have to launch it from the command line; it does not interact with Minecraft at all.
Speaking of which, Sprocket is available to anyone who wants to use it. If you want to use it to generate 1.10 ores, I'm certainly not going to complain. I'd recommend adding the desired ores to the Sprocket Spreadsheet, however. It would help immensely in giving plausible values for any distribution type you need, as well as help convert Bottom/Top Y values into a base and range.
Have you seen my PR that updates some of the configs for Sprocket? You could create a 1.7.10 branch and then merge that PR into master. If there's an easy way to run it over the "examples" then I can regen the configs and merge into COG.
I did, and I plan to add those configs eventually. However, the spreadsheet is the key to all the XML files I have; I have a script locally that will scan the spreadsheet, and provide me with a text file with all the ore stanzas, properly formatted. Then, making new XML files is as simple as copying and pasting entire files worth of configurations, rather than just doing it one value at a time. It's why I was able to come up with new configurations so quickly. It's a really ugly hardcoded hack, though, which is why it's not included in the Sprocket Github.
Unfortunately, I have little time at the moment to do the work of adding your changes to the spreadsheet, so that any future changes won't wipe out your hard work.
[edit]Actually, I went ahead and added my "sprocket-csv.py" script to the Github. You simply save the spreadsheet as a semicolon-separated CSV, run the script as:
I've made my own configurations for mod-added metal ores for The Erebus based on their overworld ore generation, so maybe I messed something up in there, but the crash report isn't a conventional COG one and doesn't mention anything in the COG configs. It does also mention something about Chromaticraft though which I also have installed, and I'm also using Fastcraft if that's at all relevant.
I've made my own configurations for mod-added metal ores for The Erebus based on their overworld ore generation, so maybe I messed something up in there, but the crash report isn't a conventional COG one and doesn't mention anything in the COG configs. It does also mention something about Chromaticraft though which I also have installed, and I'm also using Fastcraft if that's at all relevant.
Thanks for any help.
It would help to see the configuration. It's conceivable that generating enormous veins could exhaust memory, but it would take a lot of them. How reproducible is this crash? Does increasing the heap size help?
It would help to see the configuration. It's conceivable that generating enormous veins could exhaust memory, but it would take a lot of them. How reproducible is this crash? Does increasing the heap size help?
Well...after fiddling with a ton of other things, I finally managed to enter the Erebus, and...you can see the attached pic
Here's my configuration and my main config if that helps. I've already made the size multiplier for copper (the ore in the pic) really small; I'm not sure where I'd start with the numbers, or if there's not some simple thing I've missed lol.
The configurations for the mod metals in there were copied over from a configuration that generated them in the overworld so that they'd hopefully generate rather similarly (and I changed the relevant aspects like blocks and value names), so I guess perhaps things haven't quite lined up the same in the Erebus's dimension heh.
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I can't seem to get the 1.10.2 version working. I try creating the CustomOreGen_Config.xml, editing it, and specifying things like:
<Import file='modules/custom/Vanilla.xml'/>
Which is in the custom xml folder, and when I launch the game and try to create a new world, the Ore Gen Options screen is blank, and there is a log error:
CustomOreGen.Config.ParserException: CustomOreGen Config Error at Element <OptionChoice> [line 40]: An Option named 'vanillaOreGen' already exists.
From what I understand, the wiki explicitly states that this is supposed to overwrite default configs. Anybody have an idea of what I'm doing wrong?
EDIT:
Apparently, my error was using Import vs. OptionalImport. Perhaps this could be mentioned in the Config Header, or if not there, then in the wiki.
EDIT #2:
I still can't get it working. If I include <OptionalImport file='modules/custom/Vanilla.xml'/> it crashes. However, all of the other files can successfully be loaded like this.
I can't seem to get the 1.10.2 version working. I try creating the CustomOreGen_Config.xml, editing it, and specifying things like:
<Import file='modules/custom/Vanilla.xml'/>
Which is in the custom xml folder, and when I launch the game and try to create a new world, the Ore Gen Options screen is blank, and there is a log error:
CustomOreGen.Config.ParserException: CustomOreGen Config Error at Element <OptionChoice> [line 40]: An Option named 'vanillaOreGen' already exists.
From what I understand, the wiki explicitly states that this is supposed to overwrite default configs. Anybody have an idea of what I'm doing wrong?
EDIT:
Apparently, my error was using Import vs. OptionalImport. Perhaps this could be mentioned in the Config Header, or if not there, then in the wiki.
No, I don't think that's it. It's not permitted to have duplicate options. If you want to override the default Vanilla.xml, then just remove its import element from CustomOreGen_Config.xml.
No, I don't think that's it. It's not permitted to have duplicate options. If you want to override the default Vanilla.xml, then just remove its import element from CustomOreGen_Config.xml.
So, if I do this, it doesn't load the Vanilla.xml in the custom folder. When I create a new world, no vanilla ores spawn.
EDIT: I ought to mention that if you open the World Gen Options again after already creating a world and returning to the main menu to create another, the game crashes.
A strange request for the 1.10 version, may or might not be possible. Is there a way to make a pool of lava on the surface that looks at least close to the vanilla lava pools?
It's not too hard to make a nested bubble of stone, then lava, that replaces dirt, grass, sand, mycelium, and gravel. The air above it would be unchanged. That would be close enough to the look of the vanilla lava lake. But trying to get that on the surface itself, given that the surface isn't known until the ground actually generates -- is there any way to make this happen?
(Or, you know, if there was a way to detect an existing lava pool, and then have a lava pipe going down from that to an ore deposit ... but that would probably be harder.)
(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?
x-ray mod! you can select which blocks are visible and which aren't. i just set it to only display ore blocks.
pressing 'x' (by default) in game will activate the x-ray and another key (not sure what the default is; refer to your 'controls' menu) will pull up a list of all the blocks in the game in which you can select/deselect which blocks the x-ray affects. pretty handy tool. of course you could use it to find ores in survival but that'd be cheating
There is also debug mode and its wireframes.
Behavior of ore blocks like coal is beyond the scope, but you might check out mods like HarderOres or DenseOres. As for limonite, is that coming from a mod like Gregtech?
You could also check out Father Toast's Block Properties mod if you want to change the behaviour of the vanilla coal blocks.
No, no way. It populates the world.
Doh! I was merging COG and HarderOres into one mod in my mind. Need to keep them separate. Hah, thanks!
Hello!
Just testing your mod here for 1.10.2. I'm coming from using CoFH ore gen and looking through the XML is mind-numbingly complicated seeming :/ But! I'm determined to at least try and learn what I can. Something I noticed right away is it seems like only a few mods show up under Generation Settings in the world creation screen, and of those that do, none of the ore blocks are registered except for Chisel 2. At least this is what I'm assuming as there aren't any settings available for the ores like Copper and Tin for IC2. Is this just because they haven't been updated for 1.10.2 yet? Thanks!
Also, any tips translating what I already know into what I need to know would be greatly appreciated. This is what I'm used to for a config:
Note that even the built-in configs are not written directly in XML. We use the awesome Sprocket tool to generate the XML. We have not yet updated the mod support, because reteo, the author of Sprocket, is still playing 1.7.10.
Apologies if this has been asked already, but I was wondering if it would be possible to generate a single type of ore in multiple preset types. For example maybe iron ore could generate under the vanilla preset with a reduced size, but also generate in rare, but larger vein presets. I figure this way, there's a slow but steady supply of iron, but at the same time, any small deposit could potentially lead to a big score.
Yes, but only with manual modification of the configuration. See the Sprocket mod which makes this easy.
Oh man. I'm just starting up a new 1.10 server with the FTB Infinity Lite pack that just came out, so perfect timing!
I'm assuming CoG can be run server-side only, so players don't need to mess with their modpacks.
I don't even know if I still have the XMLs from my old 1.7.10 server around still, would they work with the new version alright? Otherwise I'm gonna have to put some time into re-learning how to make nice veins, it's been a while...
Sprocket is a python program; it's not a mod. In order to use it, you have to launch it from the command line; it does not interact with Minecraft at all.
Speaking of which, Sprocket is available to anyone who wants to use it. If you want to use it to generate 1.10 ores, I'm certainly not going to complain. I'd recommend adding the desired ores to the Sprocket Spreadsheet, however. It would help immensely in giving plausible values for any distribution type you need, as well as help convert Bottom/Top Y values into a base and range.
Have you seen my PR that updates some of the configs for Sprocket? You could create a 1.7.10 branch and then merge that PR into master. If there's an easy way to run it over the "examples" then I can regen the configs and merge into COG.
I did, and I plan to add those configs eventually. However, the spreadsheet is the key to all the XML files I have; I have a script locally that will scan the spreadsheet, and provide me with a text file with all the ore stanzas, properly formatted. Then, making new XML files is as simple as copying and pasting entire files worth of configurations, rather than just doing it one value at a time. It's why I was able to come up with new configurations so quickly. It's a really ugly hardcoded hack, though, which is why it's not included in the Sprocket Github.
Unfortunately, I have little time at the moment to do the work of adding your changes to the spreadsheet, so that any future changes won't wipe out your hard work.
[edit]Actually, I went ahead and added my "sprocket-csv.py" script to the Github. You simply save the spreadsheet as a semicolon-separated CSV, run the script as:
And then copy and paste the appropriate configurations as needed.[/edit]
I seem to have got an out-of-memory crash upon entering an Erebus portal, about "colliding entity with block", and mentioning Bezier curves and such: https://www.dropbox.com/s/4v0zel9n1hf0lad/crash-2016-11-15_13.30.18-server.txt?dl=0
I've made my own configurations for mod-added metal ores for The Erebus based on their overworld ore generation, so maybe I messed something up in there, but the crash report isn't a conventional COG one and doesn't mention anything in the COG configs. It does also mention something about Chromaticraft though which I also have installed, and I'm also using Fastcraft if that's at all relevant.
Thanks for any help.
It would help to see the configuration. It's conceivable that generating enormous veins could exhaust memory, but it would take a lot of them. How reproducible is this crash? Does increasing the heap size help?
Well...after fiddling with a ton of other things, I finally managed to enter the Erebus, and...you can see the attached pic
Here's my configuration and my main config if that helps. I've already made the size multiplier for copper (the ore in the pic) really small; I'm not sure where I'd start with the numbers, or if there's not some simple thing I've missed lol.
https://www.dropbox.com/s/n4tqujy9gjw9c3m/ErebusOres.xml?dl=0
https://www.dropbox.com/s/0fuamsi65eon0it/CustomOreGen_Config.xml?dl=0
The configurations for the mod metals in there were copied over from a configuration that generated them in the overworld so that they'd hopefully generate rather similarly (and I changed the relevant aspects like blocks and value names), so I guess perhaps things haven't quite lined up the same in the Erebus's dimension heh.
I can't seem to get the 1.10.2 version working. I try creating the CustomOreGen_Config.xml, editing it, and specifying things like:
<Import file='modules/custom/Vanilla.xml'/>
Which is in the custom xml folder, and when I launch the game and try to create a new world, the Ore Gen Options screen is blank, and there is a log error:
CustomOreGen.Config.ParserException: CustomOreGen Config Error at Element <OptionChoice> [line 40]: An Option named 'vanillaOreGen' already exists.
From what I understand, the wiki explicitly states that this is supposed to overwrite default configs. Anybody have an idea of what I'm doing wrong?
EDIT:
Apparently, my error was using Import vs. OptionalImport. Perhaps this could be mentioned in the Config Header, or if not there, then in the wiki.
EDIT #2:
I still can't get it working. If I include <OptionalImport file='modules/custom/Vanilla.xml'/> it crashes. However, all of the other files can successfully be loaded like this.
No, I don't think that's it. It's not permitted to have duplicate options. If you want to override the default Vanilla.xml, then just remove its import element from CustomOreGen_Config.xml.
So, if I do this, it doesn't load the Vanilla.xml in the custom folder. When I create a new world, no vanilla ores spawn.
EDIT: I ought to mention that if you open the World Gen Options again after already creating a world and returning to the main menu to create another, the game crashes.
A strange request for the 1.10 version, may or might not be possible. Is there a way to make a pool of lava on the surface that looks at least close to the vanilla lava pools?
It's not too hard to make a nested bubble of stone, then lava, that replaces dirt, grass, sand, mycelium, and gravel. The air above it would be unchanged. That would be close enough to the look of the vanilla lava lake. But trying to get that on the surface itself, given that the surface isn't known until the ground actually generates -- is there any way to make this happen?
(Or, you know, if there was a way to detect an existing lava pool, and then have a lava pipe going down from that to an ore deposit ... but that would probably be harder.)
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
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(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?