Going back to my earlier post, can I make a feature request for cobble, slab, and bricks for the sedimentary stones? I can easily make some textures if needed.
Beta.16 released for 1.10 with IndustrialCraft ore ubification and some minor fixes. The changes in betas 15 and 16 will be transferred to 1.11 shortly if no problems pop up.
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RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
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As a heads up, Ores are currently generating with the wrong OreDictionary Tag. Most ores have a tag of logWood, a few that have two tags will also have plankWood.
I posted an issue on the UBC GitHub page with a bit more detail.
Excuse me if this is the wrong place to ask this, but why couldn't one simply download the 32x32 UB textures from here and use that texture pack for 32x32 textures on minecraft 1.10?
EDIT: Nevermind. Curse throws a 404 when you open the link. Could someone upload them again please?
Hoped, the latest beta17 for 1.10.2 fixed this issue with OBC Ore Registrar mod.
Could you please fix it?
net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from UBC Ore Registrar (ubcores)
Caused by: java.lang.IllegalArgumentException: The name ubcores:igneous_stone_tile.ore has been registered twice, for Block{ubcores:igneous_stone_tile.ore} and Block{null}.
at net.minecraftforge.fml.common.registry.FMLControlledNamespacedRegistry.add(FMLControlledNamespacedRegistry.java:458)
at net.minecraftforge.fml.common.registry.FMLControlledNamespacedRegistry.register(FMLControlledNamespacedRegistry.java:829)
at net.minecraftforge.fml.common.registry.GameData.register_impl(GameData.java:254)
at net.minecraftforge.fml.common.registry.GameRegistry.register(GameRegistry.java:153)
at exterminatorjeff.undergroundbiomes.intermod.OreEntry.doRegister(OreEntry.java:48)
at exterminatorjeff.undergroundbiomes.api.names.Entry.register(Entry.java:60)
at exterminatorjeff.undergroundbiomes.intermod.OresRegistry.createOre(OresRegistry.java:133)
at exterminatorjeff.undergroundbiomes.intermod.OresRegistry.setupOre(OresRegistry.java:155)
at com.mr208.UBCOres.UBCHelper.registerOreBlock(UBCHelper.java:11)
at com.mr208.UBCOres.UBCHelper.registerModOresWithMeta(UBCHelper.java:33)
at com.mr208.UBCOres.Mods.ArsMagica2(Mods.java:50)
at com.mr208.UBCOres.CommonProxy.onPreInit(CommonProxy.java:18)
at com.mr208.UBCOres.ClientProxy.onPreInit(ClientProxy.java:11)
at com.mr208.UBCOres.UBCOres.preInit(UBCOres.java:24)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:616)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:243)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:221)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:145)
at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:624)
at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:259)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:439)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:351)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
1.10.2 version updated with fixes for ore registration and not including the overworld dimension. 1.11.2 version updated for all recent 1.10.2 fixes. See the OP for links.
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Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
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That's a negative, I took out IC2 support because you had put it in UBC itself.
Thermal Expansion, Immersive Engineering, Ars Magica 2, and one or two other mods use "ore" as the part of the registry name for their blocks. UBC's UBification stuff only takes part of the registry name, the resource path/second part, to create it's blocks. That part of the registry name is not unique. It's only unique in combination with the domain path/first part.
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I really want to include this mod in my 1.10 modpack, but last time I tried it, it had major issues with Chisel. It made it so that Diorite and Andesite became part of the stone group, so not only couldn't you access their Chisel variants but I couldn't chisel transformed blocks back into diorite & andesite either.
Also, I'll readily admit I have no idea how much work this would take, but I'd love to see it that BOP Rock Formation's will spawn properly on UBC rock types!
Chisel and UBC both use the same metadatas so they can't work on the same blocks. This isn't changeable until Minecraft completely overhauls the blockstate system - which might actually happen in 1.13, but if so there will be big delays on mod conversions.
Having rock formations use UBC stone requires recoding the biome decorators. I hacked the Highlands decorators for 1.7, but there were only three biomes, and Highlands used a subclass of the standard decorator. BoP uses its own decoration system, so I think any compatibility changes would have to be done on their end. It's not too hard - I have an API for it, and that's how RTG does it.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Chisel and UBC both use the same metadatas so they can't work on the same blocks. This isn't changeable until Minecraft completely overhauls the blockstate system - which might actually happen in 1.13, but if so there will be big delays on mod conversions.
Having rock formations use UBC stone requires recoding the biome decorators. I hacked the Highlands decorators for 1.7, but there were only three biomes, and Highlands used a subclass of the standard decorator. BoP uses its own decoration system, so I think any compatibility changes would have to be done on their end. It's not too hard - I have an API for it, and that's how RTG does it.
Aw man, that's a shame! Is there a particular reason you're using the same metadata? I don't really understand the technical aspects, but I did notice some other rock-adding mods have the same issue. Thank you for the info on BOP compatibility; I think I'll contact the team and see if they're interested in implementing it!
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So I tested UBCOres with the newest version of UBC (18 iirc) and I'm actually getting a brand new crash. The change to use unlocalized names does work for most mods, however there are a few that it does not. Ars Magica happens to be one of them.
The reason for this is when you call getUnlocalizedName it's going to return 'tile.ore' for all iterations of AM2 Ore as it doesn't compensate for the different blockstates that define each unique ore.
That effectively makes AM2 incompatible with UBC unfortunately and I suspect there are some other mods that may have the same issue.
I compiled a version of UBC Locally to do some testing and have a solution that will allow mods like AM2 to work properly, it does not use the blocks unlocalized name however.
That results in the UBC Ore Created having a name based on the blocks resource domain, path, and meta. Which should be unique.
Similarly, I also tested out a fix for UBOre not dropping items properly and it seemed to be a simple fix as well by replacing any references to 'state' with 'baseOreState' when calling methods on baseOre (quantityDropped, getItemDropped, damageDropped, getDrops)
UBC updated to 1.11.2
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Going back to my earlier post, can I make a feature request for cobble, slab, and bricks for the sedimentary stones? I can easily make some textures if needed.
Beta.16 released for 1.10 with IndustrialCraft ore ubification and some minor fixes. The changes in betas 15 and 16 will be transferred to 1.11 shortly if no problems pop up.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Probably yes. I need them in an overlay fashion per metal, not a detailed one for each stone.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
As a heads up, Ores are currently generating with the wrong OreDictionary Tag. Most ores have a tag of logWood, a few that have two tags will also have plankWood.
I posted an issue on the UBC GitHub page with a bit more detail.
Excuse me if this is the wrong place to ask this, but why couldn't one simply download the 32x32 UB textures from here and use that texture pack for 32x32 textures on minecraft 1.10?
EDIT: Nevermind. Curse throws a 404 when you open the link. Could someone upload them again please?
If I seem megalomaniacal, chances are I'm just kidding
Hoped, the latest beta17 for 1.10.2 fixed this issue with OBC Ore Registrar mod.
Could you please fix it?
yes
1.10.2 version updated with fixes for ore registration and not including the overworld dimension. 1.11.2 version updated for all recent 1.10.2 fixes. See the OP for links.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
That looks like a problem on the Ore Registrar's end (which I don't do.) I'm guessing there's a double registration for the IC2 ores.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Ping pong :-(
That's a negative, I took out IC2 support because you had put it in UBC itself.
Thermal Expansion, Immersive Engineering, Ars Magica 2, and one or two other mods use "ore" as the part of the registry name for their blocks. UBC's UBification stuff only takes part of the registry name, the resource path/second part, to create it's blocks. That part of the registry name is not unique. It's only unique in combination with the domain path/first part.
https://github.com/Zeno410/UndergroundBiomesConstructs1.10/issues/4
I really want to include this mod in my 1.10 modpack, but last time I tried it, it had major issues with Chisel. It made it so that Diorite and Andesite became part of the stone group, so not only couldn't you access their Chisel variants but I couldn't chisel transformed blocks back into diorite & andesite either.
Also, I'll readily admit I have no idea how much work this would take, but I'd love to see it that BOP Rock Formation's will spawn properly on UBC rock types!
Chisel and UBC both use the same metadatas so they can't work on the same blocks. This isn't changeable until Minecraft completely overhauls the blockstate system - which might actually happen in 1.13, but if so there will be big delays on mod conversions.
Having rock formations use UBC stone requires recoding the biome decorators. I hacked the Highlands decorators for 1.7, but there were only three biomes, and Highlands used a subclass of the standard decorator. BoP uses its own decoration system, so I think any compatibility changes would have to be done on their end. It's not too hard - I have an API for it, and that's how RTG does it.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Aw man, that's a shame! Is there a particular reason you're using the same metadata? I don't really understand the technical aspects, but I did notice some other rock-adding mods have the same issue. Thank you for the info on BOP compatibility; I think I'll contact the team and see if they're interested in implementing it!
Well, there's only so much metadata per block (and not much), and both mods use all of it.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
So I tested UBCOres with the newest version of UBC (18 iirc) and I'm actually getting a brand new crash. The change to use unlocalized names does work for most mods, however there are a few that it does not. Ars Magica happens to be one of them.
The reason for this is when you call getUnlocalizedName it's going to return 'tile.ore' for all iterations of AM2 Ore as it doesn't compensate for the different blockstates that define each unique ore.
That effectively makes AM2 incompatible with UBC unfortunately and I suspect there are some other mods that may have the same issue.
I compiled a version of UBC Locally to do some testing and have a solution that will allow mods like AM2 to work properly, it does not use the blocks unlocalized name however.
OreEntry.java
That results in the UBC Ore Created having a name based on the blocks resource domain, path, and meta. Which should be unique.
Similarly, I also tested out a fix for UBOre not dropping items properly and it seemed to be a simple fix as well by replacing any references to 'state' with 'baseOreState' when calling methods on baseOre (quantityDropped, getItemDropped, damageDropped, getDrops)
I think rather than try to anticipate all the possible ways ores can get named I'm going to add a registration option where the name can be specified.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
That'd be great
1.10 and 1.11 updated to address the bug with Thermal Foundation ores registered via UBC Ore registry.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.