Any news on this front? I can verify in my world that any tinker's pick can mine UBified ore as though it were effective, but the ore only drops if the harvest level is high enough. The speed at which the ores are destroyed could confuse players into mining valuable ores with ineffective picks, then getting upset when nothing drops.
Hmm ... just realized, I'm on 1208, and never set inchunk to false. ... And it's not crashing or complaining.
Hey, you've got a second copy of the config file in "world specific" -- and I'm on SMP with only one world :-).
(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?
(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 config options to disable buttons and walls don't seem to work; tried both the "official" 1.7.X version and test17, and regenerated the configs before messing with them both times.
The config options to disable buttons and walls don't seem to work; tried both the "official" 1.7.X version and test17, and regenerated the configs before messing with them both times.
The config option in the general config folder only affect new worlds. For existing worlds, you need to change the configs in the worldspecificconfig folder in the world file.
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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.
where can I get the 16x16 textures with the overlays, and i read that you had ones for metallurgy too? the link with the 16x16 pack doesnt have any overlays in it
where can I get the 16x16 textures with the overlays, and i read that you had ones for metallurgy too? the link with the 16x16 pack doesnt have any overlays in it
OP updated with link to new 16x16 pack with overlays.
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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.
UBified ores dont show harvestability info in Wawla, just a heads up
also, even with that patch, picks, both vanilla and Metallurgy can mine any UBified ore as if it were effective, but only drop ore if the pick level is right
UBified ores dont show harvestability info in Wawla, just a heads up
also, even with that patch, picks, both vanilla and Metallurgy can mine any UBified ore as if it were effective, but only drop ore if the pick level is right
Forgive me if this is a bit of a noob-modding question, but...
I'm working on a mod that needs to tell if a block is an ore, and how to do this with the ubified ores in a way that doesn't crash the game if UBC isn't installed is eluding me. The only thing I've found that works is instanceof BlockUBOre, but of course that requires UBC to be installed. Any suggestions on getting around this?
Not nooby; there's a trick. You have to put the call to check for BlockUBOre in a try-catch block to catch the exception:
try {
if (block instanceof BlockUBOre) {
[i]set a flag or whatever you need to do[/i]
}
} catch (java.lang.NoClassDefFoundError e) {
// UBC not installed, do nothing
}
If it something time-critical you probably want to cache the result in an array or a hashmap.
Sometimes - but only sometimes, for reasons I don't understand, even that doesn't work, because java throws a fit trying to load the class. If the above code doesn't work, I can describe the workaround, but it's more complicated.
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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.
I really love this mod, but it's causing some issues with ore generation in mods that only replace vanilla stone(at least, I think that's the issue with Galacticraft, Foresty and a few others). CoFH Core has it's own ore generation, and I'm looking into using that to solve the issue, but I don't know to find out the block IDs for all the different stones added by UBC so they can be whitelisted. Is there a list of them somewhere, or a mod that will reveal a block's ID?
Is this 1.6.4 or 1.7.x? In 1.7.x the block IDs aren't fixed and are different from world to world. The block names are:
UndergroundBiomes:igneousStone
UndergroundBiomes:metamorphicStone
UndergroundBiomes:sedimentaryStone
Generally it means the other mod isn't doing the Forge-proper ore replacement check. It's a very easy fix; they just need to replace "=Block.STONE" with "isReplaceableOreGen(parameters) = true".
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.
Is this 1.6.4 or 1.7.x? In 1.7.x the block IDs aren't fixed and are different from world to world. The block names are:
UndergroundBiomes:igneousStone
UndergroundBiomes:metamorphicStone
UndergroundBiomes:sedimentaryStone
Generally it means the other mod isn't doing the Forge-proper ore replacement check. It's a very easy fix; they just need to replace "=Block.STONE" with "isReplaceableOreGen(parameters) = true".
1.7.x
That's likely the case with Abyssalcraft. Not sure if that's what's happening with Galacticraft, Forestry, and Railcraft--seems unlikely that IC2 coded that correctly and Forestry didn't if they're both being worked on by the same team. Still, I should look into it.
If I use those names in the JSON files I have to create for CoFH OreGen(as shown here), will that work? I'm slightly fuzzy on coding and have only worked with JSON in Just Another Spawner config.
So, not sure if you meant to, but you fixed some of the wawla info for ores, but not all, and some now have incorrect info
and the harvest times are still roughly the same, i can harvest that atlarus and other top end ores with my stone pick axe at a slightly longer than effective speed
maybe its just me misjudging how long it should take? i dont know
If ForceConfigs is off, UB does nothing to the block IDs and just accepts what Forge does. Somebody else had the problem and it wasn't that UB was doing something funky, it was that UB is generally about the last mod to load and so any changes affect it. I have added and removed mods without trouble in 1.7.2 (I just did it again, actually). Can you see that other mods are supposed to have their IDs altered and it's being done correctly?
I am experiencing the same problem as which prompted this response. I have actually attempted to use ForceConfigs to force it to use the same stone ID at all times (I did check to make sure it was enabled in the world specific configs), it however is not working (I'm using 1.7.10 so I don't know if that effects it), the IDs still changes whenever I add, or even update, a mod causing almost all stone to either disappear to radically change into other types (or even slabs, dual slabs, etc). It is possible that it's something involving Mekanism, since the IDs of the Mekanism blocks also change whenever this occurs (however, if UBC isn't in the mod then Mekanism's IDs are unaffected by the addition, removal, or updating of any mods).
Anyway, I don't know that there's much you can do until 1.8 (when we'll finally be past all the Item ID nonsense) but I just thought I should give you a heads up.
Hey there. Setting up my group's server for 1.7.10 and I'm running into an issue that's either caused by Underground Biomes, or its interactions with other mods, as the issue does not persist when Underground Biomes is removed. I /really/ want to use this mod because those rocks are sexy, and Geostrata just wasn't cutting it last time. Here's the crash log from the server. I really hope someone can help me out here, because, again, awesome mod. Even made 32x texture overlays for Metallurgy's ores.
Definitely not UBC per se; it runs fine on Forge 1230 (just tested).
Are you sure that's the right error log? You say it has "Ticking entity in world" but the posted log is a null pointer exception.
The posted error is a strange one to have UBC involved - something has removed the flower generator and the game is crashing trying to place flowers. You can try this patch to see if it fixes the problem.
I'd really appreciate it if you could send me the 32x texture overlays. I'd like to put them in the default resource pack, with credit of course.
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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.
Definitely not UBC per se; it runs fine on Forge 1230 (just tested).
Are you sure that's the right error log? You say it has "Ticking entity in world" but the posted log is a null pointer exception.
The posted error is a strange one to have UBC involved - something has removed the flower generator and the game is crashing trying to place flowers. You can try this patch to see if it fixes the problem.
I'd really appreciate it if you could send me the 32x texture overlays. I'd like to put them in the default resource pack, with credit of course.
That's definitely the error I get. I was saying the same error has presented itself as a null pointer exception AND ticking entity (usually zombie) (Also, looking at my crash logs, also "ticking world"). It's some sort of interaction with Underground Biomes, because removing the mod fixes the issue. I do not want to remove this mod.
It doesn't always crash the server, though, oddly. The same error sometimes just passes an internal server error and kicks me. Over and over.
On the textures... I originally created the textures in 1.4.2 when our server had Metallurgy, and spent a while splitting them up and updating them for 1.6+ a week ago. I'm not sure they're very good, though. If you'd like to look at them, however, here they are. They're done in the style of faithful, trying to mimic the original ores. I'm bad at textures, but at least they're not 16x
If it weren't clear, the patch didn't fix it. Forgot to say that. Whoops.
Quote from WhiskeyTangoFox:
I ran into this same error with the UBC and the BigTrees mod. Solved it by setting in the config file
# Clear the world var in BiomeGenBase for recursive generation
B:clearVarsForRecursiveGeneration=false
Also, you can try setting inchunk generation to false if the first one doesn't fix it.
I read that I already required in-chunk generation to be false thanks to new Forge, so that was already done. Tried setting the clear variables setting to false and it didn't fix it. :/
That's definitely the error I get. I was saying the same error has presented itself as a null pointer exception AND ticking entity (usually zombie) (Also, looking at my crash logs, also "ticking world"). It's some sort of interaction with Underground Biomes, because removing the mod fixes the issue. I do not want to remove this mod.
It doesn't always crash the server, though, oddly. The same error sometimes just passes an internal server error and kicks me. Over and over.
On the textures... I originally created the textures in 1.4.2 when our server had Metallurgy, and spent a while splitting them up and updating them for 1.6+ a week ago. I'm not sure they're very good, though. If you'd like to look at them, however, here they are. They're done in the style of faithful, trying to mimic the original ores. I'm bad at textures, but at least they're not 16x
If it weren't clear, the patch didn't fix it. Forgot to say that. Whoops.
I read that I already required in-chunk generation to be false thanks to new Forge, so that was already done. Tried setting the clear variables setting to false and it didn't fix it. :/
Oops, sorry, didn't see this. Can you email/dropbox me your mods and config folders? This is an interaction problem so I need the whole deal to check it out. There's an email address in my profile.
Working on some CTM enabled textures for UBC (among other things), and I've run into a bit of a snag. The way UBC does the ore overlays on UBIfied ores pretty much prevents mcpatcher from being able to touch the block. I believe I need some way to disable the rendering of the overlay, without turning off ore-ubification, which would then allow me to setup mcpatcher to do my own custom overlay. I'm guessing this is something possible with a config option (maybe on the rendering registry? not sure, still a bit of a noob at this), and I'd have a go at it myself except I still cannot for the life of me get UBC running in my environment.
And a little taste of some of the textures I've got so far. This does require mcpatcher/optifine to get the connected texture effect. The idea is to get an addon for texture packs like conquest or ravands.
PM sent.
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.
Oops, sorry, didn't see this. Can you email/dropbox me your mods and config folders? This is an interaction problem so I need the whole deal to check it out. There's an email address in my profile.
I'm sorry, but I can't seem to find said email address. Are you sure you have that bit set to show?
I guess I'll send you links via PM. Hope that's okay.
Try this patch (both of you)
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.
Hmm ... just realized, I'm on 1208, and never set inchunk to false. ... And it's not crashing or complaining.
Hey, you've got a second copy of the config file in "world specific" -- and I'm on SMP with only one world :-).
* 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 have a few buildings in this village that are normal cobblestone. And a smithy that only has the front half built.
The rest of the buildings are dark, Black Granite Cobblestone.
* 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 config option in the general config folder only affect new worlds. For existing worlds, you need to change the configs in the worldspecificconfig folder in the world file.
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.
OP updated with link to new 16x16 pack with overlays.
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.
also, even with that patch, picks, both vanilla and Metallurgy can mine any UBified ore as if it were effective, but only drop ore if the pick level is right
OK, this patch should fix harvest speed.
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.
Not nooby; there's a trick. You have to put the call to check for BlockUBOre in a try-catch block to catch the exception:
If it something time-critical you probably want to cache the result in an array or a hashmap.
Sometimes - but only sometimes, for reasons I don't understand, even that doesn't work, because java throws a fit trying to load the class. If the above code doesn't work, I can describe the workaround, but it's more complicated.
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.
UndergroundBiomes:igneousStone
UndergroundBiomes:metamorphicStone
UndergroundBiomes:sedimentaryStone
Generally it means the other mod isn't doing the Forge-proper ore replacement check. It's a very easy fix; they just need to replace "=Block.STONE" with "isReplaceableOreGen(parameters) = true".
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.
1.7.x
That's likely the case with Abyssalcraft. Not sure if that's what's happening with Galacticraft, Forestry, and Railcraft--seems unlikely that IC2 coded that correctly and Forestry didn't if they're both being worked on by the same team. Still, I should look into it.
If I use those names in the JSON files I have to create for CoFH OreGen(as shown here), will that work? I'm slightly fuzzy on coding and have only worked with JSON in Just Another Spawner config.
So, not sure if you meant to, but you fixed some of the wawla info for ores, but not all, and some now have incorrect info
and the harvest times are still roughly the same, i can harvest that atlarus and other top end ores with my stone pick axe at a slightly longer than effective speed
maybe its just me misjudging how long it should take? i dont know
I am experiencing the same problem as which prompted this response. I have actually attempted to use ForceConfigs to force it to use the same stone ID at all times (I did check to make sure it was enabled in the world specific configs), it however is not working (I'm using 1.7.10 so I don't know if that effects it), the IDs still changes whenever I add, or even update, a mod causing almost all stone to either disappear to radically change into other types (or even slabs, dual slabs, etc). It is possible that it's something involving Mekanism, since the IDs of the Mekanism blocks also change whenever this occurs (however, if UBC isn't in the mod then Mekanism's IDs are unaffected by the addition, removal, or updating of any mods).
Anyway, I don't know that there's much you can do until 1.8 (when we'll finally be past all the Item ID nonsense) but I just thought I should give you a heads up.
Okay, I can't seem to spoiler this for some reason, so http://pastebin.com/PxQXcudW
It has also had the exact same error with "Ticking entity in world."
Also, sorry if this has been addressed; I found nothing about it in the past handful of pages.
Are you sure that's the right error log? You say it has "Ticking entity in world" but the posted log is a null pointer exception.
The posted error is a strange one to have UBC involved - something has removed the flower generator and the game is crashing trying to place flowers. You can try this patch to see if it fixes the problem.
I'd really appreciate it if you could send me the 32x texture overlays. I'd like to put them in the default resource pack, with credit of course.
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's definitely the error I get. I was saying the same error has presented itself as a null pointer exception AND ticking entity (usually zombie) (Also, looking at my crash logs, also "ticking world"). It's some sort of interaction with Underground Biomes, because removing the mod fixes the issue. I do not want to remove this mod.
It doesn't always crash the server, though, oddly. The same error sometimes just passes an internal server error and kicks me. Over and over.
On the textures... I originally created the textures in 1.4.2 when our server had Metallurgy, and spent a while splitting them up and updating them for 1.6+ a week ago. I'm not sure they're very good, though. If you'd like to look at them, however, here they are. They're done in the style of faithful, trying to mimic the original ores. I'm bad at textures, but at least they're not 16x
If it weren't clear, the patch didn't fix it. Forgot to say that. Whoops.
I read that I already required in-chunk generation to be false thanks to new Forge, so that was already done. Tried setting the clear variables setting to false and it didn't fix it. :/
Oops, sorry, didn't see this. Can you email/dropbox me your mods and config folders? This is an interaction problem so I need the whole deal to check it out. There's an email address in my profile.
PM sent.
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.
I'm sorry, but I can't seem to find said email address. Are you sure you have that bit set to show?
I guess I'll send you links via PM. Hope that's okay.