Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Seeing as how it loads the files when you create a new world (and then loads them again when you click the "COG" button and again if you click "defaults")....I am quite skeptical. There is no reason to run the oredict registration later than postInit.
I also tried running NEI alongside IE, but for some reason there's a crash.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Might have another bug. I was trying the container-Sluice and noticed that when I shift-clicked gravel into it, it only registered half the amount that I put in (I think. Not quite sure exactly how it works yet) - when I shift-clicked in 32 gravel, it registered 160 material, 64 resulted in 320, etc. When I dragged the gravel into the top left slot, it worked as expected. Also, if there is both sand and gravel in the sluice, it's all converted into gravel when the sluice is broken. (I haven't tested that one as much as the first, so I'm not sure if there are necessary conditions for that)
If it makes a difference, I'm also using Iguana Tweaks to reduce the max stack size on sand and gravel to 32. That's the only mod change that I can think of that might be causing this.
That's actually the right amount. Each block is worth "5 dirt." It was 10 at one point, but I was looking at the code recently adding a config option, and it's 5.
Sand and gravel are tracked separately and should drop the appropriate number.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
That's actually the right amount. Each block is worth "5 dirt." It was 10 at one point, but I was looking at the code recently adding a config option, and it's 5.
Sand and gravel are tracked separately and should drop the appropriate number.
I should clarify - Shift-clicking 32 gravel in gets 160 material. Dragging 32 gravel into the slot gets 320 material. Both are in an unused, empty sluice.
The conversion on breaking thing was just a side note that I saw once when testing the other bit - I had 63 gravel and one sand in the sluice, and got 64 gravel back when I broke it. Haven't tested it further than that.
I should clarify - Shift-clicking 32 gravel in gets 160 material. Dragging 32 gravel into the slot gets 320 material. Both are in an unused, empty sluice.
Ah. Hm. I'll take a look.
Edit:
Fixed it! The doubling was probably the server running and the client adding on top of it. Fixed all that up and got the GUI showing the right values now. And you were right about it not dropping sand.
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Which is the indicator plants from Harder Ores as a standalone feature micro-mod. This is for people who want that feature, but not the ore replacement Harder Ores enforces.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Whoa. Alright, I'm getting this crash when I try to create a new world with the force-gen enabled on everything except uranium (which I set to Disabled rather than no spawn, to prevent Mystcraft pages from spawning for it). I have no idea where to start looking for the cause, except maybe that the force-gen is overlapping with Metallurgy somehow? Complete random guess, there.
Rock dust and gravel are trying to occupy the same space at the same time. From what it looks like to me. Has nothing to do with COG configs or forced ores.
I have a seed that crashes possibly on this already where it always crashes and never recovers (previously it wouldn't happen on reload). I just haven't gotten around to looking into it more deeply yet.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Will the stand-alone flowers mod work if I'm using custom COFH ore generation?
Yes, but...see above.
COFH adds a bunch of ores I am not aware of, IIRC.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Cofh Core can be used to generate ores in a custom manner much like COG. I wanna say that is what Qohelethian is referring to. So yeah like draco stated it just tracks the ores that have flowers included. Not by what makes the ores generate. I do have a question regarding Melastoma. Will it generate on Netherrack? The only mod I know of that adds thorium would be Reactorcraft and it only generates in the Nether.
The only mod I know of that adds thorium would be Reactorcraft and it only generates in the Nether.
Didn't know that, so no. It won't.
I'll be getting around to having various block support options in the future, but its not currently in.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
(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?
Odd. Because when I run both side by side, COG doesn't see anything and I have to use the Force option.
I'd examine IE's source code, but JD-GUI can't open the main mod file (this happens sometimes).
my guess? it's ore dict'd after cog does its thing.
Seeing as how it loads the files when you create a new world (and then loads them again when you click the "COG" button and again if you click "defaults")....I am quite skeptical. There is no reason to run the oredict registration later than postInit.
I also tried running NEI alongside IE, but for some reason there's a crash.
Might have another bug. I was trying the container-Sluice and noticed that when I shift-clicked gravel into it, it only registered half the amount that I put in (I think. Not quite sure exactly how it works yet) - when I shift-clicked in 32 gravel, it registered 160 material, 64 resulted in 320, etc. When I dragged the gravel into the top left slot, it worked as expected. Also, if there is both sand and gravel in the sluice, it's all converted into gravel when the sluice is broken. (I haven't tested that one as much as the first, so I'm not sure if there are necessary conditions for that)
If it makes a difference, I'm also using Iguana Tweaks to reduce the max stack size on sand and gravel to 32. That's the only mod change that I can think of that might be causing this.
That's actually the right amount. Each block is worth "5 dirt." It was 10 at one point, but I was looking at the code recently adding a config option, and it's 5.
Sand and gravel are tracked separately and should drop the appropriate number.
I should clarify - Shift-clicking 32 gravel in gets 160 material. Dragging 32 gravel into the slot gets 320 material. Both are in an unused, empty sluice.
The conversion on breaking thing was just a side note that I saw once when testing the other bit - I had 63 gravel and one sand in the sluice, and got 64 gravel back when I broke it. Haven't tested it further than that.
Ah. Hm. I'll take a look.
Edit:
Fixed it! The doubling was probably the server running and the client adding on top of it. Fixed all that up and got the GUI showing the right values now. And you were right about it not dropping sand.
Edit wrong post
Just put up the project for Ore Flowers
Which is the indicator plants from Harder Ores as a standalone feature micro-mod. This is for people who want that feature, but not the ore replacement Harder Ores enforces.
Whoa. Alright, I'm getting this crash when I try to create a new world with the force-gen enabled on everything except uranium (which I set to Disabled rather than no spawn, to prevent Mystcraft pages from spawning for it). I have no idea where to start looking for the cause, except maybe that the force-gen is overlapping with Metallurgy somehow? Complete random guess, there.
Crashlog:
http://pastebin.com/mCC0MHwY
Rock dust and gravel are trying to occupy the same space at the same time. From what it looks like to me. Has nothing to do with COG configs or forced ores.
I have a seed that crashes possibly on this already where it always crashes and never recovers (previously it wouldn't happen on reload). I just haven't gotten around to looking into it more deeply yet.
I'm curious about the new Ore Flowers mod: Does it generate the ores with mother-loads (on vanilla ores) as well?
Just to give you a quick not in depth answer. I believe it tracks the ores by the Ore Dictionary. So that would be a yes.
Will the stand-alone flowers mod work if I'm using custom COFH ore generation?
Excellent.. The orb shall be completed.
Half-right. It does do it by OreDict strings, but there are only so many ores it knows about currently.
There's a list on the project page.
Yes, but...see above.
COFH adds a bunch of ores I am not aware of, IIRC.
Cofh Core can be used to generate ores in a custom manner much like COG. I wanna say that is what Qohelethian is referring to. So yeah like draco stated it just tracks the ores that have flowers included. Not by what makes the ores generate. I do have a question regarding Melastoma. Will it generate on Netherrack? The only mod I know of that adds thorium would be Reactorcraft and it only generates in the Nether.
Didn't know that, so no. It won't.
I'll be getting around to having various block support options in the future, but its not currently in.
It does not generate ores at all, as far as I understand.
It only looks for ores in the chunks, and puts flowers on the ground, after something else has generated them.
So, if you had vanilla oregen, you'd have flowers everywhere. ... Might make an interesting decoration mod.
* 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?