In the case of this mod, "hopelessly without iron" is kinda the point for the early-game.
But once you have the tech level to acquire iron, should it be really hard/time consuming to find? Or should it be a case of "walk along the shore", or "swim in the swamps". Jungles ... I was surprised, but I stole that directly from Geologica. I figure he knows what he was talking about when he put limonite in there.
Does this mean that animals can starve in an unloaded chunk? Wow, if so, we've got definite proof of Schrodinger's Cat.
Naah, more like, animals in loaded but distant chunks won't move (something like r=30 blocks away), and so stay on the same blocks. Depending on how fast they eat (it's configurable), how many there are, and how rare grass is (COG can replace grass with dirt at a customizable rate, just saying ... :-), you can starve animals if you really want to.
(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?
But once you have the tech level to acquire iron, should it be really hard/time consuming to find? Or should it be a case of "walk along the shore", or "swim in the swamps". Jungles ... I was surprised, but I stole that directly from Geologica. I figure he knows what he was talking about when he put limonite in there.
Thanks to Draco's creation of an independent ore flowers mini-mod, the ores are not that hard to find. As soon as I finish testing this, Harder Wilderness, and a couple other mods, we'll be seeing at least ore flowers added to the pack (it works perfectly).
UPDATE: Ore Flowers, Repose, and Harder Wildlife was just added to the recipe. The configuration zip has been updated to remove Hunger Overhaul's crop growth effects in favor of Harder Wildlife's.
Hmmm... further playtesting indicates that the ore flowers mod still needs some work. Some flowers will not show, but the flowers for copper (hauman), iron (poorjoe), redstone (fire lily), gold (horsetail), Nickel (shrub violet), diamonds (vallozia), and uranium/pitchblende(evening primrose) are working well enough. We're working on the rest (aluminum, tin, lead, cadmium and fluorite).
Yeah, I did some work recently on the oregen, and now, redstone's vertical veins spawn in clusters.
As for geostrata, yes, that can affect oregen, simply because COG only replaces minecraft:stone with the desired ores; geostrata adds a large amount of alternate stone, and so can get in the way of the oregen working as intended. I tried creating a configuration for Geostrata once, but since it generates ore blocks based on installed mods, there's no way to make an oregen that can predict which metas the mod will give the ore blocks associated with the custom stone blocks.
As such, Geostrata is pretty much a no-go for now.
There's been a heavy update to the configuration zipfile, as well as the MineTweaker script; if you're using the modpack, you might want to download the updated configs and script.
All oregens native to the mods have been disabled to reduce the amount of work Custom Ore Generation has to do, which should improve performance somewhat.
Loot tables have been modified to prevent a world-spawned chest from bypassing the game's progression.
The SnowSong resource pack has been added as a recommendation; this has much better sounds in many cases, and the music is a refreshing change from the Minecraft standard. Note, however, it does not change any textures, so you should be able to use this, rhapsodia, and msi_conversion resource packs together with whatever texture pack you wish. To get the best sounds (in my opinion), put rhapsodia on top, followed by SnowSong, followed by msi_conversion. This is just in relation to each other; any other non-sound resource packs can be placed however you like.
(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 thought COG had been updated a while ago to replace oredict equivalent to "stone", rather than only "minecraft:stone".
You misunderstand.
GeoStrata detects all ores in the game. At runtime. Then, for each ore, it creates an ore block for each type of stone, replacing the usual gray skin with the stone's skin... so if you have tinker's construct copper, for example, Geostrata will, on the spot, generate an ore block for copper that's wrapped in gneiss, hornfel, onyx, opal, etc. To make things trickier, all the ores are in the same ID, but each with a meta value assigned at runtime (meaning that the meta numbers change if you add or remove a mod). In essence, the values are in flux, so there's no way to set up a configuration since there's no way to predict what a specific meta number would be, and there is no other way of differentiating between blocks. To top it off, even the number of metas used will change from modpack to modpack.
Another problem comes when attempting to set up veins that intersect the geostrata stone. In this case, I would either have to not generate ores in that area, which would break up the vein, or replace geostrata stone with vanilla-wrapped stone, which... would really REALLY bug me.
I like Geostrata since it adds some nice "spice" into the whole stone-thing. It's not such a big thing, tho, since Geostrata doesn't really add anything vital to the game (any more at least, since Crystals got moved to ChromaticCraft).
It also has a problem with Chisel; since all the stone/cobblestone are oredicted as stone/cobblestone, Chisel will allow you to take a relatively weak stone (say, sandstone), and convert it to something more useful as blast protection (granite). That seems a little on the cheaty side, to me.
Repose is, IMHO, unusable in its current iteration. It has a horrible performance impact and animals are suffocation in the pseudo-slopes.
I didn't notice any performance hits, to be honest, but I did notice the dying of animals on the slopes. I might need to submit a bug report on this one, because it is very useful in keeping hunger from being an overwhelming thing, while still providing challenges one might not otherwise face.
EDIT: OH! Looks like you already beat me to the punch. I'll definitely keep an eye on this.
EDIT 2: Further review seems to show that only the Monitor Lizards and marine creatures take damage from the slopes. Cows, sheep, pigs, all upright mobs, and even spiders and chickens (which are 1 block tall) seem to have no trouble navigating the mod.
EDIT 3: Ahh, the problem is happening, just not in the dirt; animals accessing slopes in the sand seem to take damage. Checking to see if the same applies to gravel...
EDIT 4: Nope, after restarting, it's just not happening anymore. I'm not sure what needs to be done to replicate the issue with any animal/creature other than the Harder Wildlife lizards.
No worries, feedback is good. I can make some adjustments to improve ore spawning. The updated configuration will be along shortly.
One question, though, what biomes did you check for these ores in? Keep in mind that redstone prefers (is more frequent in) deserts, lapis prefers oceans, fluorite prefers mountains, and magnetite spawns above y=60, so it will far more often above sea level.
I didn't notice any performance hits, to be honest, but I did notice the dying of animals on the slopes. I might need to submit a bug report on this one, because it is very useful in keeping hunger from being an overwhelming thing, while still providing challenges one might not otherwise face.
EDIT 2: Further review seems to show that only the Monitor Lizards and marine creatures take damage from the slopes. Cows, sheep, pigs, all upright mobs, and even spiders and chickens (which are 1 block tall) seem to have no trouble navigating the mod.
EDIT 4: Nope, after restarting, it's just not happening anymore. I'm not sure what needs to be done to replicate the issue with any animal/creature other than the Harder Wildlife lizards.
I don't think I can fix that. 1-tall mobs of all sorts would have that problem, like cave spiders. Minecraft kind of makes some assumptions about where the "head" is and so if the mob is partially inside a block (which Repose does) it'll suffocate. I've had cows mash themselves up against a wall (2+ blocks high) and end up suffocating.
Rollback Post to RevisionRollBack
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.
I don't think I can fix that. 1-tall mobs of all sorts would have that problem, like cave spiders. Minecraft kind of makes some assumptions about where the "head" is and so if the mob is partially inside a block (which Repose does) it'll suffocate. I've had cows mash themselves up against a wall (2+ blocks high) and end up suffocating.
Actually, I don't think you needed to; the lizards were just one example of the problem. I also noticed a lot of ink sacs and shells (from the fossils & archaeology mod) in the water, so it's nothing to do with your mods; I just used that as an example, because I was having a brain fart in regards to the lizard's name, and that was the only creature I was noticing consistently taking damage from the slopes.
No worries. I just had to go to extreme measures to make sure they didn't drown because of their head-height.
Rollback Post to RevisionRollBack
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.
I've just moved the configurations and script to GitHub; you should be able to access and edit them accordingly. The oregen was actually edited in the Sprocket INI format (found in config/CustomOreGen/modules/modpack/INI), and then generated into an XML file for use.
I'm going to be busy for the next few days, and won't have much time to make changes. Feel free to experiment, and let me know once you've found the right balance, and I'll try to get it merged into the main line.
I finally figured out why redstone was so rare. Apparently, the vertical veins distribution starts at the "motherlode" level, and works down. Since I had redstone at level 8, with a range of 4, that meant there was little room for movement.
I corrected the offending configuration, and now redstone is as it should be!
Yeah, COG makes redstone go down. That was one of the tweaks I made for RR: the motherload is at the bottom and the vein goes up.
Rollback Post to RevisionRollBack
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.
Well, it's fixed now. The redstone ore still goes down, but I've removed the configuration locking it to y<12. I also updated Lapis, but in Lapis's case, I changed the direction of the vertical vein; it goes up now.
I also fixed some derps in the Project:Red ores (pipe veins are for gems, not metals). The oregen should now be much saner.
The first reason is that it was found that the stair-step mechanics produces an invisible, intangible block next to the edge of a "granular" block. This wouldn't be so bad, except that the block still applies for solid-suffocation mechanics. This not only applies to land creatures, but also water creatures like squids.
The second reason is a little more worrying. With Repose installed, tree trunks will turn to rotting wood, which repose will then treat as "granular," due to the block-falling mechanic. This seems natural, except that the wood will not further decompose. As time goes on, the wood does not become compost, which does not become grass, so the end result is that what was a jungle will become a landscape of rotting wood (and that's no hyperbole).
I'm doing some testing with different options to see if there's a way to keep the slope mechanics without the above mentioned problems.
UPDATE: After testing with all the extra options turned off, the same thing happened; dead animals and non-decomposing rotten wood. Until these two issues are resolved, there will be no Repose for this modpack.
But once you have the tech level to acquire iron, should it be really hard/time consuming to find? Or should it be a case of "walk along the shore", or "swim in the swamps". Jungles ... I was surprised, but I stole that directly from Geologica. I figure he knows what he was talking about when he put limonite in there.
Naah, more like, animals in loaded but distant chunks won't move (something like r=30 blocks away), and so stay on the same blocks. Depending on how fast they eat (it's configurable), how many there are, and how rare grass is (COG can replace grass with dirt at a customizable rate, just saying ... :-), you can starve animals if you really want to.
* 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?
Thanks to Draco's creation of an independent ore flowers mini-mod, the ores are not that hard to find. As soon as I finish testing this, Harder Wilderness, and a couple other mods, we'll be seeing at least ore flowers added to the pack (it works perfectly).
UPDATE: Ore Flowers, Repose, and Harder Wildlife was just added to the recipe. The configuration zip has been updated to remove Hunger Overhaul's crop growth effects in favor of Harder Wildlife's.
Hunger Overhaul changes seed mechanics; you need to use a hoe on unwatered ground to collect vanilla seeds, as well as canola.
Hmmm... further playtesting indicates that the ore flowers mod still needs some work. Some flowers will not show, but the flowers for copper (hauman), iron (poorjoe), redstone (fire lily), gold (horsetail), Nickel (shrub violet), diamonds (vallozia), and uranium/pitchblende(evening primrose) are working well enough. We're working on the rest (aluminum, tin, lead, cadmium and fluorite).
Yeah, I did some work recently on the oregen, and now, redstone's vertical veins spawn in clusters.
As for geostrata, yes, that can affect oregen, simply because COG only replaces minecraft:stone with the desired ores; geostrata adds a large amount of alternate stone, and so can get in the way of the oregen working as intended. I tried creating a configuration for Geostrata once, but since it generates ore blocks based on installed mods, there's no way to make an oregen that can predict which metas the mod will give the ore blocks associated with the custom stone blocks.
As such, Geostrata is pretty much a no-go for now.
There's been a heavy update to the configuration zipfile, as well as the MineTweaker script; if you're using the modpack, you might want to download the updated configs and script.
As usual, enjoy!
I thought COG had been updated a while ago to replace oredict equivalent to "stone", rather than only "minecraft:stone".
* 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?
You misunderstand.
GeoStrata detects all ores in the game. At runtime. Then, for each ore, it creates an ore block for each type of stone, replacing the usual gray skin with the stone's skin... so if you have tinker's construct copper, for example, Geostrata will, on the spot, generate an ore block for copper that's wrapped in gneiss, hornfel, onyx, opal, etc. To make things trickier, all the ores are in the same ID, but each with a meta value assigned at runtime (meaning that the meta numbers change if you add or remove a mod). In essence, the values are in flux, so there's no way to set up a configuration since there's no way to predict what a specific meta number would be, and there is no other way of differentiating between blocks. To top it off, even the number of metas used will change from modpack to modpack.
Another problem comes when attempting to set up veins that intersect the geostrata stone. In this case, I would either have to not generate ores in that area, which would break up the vein, or replace geostrata stone with vanilla-wrapped stone, which... would really REALLY bug me.
It also has a problem with Chisel; since all the stone/cobblestone are oredicted as stone/cobblestone, Chisel will allow you to take a relatively weak stone (say, sandstone), and convert it to something more useful as blast protection (granite). That seems a little on the cheaty side, to me.
I didn't notice any performance hits, to be honest, but I did notice the dying of animals on the slopes. I might need to submit a bug report on this one, because it is very useful in keeping hunger from being an overwhelming thing, while still providing challenges one might not otherwise face.
EDIT: OH! Looks like you already beat me to the punch. I'll definitely keep an eye on this.
EDIT 2: Further review seems to show that only the Monitor Lizards and marine creatures take damage from the slopes. Cows, sheep, pigs, all upright mobs, and even spiders and chickens (which are 1 block tall) seem to have no trouble navigating the mod.
EDIT 3: Ahh, the problem is happening, just not in the dirt; animals accessing slopes in the sand seem to take damage. Checking to see if the same applies to gravel...
EDIT 4: Nope, after restarting, it's just not happening anymore. I'm not sure what needs to be done to replicate the issue with any animal/creature other than the Harder Wildlife lizards.
No worries, feedback is good. I can make some adjustments to improve ore spawning. The updated configuration will be along shortly.
One question, though, what biomes did you check for these ores in? Keep in mind that redstone prefers (is more frequent in) deserts, lapis prefers oceans, fluorite prefers mountains, and magnetite spawns above y=60, so it will far more often above sea level.
I don't think I can fix that. 1-tall mobs of all sorts would have that problem, like cave spiders. Minecraft kind of makes some assumptions about where the "head" is and so if the mob is partially inside a block (which Repose does) it'll suffocate. I've had cows mash themselves up against a wall (2+ blocks high) and end up suffocating.
Actually, I don't think you needed to; the lizards were just one example of the problem. I also noticed a lot of ink sacs and shells (from the fossils & archaeology mod) in the water, so it's nothing to do with your mods; I just used that as an example, because I was having a brain fart in regards to the lizard's name, and that was the only creature I was noticing consistently taking damage from the slopes.
No worries. I just had to go to extreme measures to make sure they didn't drown because of their head-height.
Okay, the oregen has been updated. Try it out and let me know how it turns out.
Here's some key information about the overworld ores, for the sake of clarification. The preferences are where the ore is most frequently found.
I've just moved the configurations and script to GitHub; you should be able to access and edit them accordingly. The oregen was actually edited in the Sprocket INI format (found in config/CustomOreGen/modules/modpack/INI), and then generated into an XML file for use.
I'm going to be busy for the next few days, and won't have much time to make changes. Feel free to experiment, and let me know once you've found the right balance, and I'll try to get it merged into the main line.
I finally figured out why redstone was so rare. Apparently, the vertical veins distribution starts at the "motherlode" level, and works down. Since I had redstone at level 8, with a range of 4, that meant there was little room for movement.
I corrected the offending configuration, and now redstone is as it should be!
Yeah, COG makes redstone go down. That was one of the tweaks I made for RR: the motherload is at the bottom and the vein goes up.
Well, it's fixed now. The redstone ore still goes down, but I've removed the configuration locking it to y<12. I also updated Lapis, but in Lapis's case, I changed the direction of the vertical vein; it goes up now.
I also fixed some derps in the Project:Red ores (pipe veins are for gems, not metals). The oregen should now be much saner.
Removed Repose from the list of mods.
The first reason is that it was found that the stair-step mechanics produces an invisible, intangible block next to the edge of a "granular" block. This wouldn't be so bad, except that the block still applies for solid-suffocation mechanics. This not only applies to land creatures, but also water creatures like squids.
The second reason is a little more worrying. With Repose installed, tree trunks will turn to rotting wood, which repose will then treat as "granular," due to the block-falling mechanic. This seems natural, except that the wood will not further decompose. As time goes on, the wood does not become compost, which does not become grass, so the end result is that what was a jungle will become a landscape of rotting wood (and that's no hyperbole).
I'm doing some testing with different options to see if there's a way to keep the slope mechanics without the above mentioned problems.
UPDATE: After testing with all the extra options turned off, the same thing happened; dead animals and non-decomposing rotten wood. Until these two issues are resolved, there will be no Repose for this modpack.