I do have a balance issue to bring up. Because sedimentary stone is so soft and easy to mine, you can get a lot of iron and coal quickly by branch mining in a sedimentary layer (haven't seen such levels at diamond depths). It makes the start much easier. I know iron really is often found in sedimentary layers, but I still think it (and diamonds) should be restricted to harder rock or sedimentary rock should be made much harder.
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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.
What would you do with all that sedimentary rock though? Any suggestions of what could be built with it? I don't really like sedimentary rock currently because I prefer all the ones that have cobblestone versions.
I just stuff it into chests. I'm pretty used to having vast excesses of stone that I just stuff away in attic chests or whatever, from vanilla. Underground biomes helps a lot with that, because there's so much more to do with the varied stones, but I still find I usually end up with excess anyway. I agree the harder stones have a lot more use but I can still mine the harder stone when I want 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.
What would you do with all that sedimentary rock though? Any suggestions of what could be built with it? I don't really like sedimentary rock currently because I prefer all the ones that have cobblestone versions.
My suggestion would be that Grom or someone else could add 'baked' versions of the sedimentary rock. Maybe these would have a dark border, and then in turn these could be made into bricks.
(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 do have a balance issue to bring up. Because sedimentary stone is so soft and easy to mine, you can get a lot of iron and coal quickly by branch mining in a sedimentary layer (haven't seen such levels at diamond depths). It makes the start much easier. I know iron really is often found in sedimentary layers, but I still think it (and diamonds) should be restricted to harder rock or sedimentary rock should be made much harder.
Considering the fact how easy iron and coal are to get in vanilla Minecraft, that lay around in stacks of blocks uselessly afterwards, I don't think Underground Biomes does much to the balance here.
If I started to rebalance the stuff, I'd have to dig into many aspects and that's out of scope of this simple mod.
It would be really cool if you could look into adding the stone and bricks to the respective forestry bags. I know end users can add the id's manually but if it was "baked in" it would be a nice addition.
Lol, wow The_Order great timing >.< I finished this one today and I come on here and BAM, someone JUST made one too!
Mine is JohnSmith style, just the pic file http://www.mediafire...bv/textures.png
Here's an alpha (0.3) version of my add-on mod which currently adds stairs and walls in all 56 Underground Biomes stone versions. Requires mine craft 1.6.2, Forge, and Universal Biomes.
Nobody had any suggestions on the data system for stairs in my add-on to Universal Biomes. I went ahead and added walls using a tile entity system and the modified the stairs to copy it. It was quite the adventure figuring all the modding hoops to jump, but it seems to be working. As a result I only use 2 blocks.
Recipes
Both recipes differ from the vanilla recipes as the vanilla recipes for plain cobblestone override mine.
Stairs:
Walls:
Screenshots
Mayan-style temple pyramid of Wurtie, God of Winter. Incomplete as a whole but this facade is pretty much done. Chalk stairs going up the pyramid and gabbro stairs decorating the top; blue schist walls used for posts and basalt walls for the decorations on the top of the corner posts. http://imageshack.us/photo/my-images/542/adhe.png/
Missing features due to alpha:
Names are not localized.
Dropped items are not always drawn correctly (should be OK when picked up).
Not in any creative tabs, although items can be crafted.
Not tested in multiplayer but probably won't work.
Next up: localize names, provide multiplayer, and add buttons. I think fixing the dropped item display will require a custom renderer, which would be something else to learn. I'll add to the creative tabs only if I get a bunch of requests (IMO the creative tabs already have too much for easy use.)
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.
This is a really cool mod! The different stone types reminds me a lot of Dwarf Fortress. Really good job!
Are there any plans to make this more compadiable with mystcraft so that symbols for the new stone types show up?
It would be really cool if you could look into adding the stone and bricks to the respective forestry bags. I know end users can add the id's manually but if it was "baked in" it would be a nice addition.
Wow, this looks amazing! I wonder if there's a way to detect if one is using a higher resolution texture pack and apply these textures within the mod, I'd be glad to include them right in.
Here's an alpha (0.3) version of my add-on mod which currently adds stairs and walls in all 56 Underground Biomes stone versions. Requires mine craft 1.6.2, Forge, and Universal Biomes.
Very nice of you to do this! If I may suggest, you could freely fork Underground Biomes on GitHub and make your additions right in there, that would probably be easier and will benefit everyone.
This is a really cool mod! The different stone types reminds me a lot of Dwarf Fortress. Really good job!
Are there any plans to make this more compadiable with mystcraft so that symbols for the new stone types show up?
Thanks, and Mystcraft interaction is in the todo list.
Wow, this looks amazing! I wonder if there's a way to detect if one is using a higher resolution texture pack and apply these textures within the mod, I'd be glad to include them right in.
What some mods do is have many texture resolutions and have a config setting to pick the one in use. As a faithful 32x texture pack user these really fit in and look amazing!
What some mods do is have many texture resolutions and have a config setting to pick the one in use.
I suppose replacing a directory within the mod .zip file isn't really harder than changing a config setting, so I'm looking for an automatic solution if there is one.
These textures are beautiful! They make my buildings look great.
I have one small complaint - the black granite stone and cobblestone textures are so close I'm not sure which is which on my existing buildings. I think the black granite cobblestone should have a dark gray mortar, like the standard UB textures. IMO darker than the standard texture would be good, but not black like it is now.
The black granite stone texture is fantastic - possibly the best of your great textures. Don't change that!
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.
Using the mod from the Unhinged pack (1.5.2 w/ 0.4.2) and am having an issue with turtles. The mod works great, but the turtle.compare() functions do not seem to work properly when comparing to worldgen blocks.
I can get a red granite stone block (have tried both silk touch, cheating in and putting the red granite cobble into a furnace) and get a red granite block. If you put the block into the turtles first inventory spot, and put the turtle on top of a world-gen red granite block and do turtle.compareDown() you will get a return of "false." If I replace the worldgen block with one from the inventory (gotten via silk touch/putting cobble version in a furnace/etc) and try the same function, it returns "true."
So it seems like something is wierd with the worldgen blocks. Stone, dirt and other blocks do not have this issue. This breaks the efficiency of a lot of mining turtle scripts that use the compare function to detect which blocks are 'normal' and should be skipped, to which are 'ore' and should be mined.
Underground Biomes stone blocks use metadata value for discerning worldgen and placed blocks so that only worldgen ones have rare drops.
This is similar to vanilla Minecraft leaves, that have different metadata when placed so they won't disappear.
Is there a function in your turtles that is able to check for different metadata? It is 0-7 for worldgen and 8-15 for placed blocks.
I don't think there is a turtle function like that, it's just a direct compare. However, I can use the /give command to spawn in blocks with the same metadata, which should work fine. One thing, do you have that backwards? When I smelt cobble to make red granite it has the metadata 0. So is it metadata 8 that is placed in the world?
Hello. I love Your mod very much, but I got little problem. I`m using Extra doors! mod and stone and cobblestone doors are non-craftable with new stones. If You can fix that, I`ll be very happy. Thank You.
Is there a way to make all the blocks more RARE? I keep getting into large veins of the Gabbro no matter where I go to the point that its over powering everything else and it doesnt feel natural. D: Any ideas?
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 just stuff it into chests. I'm pretty used to having vast excesses of stone that I just stuff away in attic chests or whatever, from vanilla. Underground biomes helps a lot with that, because there's so much more to do with the varied stones, but I still find I usually end up with excess anyway. I agree the harder stones have a lot more use but I can still mine the harder stone when I want 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.
My suggestion would be that Grom or someone else could add 'baked' versions of the sedimentary rock. Maybe these would have a dark border, and then in turn these could be made into bricks.
* 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?
Considering the fact how easy iron and coal are to get in vanilla Minecraft, that lay around in stacks of blocks uselessly afterwards, I don't think Underground Biomes does much to the balance here.
If I started to rebalance the stuff, I'd have to dig into many aspects and that's out of scope of this simple mod.
http://www.mediafire.com/download/mb56dau5n3t1skk/Underground_Biomes_32x32.zip
Mine is JohnSmith style, just the pic file
http://www.mediafire...bv/textures.png
Wow, that would be spectacular. Best of luck!
http://d-h.st/tfP
Download, unzip, and place in mods folder.
Nobody had any suggestions on the data system for stairs in my add-on to Universal Biomes. I went ahead and added walls using a tile entity system and the modified the stairs to copy it. It was quite the adventure figuring all the modding hoops to jump, but it seems to be working. As a result I only use 2 blocks.
Recipes
Both recipes differ from the vanilla recipes as the vanilla recipes for plain cobblestone override mine.
Stairs:
Walls:
Screenshots
Mayan-style temple pyramid of Wurtie, God of Winter. Incomplete as a whole but this facade is pretty much done. Chalk stairs going up the pyramid and gabbro stairs decorating the top; blue schist walls used for posts and basalt walls for the decorations on the top of the corner posts.
http://imageshack.us/photo/my-images/542/adhe.png/
Missing features due to alpha:
Names are not localized.
Dropped items are not always drawn correctly (should be OK when picked up).
Not in any creative tabs, although items can be crafted.
Not tested in multiplayer but probably won't work.
Next up: localize names, provide multiplayer, and add buttons. I think fixing the dropped item display will require a custom renderer, which would be something else to learn. I'll add to the creative tabs only if I get a bunch of requests (IMO the creative tabs already have too much for easy use.)
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.
Are there any plans to make this more compadiable with mystcraft so that symbols for the new stone types show up?
I'll add this in todo list.
Wow, this looks amazing! I wonder if there's a way to detect if one is using a higher resolution texture pack and apply these textures within the mod, I'd be glad to include them right in.
Very nice of you to do this! If I may suggest, you could freely fork Underground Biomes on GitHub and make your additions right in there, that would probably be easier and will benefit everyone.
Thanks, and Mystcraft interaction is in the todo list.
What some mods do is have many texture resolutions and have a config setting to pick the one in use. As a faithful 32x texture pack user these really fit in and look amazing!
I suppose replacing a directory within the mod .zip file isn't really harder than changing a config setting, so I'm looking for an automatic solution if there is one.
These textures are beautiful! They make my buildings look great.
I have one small complaint - the black granite stone and cobblestone textures are so close I'm not sure which is which on my existing buildings. I think the black granite cobblestone should have a dark gray mortar, like the standard UB textures. IMO darker than the standard texture would be good, but not black like it is now.
The black granite stone texture is fantastic - possibly the best of your great textures. Don't change that!
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 can get a red granite stone block (have tried both silk touch, cheating in and putting the red granite cobble into a furnace) and get a red granite block. If you put the block into the turtles first inventory spot, and put the turtle on top of a world-gen red granite block and do turtle.compareDown() you will get a return of "false." If I replace the worldgen block with one from the inventory (gotten via silk touch/putting cobble version in a furnace/etc) and try the same function, it returns "true."
So it seems like something is wierd with the worldgen blocks. Stone, dirt and other blocks do not have this issue. This breaks the efficiency of a lot of mining turtle scripts that use the compare function to detect which blocks are 'normal' and should be skipped, to which are 'ore' and should be mined.
Does anyone know a fix to this?
This is similar to vanilla Minecraft leaves, that have different metadata when placed so they won't disappear.
Is there a function in your turtles that is able to check for different metadata? It is 0-7 for worldgen and 8-15 for placed blocks.