Hi Guys, first: Nice Mod. Iam a big fan from gregtech and it seems this mod plays nice with it. I never used COG, how i have to config it? When i start a new World, should i disable every other (mod) ore generation? What about gregtech ores? Are they there when i use your mod?
Have i use vein, cloud or clusters?
Sorry for my bad english
Everything should work just fine out of the box, as Geologica will replace most conflicting mod ores.
Have you looked at Resonant Induction? Several of the Universal Electricity/Calclavia core mods are very realistic and have several very realistic ways to process ore already. The developer has expressed interest in making chemical processing an element of ore production too, so available worldgen resources for these components would be excellent.
One thing I haven't seen from a developer is realistic oil refinement. I think natural gas and oil are pretty good additions to Geologica, though buildcraft does already add oil, I suppose CustomOreGen could override that as well.
Have you considered adding aquifers? That is to say, block layers that have aquifer blocks, that when broken, yield normal stone as per usual of that type, however, when 2 aquifer blocks are next to an empty space, they produce water as if they were water tiles, as per the normal water reproduction in minecraft. Players will have to build dikes to keep the water out.
Edit: Additionally, Rock Salt should yield foodSalt (ore dictionary) and break possibly break into chunks like glowstone when broken or yield foodSalt when ground/macerated/pulverized/whatever. That way it can be used for Harvestcraft Recipes and remove the default Harvestcraft salt blocks from the map.
Noogenesis, has there been any progress on converting ores to overlays? Are you basically waiting on textures for that? I've been super busy but I could try to make it a priority if that's the only thing holding things up.
Also, how is Chemica coming along? I'm not sure what you have planned but I heard the developer of MineChem was looking for someone else to hand it off to and the first thing I thought of was Chemica. MineChem would have great synergy if it only worked with PFAA materials. I did hear that Aidan Brady (Mekanism) might take it on though so there's still hope for some compatibility improvements in the future.
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It appears that your blocks do not render properly in dynmap, they just appear black.
Other mod blocks (like EBXL), are rendering fine, so if you aren't too busy it would be nice if you could take a look and possibly fix it.
Also, there's not a whole not of gem ores in Geologica, just the garnet sand and vanilla ores.
It would be nice if you could provide some ores/veins for various gems and such.
EDIT: Oh, and another thing. Could you please try and make COG do your generation in an async manner? At the moment if I explore new areas too quickly the entire server locks up until COG is done.
Have you looked at Resonant Induction? Several of the Universal Electricity/Calclavia core mods are very realistic and have several very realistic ways to process ore already. The developer has expressed interest in making chemical processing an element of ore production too, so available worldgen resources for these components would be excellent.
My plan is to integrate as much as possible with mods like RI and Gregtech. PFAA will just fill in the gaps.
One thing I haven't seen from a developer is realistic oil refinement. I think natural gas and oil are pretty good additions to Geologica, though buildcraft does already add oil, I suppose CustomOreGen could override that as well.
This is an oft-requested feature, and it's something on the TODO list. I like what Buildcraft is planning for oil (distillation towers, etc), so PFAA can piggyback on that.
Have you considered adding aquifers? That is to say, block layers that have aquifer blocks, that when broken, yield normal stone as per usual of that type, however, when 2 aquifer blocks are next to an empty space, they produce water as if they were water tiles, as per the normal water reproduction in minecraft. Players will have to build dikes to keep the water out.
Interesting idea.
Edit: Additionally, Rock Salt should yield foodSalt (ore dictionary) and break possibly break into chunks like glowstone when broken or yield foodSalt when ground/macerated/pulverized/whatever. That way it can be used for Harvestcraft Recipes and remove the default Harvestcraft salt blocks from the map.
Yes, this has been bothering me, as well. I'll move it up in priority.
Noogenesis, has there been any progress on converting ores to overlays? Are you basically waiting on textures for that? I've been super busy but I could try to make it a priority if that's the only thing holding things up.
I've got some ideas on how to render the ores as overlays; let's see how those turn out. But Chemica is the priority right now.
Also, how is Chemica coming along? I'm not sure what you have planned but I heard the developer of MineChem was looking for someone else to hand it off to and the first thing I thought of was Chemica. MineChem would have great synergy if it only worked with PFAA materials. I did hear that Aidan Brady (Mekanism) might take it on though so there's still hope for some compatibility improvements in the future.
The last time I looked at it, MineChem takes a more abstract approach to chemistry than what I am planning with Chemica. Molecules are broken down into their elements, and then those elements are abstractly recombined into different compounds. Chemica is a bit more realistic, in that it is based on specific reactions and step-wise conversions.
The state of Chemica is that I've managed to define the the properties of all of the (interesting) elements and all compounds corresponding to a Geologica mineral. The next step is a computational model that yields "recipes" from those properties. The first step is probably enabling more complex/realistic smelting and integrating with stuff like TE's induction smelter, Tinker's Steelworks, etc. The basic idea will be to model an Ellingham diagram, where there will be an ore and a reductant, a temperature at which the reaction reaches feasibility. That temperature constraint will manifest differently based on the machine, e.g., for a TE induction smelter it translates into the amount of RF required.
Sorry about the lack of replies here. I've been distracted by my "real life" projects but haven't lost any enthusiasm for this. Check out the chemica-experimental branch on github to see the latest stuff.
Also, a 1.7 port will be easy. I just ported CustomOreGen this weekend.
Probably been suggested, but maybe replace the vanilla ores with your own ore blocks? Seems silly that with all the custom worldgen you have, you leave in vanilla ores.
I suggested that three times within the forum texts, involutarily... haha.
Anyways, i agree that PFAA should replace vanilla ores, with ones that have better textures (blending textures).
Yea, PFAA could do that, although it seems like it could be the job of another mod, i.e., a mod that does nothing except alter the rendering of vanilla ore blocks. Or any ore block, based on adjacent stone textures. Not sure about the technical feasibility of that though.
I had something in a mod that would normally just effect stone because it is the base medium of the world and just checked the block to be affected to be equal to Blocks.stone would the better version of that (to work with something like this) be to check if it returns true for isOreGenReplaceable? or however that method is called?
I had something in a mod that would normally just effect stone because it is the base medium of the world and just checked the block to be affected to be equal to Blocks.stone would the better version of that (to work with something like this) be to check if it returns true for isOreGenReplaceable? or however that method is called?
I think isOreGenReplaceable is too general. Better to use the "stone" ore dictionary term.
I installed Geologica today and I can find your stones and ores only in creative tabs. The whole overworld is just vanilla stone, no ores at all. My modlist:
Railcraft, Forestry, IC2exp, GregTech, InvTweaks, CodeChicken-Core, NEI, Voxelmap, Thaumcraft4. Everything (including forge) is up to date.
We weren't just talking about rendering (although similar textures to the rest of PFAA would make it blend in more). We were talking about entirely different blocks altogether, similar to what Greg did with his oregen. He added every ore from vanilla, as well as countless others so he could add his own custom properties to the ore blocks, such as none of them giving item drops, but all giving ore. We were thinking about something like this, just replacing all 7 of the vanilla ores with PFAA ores with the same name, and making none of the ore blocks drop items, making sure you have to process them instead of being able to use redstone or coal as soon as you mine it.
Another, possibly parallel, solution would be to come up with a COG config for Gregtech. Much of the Geologica config could be directly ported to Gregtech ores. However, that would introduce redundancy, so all things considered perhaps it is best for Geologica to override the vanilla ores.
Also, quick question, do you change anything to do with nether quartz generation?
This brings up the dimension issue. I've been thinking of non-overworld dimensions (except for mystcraft dimensions) as outside the scope of Geologica. Gregtech and other mods can do what they want with the nether, and Greg has been able to take advantage of that by generating his alternative ores in the nether and end.
Is this normal that PFAA lags SSP (not FPS wise, but the SSP internal server) a lot when generating chunks ?
If so, are some performance improvements planned ?
One idea would be to disable the <Substitute> distributions in the COG config when the user has already disabled ore generation from other mods (GT disables itself automatically). This would need to be an option though.
and for some reason forestry tin and copper is being created in that world. So, how do I disable forestry tin and copper?
I am using forestry_1.7.2-2.4.1.22.jar and PFAA-1.7.2-0.1.3.jar.
Do these areas also have vanilla stone? I'm guessing that this is the ages old COG deferred generation bug. Somehow some chunks get skipped by generation. If so, enable COG debugging options in the GUI and turn down the deferred generation range slider. Either way, you're probably better off just disabling those ores in the Forestry config.
Also, on default PFAA setting I see no coal being generated in extreme hills mountains. Usually vanilla have some coal visible in the mountains.
This is because PFAA changes the distribution of coal; coal generates in large beds around sea level, and is more common in swamps, IIRC.
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Do you think you could make Geologica/COG play nice with ATG? For example, you spawn Quartz sand at a fixed height of 65, but with ATG deserts could be significantly higher than that and thus wouldn't have any quartz sand at all.
Do you think you could make Geologica/COG play nice with ATG? For example, you spawn Quartz sand at a fixed height of 65, but with ATG deserts could be significantly higher than that and thus wouldn't have any quartz sand at all.
Yea, this has been in the works for a while. COG can in fact get the surface height from ATG, although that is limited to 1.6.4 right now. Now that ATG has been released for 1.7.2, I can update that integration. The hard part would be reworking all of the heights in Geologica to be surface-relative, where appropriate.
I'm unable to get any PFAA blocks to spawn with this modlist:
Is there some other tweak I need to make? I've tried disabling all terrain gen from Vanilla, IC2, RC, and Forestry, but I get no success.
I'm unable to get any PFAA blocks to spawn with this modlist: Is there some other tweak I need to make? I've tried disabling all terrain gen from Vanilla, IC2, RC, and Forestry, but I get no success.
Probably just the issue of needing to open the COG config window prior to creating the world. Will release a fix tomorrow.
Probably just the issue of needing to open the COG config window prior to creating the world. Will release a fix tomorrow.
When you say COG config window, you mean the one where I can click debug, tab through the different mods' ores, and change the vein type? I paged through that every time I tried to generate a world.
When you say COG config window, you mean the one where I can click debug, tab through the different mods' ores, and change the vein type? I paged through that every time I tried to generate a world.
Please try with the new releases of PFAA and COG. If you're still having a problem, then we'll need to start systematically whittling down your mod list until we find the incompatibility.
Everything should work just fine out of the box, as Geologica will replace most conflicting mod ores.
One thing I haven't seen from a developer is realistic oil refinement. I think natural gas and oil are pretty good additions to Geologica, though buildcraft does already add oil, I suppose CustomOreGen could override that as well.
Have you considered adding aquifers? That is to say, block layers that have aquifer blocks, that when broken, yield normal stone as per usual of that type, however, when 2 aquifer blocks are next to an empty space, they produce water as if they were water tiles, as per the normal water reproduction in minecraft. Players will have to build dikes to keep the water out.
Edit: Additionally, Rock Salt should yield foodSalt (ore dictionary) and break possibly break into chunks like glowstone when broken or yield foodSalt when ground/macerated/pulverized/whatever. That way it can be used for Harvestcraft Recipes and remove the default Harvestcraft salt blocks from the map.
Also, how is Chemica coming along? I'm not sure what you have planned but I heard the developer of MineChem was looking for someone else to hand it off to and the first thing I thought of was Chemica. MineChem would have great synergy if it only worked with PFAA materials. I did hear that Aidan Brady (Mekanism) might take it on though so there's still hope for some compatibility improvements in the future.
Other mod blocks (like EBXL), are rendering fine, so if you aren't too busy it would be nice if you could take a look and possibly fix it.
Also, there's not a whole not of gem ores in Geologica, just the garnet sand and vanilla ores.
It would be nice if you could provide some ores/veins for various gems and such.
EDIT: Oh, and another thing. Could you please try and make COG do your generation in an async manner? At the moment if I explore new areas too quickly the entire server locks up until COG is done.
My plan is to integrate as much as possible with mods like RI and Gregtech. PFAA will just fill in the gaps.
This is an oft-requested feature, and it's something on the TODO list. I like what Buildcraft is planning for oil (distillation towers, etc), so PFAA can piggyback on that.
Interesting idea.
Yes, this has been bothering me, as well. I'll move it up in priority.
I've got some ideas on how to render the ores as overlays; let's see how those turn out. But Chemica is the priority right now.
The last time I looked at it, MineChem takes a more abstract approach to chemistry than what I am planning with Chemica. Molecules are broken down into their elements, and then those elements are abstractly recombined into different compounds. Chemica is a bit more realistic, in that it is based on specific reactions and step-wise conversions.
The state of Chemica is that I've managed to define the the properties of all of the (interesting) elements and all compounds corresponding to a Geologica mineral. The next step is a computational model that yields "recipes" from those properties. The first step is probably enabling more complex/realistic smelting and integrating with stuff like TE's induction smelter, Tinker's Steelworks, etc. The basic idea will be to model an Ellingham diagram, where there will be an ore and a reductant, a temperature at which the reaction reaches feasibility. That temperature constraint will manifest differently based on the machine, e.g., for a TE induction smelter it translates into the amount of RF required.
Sorry about the lack of replies here. I've been distracted by my "real life" projects but haven't lost any enthusiasm for this. Check out the chemica-experimental branch on github to see the latest stuff.
Also, a 1.7 port will be easy. I just ported CustomOreGen this weekend.
Anyways, i agree that PFAA should replace vanilla ores, with ones that have better textures (blending textures).
Please update to 0.1.3; I think I've fixed that.
I think isOreGenReplaceable is too general. Better to use the "stone" ore dictionary term.
Railcraft, Forestry, IC2exp, GregTech, InvTweaks, CodeChicken-Core, NEI, Voxelmap, Thaumcraft4. Everything (including forge) is up to date.
Another, possibly parallel, solution would be to come up with a COG config for Gregtech. Much of the Geologica config could be directly ported to Gregtech ores. However, that would introduce redundancy, so all things considered perhaps it is best for Geologica to override the vanilla ores.
This brings up the dimension issue. I've been thinking of non-overworld dimensions (except for mystcraft dimensions) as outside the scope of Geologica. Gregtech and other mods can do what they want with the nether, and Greg has been able to take advantage of that by generating his alternative ores in the nether and end.
One idea would be to disable the <Substitute> distributions in the COG config when the user has already disabled ore generation from other mods (GT disables itself automatically). This would need to be an option though.
Do these areas also have vanilla stone? I'm guessing that this is the ages old COG deferred generation bug. Somehow some chunks get skipped by generation. If so, enable COG debugging options in the GUI and turn down the deferred generation range slider. Either way, you're probably better off just disabling those ores in the Forestry config.
This is because PFAA changes the distribution of coal; coal generates in large beds around sea level, and is more common in swamps, IIRC.
Yea, this has been in the works for a while. COG can in fact get the surface height from ATG, although that is limited to 1.6.4 right now. Now that ATG has been released for 1.7.2, I can update that integration. The hard part would be reworking all of the heights in Geologica to be surface-relative, where appropriate.
Is there some other tweak I need to make? I've tried disabling all terrain gen from Vanilla, IC2, RC, and Forestry, but I get no success.
This is a bug in the COG configs and will be fixed with tomorrow's release.
Probably just the issue of needing to open the COG config window prior to creating the world. Will release a fix tomorrow.
These were problems with the mod configs in CustomOreGen. Should be resolved with version 1.1.5.
Please try with the new releases of PFAA and COG. If you're still having a problem, then we'll need to start systematically whittling down your mod list until we find the incompatibility.