Is UndergroundBiomesConstruct the 1.7.2 version of UndergroundBiomes?
Yes. GromPE controls the earlier UB thread, but he has not been involved for months. Even if he gets involved again there will never be an alternate 1.7.2 version now that 1.7.10 is coming out. I'm continuing to use "Underground Biomes Constructs" only because I can't alter to the original post on the "Underground Biomes" thread.
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.
I have an idea. How about making UB cobblestone craftable, either though dyes or a "UB-epoxy".
I agree it would be nice to have a way to make UB stones from vanilla, or even swap types with other UB stones. I can't think of a logical or even remotely believable way of doing so though. Even though stone is the single most common thing in minecraft, I find myself hoarding away all of my UB stones to save for decoration, and trying to only use the small amount of Vanilla stone that happens to sneak by in world gen for all of my crafting needs.
Yes. GromPE controls the earlier UB thread, but he has not been involved for months. Even if he gets involved again there will never be an alternate 1.7.2 version now that 1.7.10 is coming out. I'm continuing to use "Underground Biomes Constructs" only because I can't alter to the original post on the "Underground Biomes" thread.
Hey man if i swap to this from Underground Biomes mod will i have big holes and stuff missing or will it be a clean swap?I am using 1.6.4 0.4.2c version. Is there a advantage to using this one have you seen ?
I agree it would be nice to have a way to make UB stones from vanilla, or even swap types with other UB stones. I can't think of a logical or even remotely believable way of doing so though. Even though stone is the single most common thing in minecraft, I find myself hoarding away all of my UB stones to save for decoration, and trying to only use the small amount of Vanilla stone that happens to sneak by in world gen for all of my crafting needs.
We could use dyes on cobblestone. Say we wanted to craft green schist. We would craft it like so:
Shapeless:
We could use dyes on cobblestone. Say we wanted to craft green schist. We would craft it like so:
Shapeless:
= Cobblestone
= C. Green Dye
Edit: I'm an Iron miner now.
Underground Biomes was made to be based on, as much as reasonable, the geologically real rocks it contains. So I'd want an interconversions to be at least loosely based on what the rocks are. So I'd want to do something on the line of (heat)+(pressure)+(something rock-specific)+(several pieces of cobble) = (several UB stones). (heat) would probably be a piece of coal. (pressure) - I dunno, maybe redstone. I'm not enough of a geologist to figure out the rock-specific items.
Might be (heat)+(heat) = igneous, (heat)+(pressure) = metamorphic and (pressure)+(pressure) = sedimentary.
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.
Perhaps adding in a machine made by crafting together a furnace and some pistons would solve the heat and pressure part of the equation? Then just adjust the said pressure/heat and amount of cobble in a GUI to create the various types of stone? Maybe fuel it with coal, or stick it over a lava source block since its likely that huge amounts of stone may be desired. Nothing too complicated or anything, but a simple little machine would be a nifty and more fun way of making the various stones than just throwing some stuff into a crafting grid. I don't think there is a super believable way of making all of the stones, but a furnace/piston/crafting machine fits vanilla minecraft logic to me. I don't know, just throwing out ideas.
java.lang.NullPointerException
at exterminatorJeff.undergroundBiomes.common.block.BlockUBOre.func_149645_b(BlockUBOre.java:49) ~[BlockUBOre.class:?]
at rblocks.core.RotationLogic.blockIsEnabled(RotationLogic.java:54) ~[RotationLogic.class:?]
at rblocks.core.RotationLogic.isSupported(RotationLogic.java:37) ~[RotationLogic.class:?]
at rblocks.core.RotationLogic.getEnableTile(RotationLogic.java:116) ~[RotationLogic.class:?]
at net.minecraft.block.Block.hasTileEntity(Block.java:43) ~[ahu.class:?]
at net.minecraft.world.chunk.Chunk.func_150806_e(Chunk.java:918) ~[aoj.class:?]
at net.minecraft.world.World.func_147438_o(World.java:3071) ~[afn.class:?]
at lycanite.lycanitesmobs.api.entity.EntityCreatureBase.isSpawnerNearby(EntityCreatureBase.java:581) ~[EntityCreatureBase.class:?]
at lycanite.lycanitesmobs.api.entity.EntityCreatureBase.spawnCheck(EntityCreatureBase.java:387) ~[EntityCreatureBase.class:?]
at lycanite.lycanitesmobs.api.entity.EntityCreatureBase.func_70601_bi(EntityCreatureBase.java:367) ~[EntityCreatureBase.class:?]
at jas.common.spawner.creature.handler.LivingHandler.isValidLocation(LivingHandler.java:246) ~[LivingHandler.class:?]
at jas.common.spawner.creature.handler.LivingHandler.isValidLiving(LivingHandler.java:251) ~[LivingHandler.class:?]
at jas.common.spawner.creature.handler.LivingHandler.getCanSpawnHere(LivingHandler.java:138) ~[LivingHandler.class:?]
at jas.common.spawner.CustomSpawner.spawnCreaturesInChunks(CustomSpawner.java:300) ~[CustomSpawner.class:?]
at jas.common.spawner.SpawnerTicker.tickStart(SpawnerTicker.java:53) ~[SpawnerTicker.class:?]
at cpw.mods.fml.common.eventhandler.ASMEventHandler_497_SpawnerTicker_tickStart_WorldTickEvent.invoke(.dynamic) ~[?:?]
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:51) ~[ASMEventHandler.class:git-Cauldron-MCPC-Plus-1.7.2-1.1147.04.84]
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:122) ~[EventBus.class:git-Cauldron-MCPC-Plus-1.7.2-1.1147.04.84]
at cpw.mods.fml.common.FMLCommonHandler.onPostWorldTick(FMLCommonHandler.java:255) ~[FMLCommonHandler.class:git-Cauldron-MCPC-Plus-1.7.2-1.1147.04.84]
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:936) ~[MinecraftServer.class:?]
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:432) ~[lj.class:?]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:783) ~[MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:646) [MinecraftServer.class:?]
at java.lang.Thread.run(Unknown Source) [?:1.7.0_60]
---- Minecraft Crash Report ----
// I blame Dinnerbone.
Time: 7/3/14 11:43 PM
Description: Ticking entity
java.lang.NullPointerException: Ticking entity
at exterminatorJeff.undergroundBiomes.common.block.BlockUBOre.func_149645_b(BlockUBOre.java:49)
at net.minecraft.pathfinding.PathFinder.func_82565_a(SourceFile:199)
at net.minecraft.pathfinding.PathFinder.func_75855_a(SourceFile:181)
at net.minecraft.pathfinding.PathFinder.func_75858_a(SourceFile:133)
at net.minecraft.pathfinding.PathFinder.func_75860_b(SourceFile:119)
at net.minecraft.pathfinding.PathFinder.func_75861_a(SourceFile:89)
at net.minecraft.pathfinding.PathFinder.func_75857_a(SourceFile:60)
at net.minecraft.pathfinding.PathFinder.func_75859_a(SourceFile:36)
at net.minecraft.world.World.func_72844_a(World.java:3291)
at net.minecraft.pathfinding.PathNavigate.func_75488_a(SourceFile:79)
at net.minecraft.pathfinding.PathNavigate.func_75492_a(SourceFile:83)
at net.minecraft.entity.ai.EntityAIWander.func_75249_e(SourceFile:41)
at net.minecraft.entity.ai.EntityAITasks.func_75774_a(SourceFile:94)
at net.minecraft.entity.EntityLiving.func_70619_bc(EntityLiving.java:540)
at net.minecraft.entity.passive.EntityPig.func_70619_bc(SourceFile:51)
at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:1766)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:367)
at net.minecraft.entity.EntityAgeable.func_70636_d(SourceFile:95)
at net.minecraft.entity.passive.EntityAnimal.func_70636_d(SourceFile:37)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1603)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:206)
at net.minecraft.world.World.func_72866_a(World.java:2019)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:659)
at net.minecraft.world.World.func_72870_g(World.java:1983)
at net.minecraft.world.World.func_72939_s(World.java:1836)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:500)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:620)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:326)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:531)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:414)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:669)
The change of constructs to gneiss is an interaction with NEI. Some versions of NEI don't do it. I have not been able to figure a solution at my end.
No need to pester the Metallurgy folks; they've already been pestered and we are working on it. They added to calls to a test version and I actually have it mostly working but there's a bug where Metallurgy's placement sometimes gets re-run after ores have been converted, resulting in chunks with no converted ores (even vanilla ores - I guess Metallurgy re-places them.) Essentially their procedure is getting run "too late". This is probably related to chronic thorny problems with multi-chunk generation in Minecraft, and doesn't seem to be fixable at my end. I've messaged them, and if they can't figure out a way to fix their timing, I'll add a "re-convert ores" call to the API.
I'd consider backporting the ore texturing, if there's enough demand, but realistically, I don't see having enough spare time. I have the Climate Control modifications to finish (about which I'm very excited) and I foresee a lot of demand for extensions of the techniques it uses to deal with 1.6 -> 1.7 chunk walls and possibly even chunk wall repair. There are some options for more sophisticated climate and sub-biome systems still in the thinking stages that could be both very nice and very demanding of thought and programming. I'd like to mod in the 1.8 terrain customization features, at least as much as possible. I have an idea to improve terrain smoothing to cut down on ugly cliff wall corners. Of course, there's three mods to convert to 1.7.10. And sometimes, of course, I like to do other things. Lately I've actually been enjoying the modding but that's going to come and go.
Also remember that re-texturing mod ores needs the other mod to call the re-texturing procedure. Not a lot of work in itself, but A ) there's got to be somebody to do it and B ) 1.6 modding uses a completely different system and it's very tempting to just put it away and not have to worry about a completely different modding system and keeping track of two (or more) sets of decompiled Minecraft code. Believe me, it's tempting.
Speaking of the NEI thing, I noticed, for me at least, that using the latest 1.6.4 version of chickenbones mods stairs and fences only spontaneously switch stone types when I enable the tooltip highlighting. Disabling it seems to stop the bug from happening. Something similar happened with NEI/WAILA and Thaumcraft's silverwood leaves changing textures a little while back for a lot of players.
Would it be possible to make ores be the same color as the rocks from UBC even from mods?
The other mod has to request UBC texturize the ores with a one-line call, in the API. It currently only works with ores that don't use metadata. I'm currently working with the Metallurgy folks to get it working with ores that do use metadata.
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.
Underground Biomes was made to be based on, as much as reasonable, the geologically real rocks it contains. So I'd want an interconversions to be at least loosely based on what the rocks are. So I'd want to do something on the line of (heat)+(pressure)+(something rock-specific)+(several pieces of cobble) = (several UB stones). (heat) would probably be a piece of coal. (pressure) - I dunno, maybe redstone. I'm not enough of a geologist to figure out the rock-specific items.
Might be (heat)+(heat) = igneous, (heat)+(pressure) = metamorphic and (pressure)+(pressure) = sedimentary.
I'd actually argue for no conversions -- find the rocks you want to build with.
Primary reason: The time factor to convert from one rock type to another. It's not something that you do in a few scale days, it takes scale kilo-years. That's chunkloader overnight time-scale.
(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 Meaning of Life, the Universe, and Everything.
Join Date:
8/20/2013
Posts:
52
Minecraft:
CloudForever
Member Details
Would it be possible to add support for the Chisel mod so it could use your limestone and marble? Chisel does generate it's own varieties of both types of stone that you can alter the generation of, but right now I have three different mods each generating their own limestone, and it would be nice to be able to disable at least one of them. That, and I much prefer the world generation of UBC as opposed to random clumps here and there.
Would it be possible to add support for the Chisel mod so it could use your limestone and marble? Chisel does generate it's own varieties of both types of stone that you can alter the generation of, but right now I have three different mods each generating their own limestone, and it would be nice to be able to disable at least one of them. That, and I much prefer the world generation of UBC as opposed to random clumps here and there.
Unfortunately Chisel uses the same metadata bits that UBC uses to distinguish different types of igneous/metamorphic/sedimentary stones so you can't Chisel UBC stone. Far down the road when Mojang rewrites for the BlockState system both UBC and Chisel will have to be drastically overhauled and after that they will be compatible.
In my last rewrite, I changed the internals of UBC generation so it could vary its strata columns, including having other kinds of stones (or even other blocks) in its strata layers. I don't use that yet, and I haven't written an API for other mods to use. In my next major revision, I'm going to put in code to use this feature. I intend to have the strata columns vary with the world seed, and I'll put in an API where other mods can replace particular UBC stones with theirs, add stones as strata layers, add new strata columns to be generated along with the UBC ones, or even completely revise the strata column set. I had been thinking about putting it out with the last set, but the internal objects need to get cleaned up for an API (I have three different types of objects representing each UBC stone).
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.
Please read THIS before making a suggestion
And support the ability to add paintings and records!
I agree it would be nice to have a way to make UB stones from vanilla, or even swap types with other UB stones. I can't think of a logical or even remotely believable way of doing so though. Even though stone is the single most common thing in minecraft, I find myself hoarding away all of my UB stones to save for decoration, and trying to only use the small amount of Vanilla stone that happens to sneak by in world gen for all of my crafting needs.
Hey man if i swap to this from Underground Biomes mod will i have big holes and stuff missing or will it be a clean swap?I am using 1.6.4 0.4.2c version. Is there a advantage to using this one have you seen ?
We could use dyes on cobblestone. Say we wanted to craft green schist. We would craft it like so:
Shapeless:
= Cobblestone
= C. Green Dye
Edit: I'm an Iron miner now.
Please read THIS before making a suggestion
And support the ability to add paintings and records!
Underground Biomes was made to be based on, as much as reasonable, the geologically real rocks it contains. So I'd want an interconversions to be at least loosely based on what the rocks are. So I'd want to do something on the line of (heat)+(pressure)+(something rock-specific)+(several pieces of cobble) = (several UB stones). (heat) would probably be a piece of coal. (pressure) - I dunno, maybe redstone. I'm not enough of a geologist to figure out the rock-specific items.
Might be (heat)+(heat) = igneous, (heat)+(pressure) = metamorphic and (pressure)+(pressure) = sedimentary.
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.
Please read THIS before making a suggestion
And support the ability to add paintings and records!
same error http://openeye.openmods.info/crashes/30a1f7cfee4a7f80d233566bed05594d
java.lang.NullPointerException
at exterminatorJeff.undergroundBiomes.common.block.BlockUBOre.func_149645_b(BlockUBOre.java:49) ~[BlockUBOre.class:?]
at rblocks.core.RotationLogic.blockIsEnabled(RotationLogic.java:54) ~[RotationLogic.class:?]
at rblocks.core.RotationLogic.isSupported(RotationLogic.java:37) ~[RotationLogic.class:?]
at rblocks.core.RotationLogic.getEnableTile(RotationLogic.java:116) ~[RotationLogic.class:?]
at net.minecraft.block.Block.hasTileEntity(Block.java:43) ~[ahu.class:?]
at net.minecraft.world.chunk.Chunk.func_150806_e(Chunk.java:918) ~[aoj.class:?]
at net.minecraft.world.World.func_147438_o(World.java:3071) ~[afn.class:?]
at lycanite.lycanitesmobs.api.entity.EntityCreatureBase.isSpawnerNearby(EntityCreatureBase.java:581) ~[EntityCreatureBase.class:?]
at lycanite.lycanitesmobs.api.entity.EntityCreatureBase.spawnCheck(EntityCreatureBase.java:387) ~[EntityCreatureBase.class:?]
at lycanite.lycanitesmobs.api.entity.EntityCreatureBase.func_70601_bi(EntityCreatureBase.java:367) ~[EntityCreatureBase.class:?]
at jas.common.spawner.creature.handler.LivingHandler.isValidLocation(LivingHandler.java:246) ~[LivingHandler.class:?]
at jas.common.spawner.creature.handler.LivingHandler.isValidLiving(LivingHandler.java:251) ~[LivingHandler.class:?]
at jas.common.spawner.creature.handler.LivingHandler.getCanSpawnHere(LivingHandler.java:138) ~[LivingHandler.class:?]
at jas.common.spawner.CustomSpawner.spawnCreaturesInChunks(CustomSpawner.java:300) ~[CustomSpawner.class:?]
at jas.common.spawner.SpawnerTicker.tickStart(SpawnerTicker.java:53) ~[SpawnerTicker.class:?]
at cpw.mods.fml.common.eventhandler.ASMEventHandler_497_SpawnerTicker_tickStart_WorldTickEvent.invoke(.dynamic) ~[?:?]
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:51) ~[ASMEventHandler.class:git-Cauldron-MCPC-Plus-1.7.2-1.1147.04.84]
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:122) ~[EventBus.class:git-Cauldron-MCPC-Plus-1.7.2-1.1147.04.84]
at cpw.mods.fml.common.FMLCommonHandler.onPostWorldTick(FMLCommonHandler.java:255) ~[FMLCommonHandler.class:git-Cauldron-MCPC-Plus-1.7.2-1.1147.04.84]
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:936) ~[MinecraftServer.class:?]
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:432) ~[lj.class:?]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:783) ~[MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:646) [MinecraftServer.class:?]
at java.lang.Thread.run(Unknown Source) [?:1.7.0_60]
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.
thx!
all work good now!
may be add this release on 1 forum page?
---- Minecraft Crash Report ----
// I blame Dinnerbone.
Time: 7/3/14 11:43 PM
Description: Ticking entity
java.lang.NullPointerException: Ticking entity
at exterminatorJeff.undergroundBiomes.common.block.BlockUBOre.func_149645_b(BlockUBOre.java:49)
at net.minecraft.pathfinding.PathFinder.func_82565_a(SourceFile:199)
at net.minecraft.pathfinding.PathFinder.func_75855_a(SourceFile:181)
at net.minecraft.pathfinding.PathFinder.func_75858_a(SourceFile:133)
at net.minecraft.pathfinding.PathFinder.func_75860_b(SourceFile:119)
at net.minecraft.pathfinding.PathFinder.func_75861_a(SourceFile:89)
at net.minecraft.pathfinding.PathFinder.func_75857_a(SourceFile:60)
at net.minecraft.pathfinding.PathFinder.func_75859_a(SourceFile:36)
at net.minecraft.world.World.func_72844_a(World.java:3291)
at net.minecraft.pathfinding.PathNavigate.func_75488_a(SourceFile:79)
at net.minecraft.pathfinding.PathNavigate.func_75492_a(SourceFile:83)
at net.minecraft.entity.ai.EntityAIWander.func_75249_e(SourceFile:41)
at net.minecraft.entity.ai.EntityAITasks.func_75774_a(SourceFile:94)
at net.minecraft.entity.EntityLiving.func_70619_bc(EntityLiving.java:540)
at net.minecraft.entity.passive.EntityPig.func_70619_bc(SourceFile:51)
at net.minecraft.entity.EntityLivingBase.func_70636_d(EntityLivingBase.java:1766)
at net.minecraft.entity.EntityLiving.func_70636_d(EntityLiving.java:367)
at net.minecraft.entity.EntityAgeable.func_70636_d(SourceFile:95)
at net.minecraft.entity.passive.EntityAnimal.func_70636_d(SourceFile:37)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1603)
at net.minecraft.entity.EntityLiving.func_70071_h_(EntityLiving.java:206)
at net.minecraft.world.World.func_72866_a(World.java:2019)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:659)
at net.minecraft.world.World.func_72870_g(World.java:1983)
at net.minecraft.world.World.func_72939_s(World.java:1836)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:500)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:620)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:326)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:531)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:414)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:669)
The change of constructs to gneiss is an interaction with NEI. Some versions of NEI don't do it. I have not been able to figure a solution at my end.
No need to pester the Metallurgy folks; they've already been pestered and we are working on it. They added to calls to a test version and I actually have it mostly working but there's a bug where Metallurgy's placement sometimes gets re-run after ores have been converted, resulting in chunks with no converted ores (even vanilla ores - I guess Metallurgy re-places them.) Essentially their procedure is getting run "too late". This is probably related to chronic thorny problems with multi-chunk generation in Minecraft, and doesn't seem to be fixable at my end. I've messaged them, and if they can't figure out a way to fix their timing, I'll add a "re-convert ores" call to the API.
I'd consider backporting the ore texturing, if there's enough demand, but realistically, I don't see having enough spare time. I have the Climate Control modifications to finish (about which I'm very excited) and I foresee a lot of demand for extensions of the techniques it uses to deal with 1.6 -> 1.7 chunk walls and possibly even chunk wall repair. There are some options for more sophisticated climate and sub-biome systems still in the thinking stages that could be both very nice and very demanding of thought and programming. I'd like to mod in the 1.8 terrain customization features, at least as much as possible. I have an idea to improve terrain smoothing to cut down on ugly cliff wall corners. Of course, there's three mods to convert to 1.7.10. And sometimes, of course, I like to do other things. Lately I've actually been enjoying the modding but that's going to come and go.
Also remember that re-texturing mod ores needs the other mod to call the re-texturing procedure. Not a lot of work in itself, but A ) there's got to be somebody to do it and B ) 1.6 modding uses a completely different system and it's very tempting to just put it away and not have to worry about a completely different modding system and keeping track of two (or more) sets of decompiled Minecraft code. Believe me, it's tempting.
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.
Modder. The poster behind the pre-acquisition post #15000.
If you're trying to reach me, MCF posts/PMs are unlikely to reach me quickly. Try an e-mail instead!
I can't see the bug, but there's a on-server-only bug on the release. Try the patch I link earlier on the page.
The other mod has to request UBC texturize the ores with a one-line call, in the API. It currently only works with ores that don't use metadata. I'm currently working with the Metallurgy folks to get it working with ores that do use metadata.
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'd actually argue for no conversions -- find the rocks you want to build with.
Primary reason: The time factor to convert from one rock type to another. It's not something that you do in a few scale days, it takes scale kilo-years. That's chunkloader overnight time-scale.
* 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?
Unfortunately Chisel uses the same metadata bits that UBC uses to distinguish different types of igneous/metamorphic/sedimentary stones so you can't Chisel UBC stone. Far down the road when Mojang rewrites for the BlockState system both UBC and Chisel will have to be drastically overhauled and after that they will be compatible.
In my last rewrite, I changed the internals of UBC generation so it could vary its strata columns, including having other kinds of stones (or even other blocks) in its strata layers. I don't use that yet, and I haven't written an API for other mods to use. In my next major revision, I'm going to put in code to use this feature. I intend to have the strata columns vary with the world seed, and I'll put in an API where other mods can replace particular UBC stones with theirs, add stones as strata layers, add new strata columns to be generated along with the UBC ones, or even completely revise the strata column set. I had been thinking about putting it out with the last set, but the internal objects need to get cleaned up for an API (I have three different types of objects representing each UBC stone).
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.