What, you don't like having four types of copper, two to three tins, and two types of silver? And none of them stack. I don't see why you don't like that.....
I really really do love the idea of this mod, but I can't stand to play with normal surface biomes now. I'd love for this and EXB XL to work together in some fashion. But I understand if they can't.
@Murayama As this mod alters the basic generation of the Underground of course the 3 mods
you try don't work. "Ore" mods alter the generation of a world just like a world generator mod only
specifically the "ore" blocks and in tn any other underground block.
Its not a "simple stone replacement" happening with this mod. This mod is setting up rules for the
generation of whole Biomes that are only bellow the surface. Telling the system yes and no and which
and where and how many.
and IC2 is not exactly stable.... I can't get it to play nicely with the other industrial mods out there.
> thermal expansion > buildcraft and > IC2 for starters should be more seamless but i don't think that's
not ever going to happen and in turn these mods as they add new world generation blocks have to forge
compatibility with other mods like custom ore generation and Better World Generation 3 mystcraft and
a load of others.
I agree it would be nice to have more cross compatibility. But this is an ongoing issue with mods.
Without a standard API for minecraft this will continue in areas like these.
I say no to "scaling back" even if it where possible. This concept is just too cool and has the ability to
be allot more and would be better if it absorbed the functions of custom ore generation. Then added ores could
be set as biome specific...
I vote for Exterminator Jeff working with extrabiomes xl and custom ore generator to expand the mod into these
areas allowing this to be a companion mod. each adds a little alone but allot together.
I also vote for *gasp* modders working together in developing great mods that add to the overall experience.
and to develop and use a universal base of ores and world blocks so we can discontinue this
practice of reinventing the wheel. I am so over every mod adding its own copper tin and bronze...
Yes, ultimately it would be great if that happened. I feel like too often modmakers try to incorporate too much into their mods, forming incompatibilities with other mods. Let's hope the modding API (when it eventually comes) solves most of those problems.
I've seen other mods generate stone similar to ores, where they show up in "clouds" among natural smooth stone. Redpower's marble generation is a good example of this. There are very few mods that do what this does in replacing the entire stratta. The only ones I can think of are Orizon, Terrafirmacraft and this one. Come to think of it, neither of those other 2 is compatible with Better World Generation either.
Finally got a chance to test this mod out and I have to say that I really enjoy the rock generation. Instead of stacks and stacks of generic boring cobblestone I can now have many different types of stone which can be used for decoration purposes. I also really like that you use the actual geological names for the stone.
That said, I've found several problems with the mod which keep me from wanting to use it.
1. I'll start with a small one. Stone bricks drop Stone cobble when destroyed. I'm sure this is just an oversight which can easily be fixed.
2. What is up with the [STDERR] message that gets spammed on the console when you quit a world? A couple times it seems to have caused Minecraft to lock up on me.
3. This mod is incompatible with Better World Generation 3 which has become my default world generation mod. Whenever you start a new world with both loaded you spawn in mid air and there is no world.
4. This mod doesn't work right with IC2. IC2 ores spawn all about the world in mid air.
5. This mod doesn't work right with Custom Ore Generation which is my default ore generation mod. Basically generic smooth stone shows up where ores typically would.
6. This is more of a request. I'd love to see soft stones like chalk and marble be a little easier to mine and offer less blast resistance while harder stones like granite and basalt be a little harder to mine and offer more blast resistance. Basically something similar to the Moh's scale of hardness. (http://en.wikipedia....ineral_hardness)
Now I've only tried 3 of the 40 plus mods I usually run, and none of them have worked correctly. It doesn't seem like there should be this many problems for something that simply replaces stone so I'm guessing part of the problem is with the ore generation aspect of your mod. I'm hoping you'll consider scaling it back or maybe making a simple version of the mod that replaces generic stone with your stones but doesn't touch ore gen. Until then I doubt many people will be interested in using it. That would be a shame because it really is a great addition to Minecraft and I'm pulling for it to succeed.
Thanks for letting me know about those bugs I'm gonna have a go at fixing as much of them as I can in a few days once I have time! As for the differing hardnesses it's something that I implemented a few days after uploading the first version of this but I didn't think it was enough to warrant updating the version here so it will be in for the next version. Once I know what the issue is with ore gen etc I'll have a look at doing a stripped down version
Are these spawns rare because I haven't found anything yet...
Spawns for coal, iron and gold are different in that they spawn in larger amounts but deposits are rarer so it's possible that you just haven't found any yet. However if you are using some other mods there might be an issue there. I would just make a world in creative and explore underground for a few minutes and you should be able to find some in that time just to make sure it's working
I have started to work towards making this work as well as it can with other mods. I have tested with Buildcraft and ExtraBiomesXL so far and both seem to work fine (ExtraBiomesXL does require two of its block IDs to be changed). The plan is to look at IC2 once it is updated to 1.4.6 and then other popular mods. If you have any specific requests please let me know and I'll have a look at what can be done. I want to make sure that the basic design of the mod is good enough before I start adding new features. I would ideally like other mods which add things like ores and underground stuff to work flawlessly with this.
can you make it forge? and if it is can you add a config file?
It uses forge currently are there should be a config file. I am ready to release a new version as soon as I can fix one last bug and this version has a full config where you can set all block IDs and is compatible with everything I have tested it with (FTB Mindcrack pack).
For those interested I have added a compatibility mode where the new rocks are placed after other mods have gone their world gen rather than before. This means it is a tiny bit slower (about 10%) but it should make it work with just about anything.
one bug i just recently found, in SSP you can make coal using 9 Lignite, but in SMP it doesnt work for some reason. No error, but it doesnt recognize it as a recipe and the coal just doesnt show up. just thought i'd point that out, otherwise, love the mod and will continue to use it, wife loves it too
(finally a dark castle made of something other than wool or obsidian xD)
one bug i just recently found, in SSP you can make coal using 9 Lignite, but in SMP it doesnt work for some reason. No error, but it doesnt recognize it as a recipe and the coal just doesnt show up. just thought i'd point that out, otherwise, love the mod and will continue to use it, wife loves it too
(finally a dark castle made of something other than wool or obsidian xD)
Awesome to hear that you're enjoying it!
I've been really confused by this bug and I can't figure out what the cause is! That recipe has been in since the first release but wouldn't work at all then. I shifted where I add the recipe to later in the code and suddenly it works in SP but not MP and I have no idea why! It's really quite important too with coal being a bit harder to find. I've got a few more ideas to try so hopefully that will do it.
I've been really confused by this bug and I can't figure out what the cause is! That recipe has been in since the first release but wouldn't work at all then. I shifted where I add the recipe to later in the code and suddenly it works in SP but not MP and I have no idea why! It's really quite important too with coal being a bit harder to find. I've got a few more ideas to try so hopefully that will do it.
If i knew how to code i would totally try to help you, but i know you can figure it out, i mean come on, u made this mod work using only EIGHT ID's, you got this.
Obvious advice is obvious, don't add anything new to it till all teh kinks are worked out xD, but im sure you knew that
Reminds me of TerrafirmaCraft Lite. It's a fun concept, but if it's incompatible with mods like Better World Gen, I'm gonna have to give it a miss.
The next version should make it completely compatibile and should be out in a few days. I'm going away for New Year which has delayed it a bit but it's almost done. I've changed it to replace the basic stone after other mods have done their thing meaning it should theoretically work with everything
I would so, so love to use this whenever I make a new world, but there's two other mods I'd also be using it might not be compatible with: Custom Ore Generation and the Highlands Mod. Would anyone happen to know if there's any possible conflicts?
Rollback Post to RevisionRollBack
SPAAAAAAAAAAAACE!
"Look at me still talking when there's science to do. When I look out there it makes me glad I'm not you."
I would so, so love to use this whenever I make a new world, but there's two other mods I'd also be using it might not be compatible with: Custom Ore Generation and the Highlands Mod. Would anyone happen to know if there's any possible conflicts?
Extract all classes into one directory, and if it asks you "Overwrite or don't copy" or whatever then there's a conflict.
EDIT: You should really make the block IDs configurable. Like, seriously.
I like it, but it would be more compatible if it worked similar to RedPower2 marble generation, where you replaced large blooms of ordinary stone with new types of rock, rather than overwrite the base stone class.
Also, to make the underground biomes really distinctive you should add new decorative features like WildCaves.
The next version should make it completely compatibile and should be out in a few days. I'm going away for New Year which has delayed it a bit but it's almost done. I've changed it to replace the basic stone after other mods have done their thing meaning it should theoretically work with everything
Sounds pretty slick. Gonna be a pain finding texture pack addons for something like this, though
I really really do love the idea of this mod, but I can't stand to play with normal surface biomes now. I'd love for this and EXB XL to work together in some fashion. But I understand if they can't.
Yes, ultimately it would be great if that happened. I feel like too often modmakers try to incorporate too much into their mods, forming incompatibilities with other mods. Let's hope the modding API (when it eventually comes) solves most of those problems.
I've seen other mods generate stone similar to ores, where they show up in "clouds" among natural smooth stone. Redpower's marble generation is a good example of this. There are very few mods that do what this does in replacing the entire stratta. The only ones I can think of are Orizon, Terrafirmacraft and this one. Come to think of it, neither of those other 2 is compatible with Better World Generation either.
Thanks for letting me know about those bugs I'm gonna have a go at fixing as much of them as I can in a few days once I have time! As for the differing hardnesses it's something that I implemented a few days after uploading the first version of this but I didn't think it was enough to warrant updating the version here so it will be in for the next version. Once I know what the issue is with ore gen etc I'll have a look at doing a stripped down version
Spawns for coal, iron and gold are different in that they spawn in larger amounts but deposits are rarer so it's possible that you just haven't found any yet. However if you are using some other mods there might be an issue there. I would just make a world in creative and explore underground for a few minutes and you should be able to find some in that time just to make sure it's working
It uses forge currently are there should be a config file. I am ready to release a new version as soon as I can fix one last bug and this version has a full config where you can set all block IDs and is compatible with everything I have tested it with (FTB Mindcrack pack).
For those interested I have added a compatibility mode where the new rocks are placed after other mods have gone their world gen rather than before. This means it is a tiny bit slower (about 10%) but it should make it work with just about anything.
(finally a dark castle made of something other than wool or obsidian xD)
Awesome to hear that you're enjoying it!
I've been really confused by this bug and I can't figure out what the cause is! That recipe has been in since the first release but wouldn't work at all then. I shifted where I add the recipe to later in the code and suddenly it works in SP but not MP and I have no idea why! It's really quite important too with coal being a bit harder to find. I've got a few more ideas to try so hopefully that will do it.
Glad I found this one
Hey everyone, I'm back!
If i knew how to code i would totally try to help you, but i know you can figure it out, i mean come on, u made this mod work using only EIGHT ID's, you got this.
Obvious advice is obvious, don't add anything new to it till all teh kinks are worked out xD, but im sure you knew that
great job man
The next version should make it completely compatibile and should be out in a few days. I'm going away for New Year which has delayed it a bit but it's almost done. I've changed it to replace the basic stone after other mods have done their thing meaning it should theoretically work with everything
"Look at me still talking when there's science to do. When I look out there it makes me glad I'm not you."
Extract all classes into one directory, and if it asks you "Overwrite or don't copy" or whatever then there's a conflict.
EDIT: You should really make the block IDs configurable. Like, seriously.
PLEASE! Learn to use spoiler tags, especially when posting crash reports: [spoiler]YOUR TEXT HERE[ /spoiler]
Also, to make the underground biomes really distinctive you should add new decorative features like WildCaves.
Also, please add bat guano deposits.
Sounds pretty slick. Gonna be a pain finding texture pack addons for something like this, though