Awesome, I was dropping by this thread to suggest the same thing. Also, how is the ability to craft items with your stone handled? I noticed that I could not craft RP2 Sickles with your stone.
All the vanilla recipes using stone work with my stuff. For other mods you can convert my cobble into regular cobble by crafting a square of four blocks in the same shape as a crafting table. I'll try and figure out a better solution to this in the future but for now you just have to convert them to regular cobblestone first
I've looked at the Biomes A Plenty mod and it looks as though it uses a custom BiomeDecorator which doesn't have the Forge event hooks which this relies on add stuff to a chunk after it has been decorated. I could be wrong here as that mod doesn't appear to be open source so I can't know for sure. If this is the case I'm not sure if there is anything I can do about it. It would be an easy fix for the mod author though he would just have to add the Forge event hooks in his custom decorator class in the same place they are in the vanilla decorator. I noticed that mod hasn't been a forge mod for long so hopefully it will be fixed soon.
Edit: I have message the mod author about it so hopefully he will be happy to fix the issue (if that is what is causing it)
Edit2: TDWP_FTW (Biomes a Plenty author) responded very nicely and we should hopefully have that issue solved pretty quickly
Does anyone know if when you use this mod to generate ores in the world, will it generate ores used by other mods? For example. Copper, Tin, Gems, etc?
This mod doesn't mess with ores, only with stone. So all your ores should be fine.
All the vanilla recipes using stone work with my stuff. For other mods you can convert my cobble into regular cobble by crafting a square of four blocks in the same shape as a crafting table. I'll try and figure out a better solution to this in the future but for now you just have to convert them to regular cobblestone first
I bet this has been mentioned before, but the ores (at least, in the pictures on the OP) look kind rather out of tune with the minecraft world.
This is just my opinion though...
Yea it's a common complaint but I don't think I can really do anything about it. Even if I did find a solution to the vanilla ores I wouldn't have any control over ores added by other mods which I assume most people using this might also use. I have found when playing it's not too much of an issue. It definitely looks worse in screenshots
for a long time I have played a mod called Terrafirmacraft... I absolutely love the mod to death. I am sitting here looking at your mod after seeing a thread by a random member calling it a 'poor copy'
I believe the statement made by that member is in bad taste and instead stand to shake your hand as you work to bring some light into the bleak vanilla world. In the prospect of helping you I wish to point out your flaws so you may improve.
first, and this is a judgement solely made by looking at the screen caps, you should put a bit more love into your textures. It looks like your using Microsoft paint to make your current images and while they are not 'half bad' they are still very much look like programmer art. If your attempting to make a template so you can make cobble and brick look good I suggest you use and abuse greyscale and alpha levels. I find that slapping on a carefully shaded and drawn transparent base I only needed to make once much easier and better looking then a cut n paste without transparency that needs to be tweaked every time.
secondly, and judged like the first is that you should do two kinds of research on what your attempting to make a mod for. First, and the easier of the two, google images. Look up what rocks look like, and try recreating them in your base images. Second is a bit harder and will take hours of your time to do. that is researching what each rock is and how it interacts or where its found in the environment. this will give you a deeper understanding of where each rock belongs in the world so you dont end up with real world experts going 'what the is this ?' causing you a loss of a potential user
thirdly, and this is partially a question, partially a suggestion... Assuming your not doing it already, I suggest you allow full vanilla generation to take place, then have your mod generate over that changing whatever vanilla rock and vanilla ore into your own rock and ore depots. specifically the intent is to add to compatibility as well as allow clean integration of ores as it seems that currently ores use vanilla textures instead of looking cleanly integrated into the environment. So the question is 'are you doing this already?' If not, then you should.
finally, and this is to further compatibility even more, is for your mod to look for other mod ores and if it finds them generate them into the world using YOUR code. for example, a tech mod adds copper. your mod notices, removes the mods copper and generates its own using your textures and own generation. this prevents the overpopulation of ores in the world that begins to occur as users add more and more mods. I have actually seen cases where stone becomes a rare resource early game due to user error. the less chance you give users to cause errors, the better it is in the long run for you... until you face a new ore that no other mod uses... then you need to adapt again
So, this is me standing for my community to stretch a kind hand out. keep at your work and may you take the path of the great modders around you.
oh and to sate your curious appetite, here is the mod that does everything you have here and more: http://terrafirmacraft.com/
perhaps you'll get a few ideas and get even better
you should replicate everything that is normally on the surface to make it different as well, such as having villages but making them dwarfs so you can trade ores and stuff with them.
for a long time I have played a mod called Terrafirmacraft... I absolutely love the mod to death. I am sitting here looking at your mod after seeing a thread by a random member calling it a 'poor copy'
I believe the statement made by that member is in bad taste and instead stand to shake your hand as you work to bring some light into the bleak vanilla world. In the prospect of helping you I wish to point out your flaws so you may improve.
first, and this is a judgement solely made by looking at the screen caps, you should put a bit more love into your textures. It looks like your using Microsoft paint to make your current images and while they are not 'half bad' they are still very much look like programmer art. If your attempting to make a template so you can make cobble and brick look good I suggest you use and abuse greyscale and alpha levels. I find that slapping on a carefully shaded and drawn transparent base I only needed to make once much easier and better looking then a cut n paste without transparency that needs to be tweaked every time.
secondly, and judged like the first is that you should do two kinds of research on what your attempting to make a mod for. First, and the easier of the two, google images. Look up what rocks look like, and try recreating them in your base images. Second is a bit harder and will take hours of your time to do. that is researching what each rock is and how it interacts or where its found in the environment. this will give you a deeper understanding of where each rock belongs in the world so you dont end up with real world experts going 'what the is this ?' causing you a loss of a potential user
thirdly, and this is partially a question, partially a suggestion... Assuming your not doing it already, I suggest you allow full vanilla generation to take place, then have your mod generate over that changing whatever vanilla rock and vanilla ore into your own rock and ore depots. specifically the intent is to add to compatibility as well as allow clean integration of ores as it seems that currently ores use vanilla textures instead of looking cleanly integrated into the environment. So the question is 'are you doing this already?' If not, then you should.
finally, and this is to further compatibility even more, is for your mod to look for other mod ores and if it finds them generate them into the world using YOUR code. for example, a tech mod adds copper. your mod notices, removes the mods copper and generates its own using your textures and own generation. this prevents the overpopulation of ores in the world that begins to occur as users add more and more mods. I have actually seen cases where stone becomes a rare resource early game due to user error. the less chance you give users to cause errors, the better it is in the long run for you... until you face a new ore that no other mod uses... then you need to adapt again
So, this is me standing for my community to stretch a kind hand out. keep at your work and may you take the path of the great modders around you.
oh and to sate your curious appetite, here is the mod that does everything you have here and more: http://terrafirmacraft.com/
perhaps you'll get a few ideas and get even better
Wow thanks for the in depth reply!
I agree with you regarding the textures and I am planning on redoing them in a few updates time. I found that it was very difficult to make so many stone textures at the default resolution that don't all look the same and also don't look too busy. I will try making a higher resolution set which should make it easier to have variation between stone types. There's a fine line between making the texture interesting enough and making it too busy that it looks bad when there's a lot of it around. If people have specific textures they don't like currently please say and I might try improving those right away.
Having a more realistic generation is possible. The strata are not currently based on any real world examples but that would be an easy fix, it would just take time to research as you said. Basically it would be quite similar to now but the rocks would form in layers that made sense. Anything more complex than this could also be possible but the main consideration here is that the generation can be done quickly. I don't want to slow down chunk generation to the point that it becomes noticeable although the performance currently is much better than I had expected so there might be room to make things a little bit more complex.
Currently this does it's transformations to a chunk after it has been generated and decorated with ores etc. This should allow other mods to do their thing replacing normal stone before my stone is placed. I would be a bit reluctant to alter any of the vanilla ores (to fix the texture issue) as this could be bad for compatibility with other mods. I suppose I could try to target some of the large mods specifically but this could be a lot of work to maintain so I'm not sure.
you should replicate everything that is normally on the surface to make it different as well, such as having villages but making them dwarfs so you can trade ores and stuff with them.
That would be cool! That's the sort of thing I would like to add as an underground feature to make exploring underground more interesting
This is a great start to a mod that could fulfill the niche between "there is only one kind of rock and it is grey and boring" Vanilla MC and the STEEP learning curve and time commitment of TFC.
I messed about a bit with your textures in Photoshop. Just minor blending on the lines on the cobble and brick variants. Feel free to use for inspiration/completely copy paste them into the mod if you want. They are placed in free spots on the texture .png so you can choose to add/remove them as you see fit.
This is a great start to a mod that could fulfill the niche between "there is only one kind of rock and it is grey and boring" Vanilla MC and the STEEP learning curve and time commitment of TFC.
I messed about a bit with your textures in Photoshop. Just minor blending on the lines on the cobble and brick variants. Feel free to use for inspiration/completely copy paste them into the mod if you want. They are placed in free spots on the texture .png so you can choose to add/remove them as you see fit.
Alright I'm from the TerraFirmaCraft forums, I'm honestly not too terribly frustrated with this certain people simply can't play TerraFirmaCraft for whatever reasons (I call it unwillingness to change, but too hard is a synonym for that so whatever). I'm glad you can bring Bioxx's rocks (some of them) in a very simple form to the general public its a great idea and I applaud you. It may slightly simplistic (or cheap, take your pick) but this is for the best as well, easy to understand no confusion, easy for people to play without having to alter their playing style, in my eyes it will make a great starting point for some people to play TFC as well. I wouldn't mind a little bit of expansion beyond what you have here either though but my advice is, keep it simple, maybe add some plants, or a dungeon type based on rocks, something along those lines. In other words don't follow TFC all the way you have an audience who isn't into complication or difficulty, don't lose them.
Now I am aware that I did in fact avoid something, the talk of compatibility, but don't worry its coming. Did you know we have been a mod folder mod and haven't altered any base classes for quite a while? In fact its been a couple months now. What are our problems then? World gen, damage, recipes, and the Nether. I don't know much about code but I know that those are generally pretty easy to fix. Basic damage adjustment to fit the scale of TFC = easy. Changing recipes, hell I could do that. Fixing the Nether, tougher but unnecessary we could easily have recipes too fix that. World Gen isn't to difficult either, its one of the early things you learn how to do, its still tough but not that tough. In fact, here is a link to the page describing a two-man project to fix these things themselves, I would like to encourage you to drop in and show support for these guys, they are doing a fantastic job. Balance is easy as well we have Gregtech & Thaumcraft for that.
In conclusion, congrats on the mod, this is a great idea, I'm you have done it, good luck to you sir.
Alright I'm from the TerraFirmaCraft forums, I'm honestly not too terribly frustrated with this certain people simply can't play TerraFirmaCraft for whatever reasons (I call it unwillingness to change, but too hard is a synonym for that so whatever). I'm glad you can bring Bioxx's rocks (some of them) in a very simple form to the general public its a great idea and I applaud you. It may slightly simplistic (or cheap, take your pick) but this is for the best as well, easy to understand no confusion, easy for people to play without having to alter their playing style, in my eyes it will make a great starting point for some people to play TFC as well. I wouldn't mind a little bit of expansion beyond what you have here either though but my advice is, keep it simple, maybe add some plants, or a dungeon type based on rocks, something along those lines. In other words don't follow TFC all the way you have an audience who isn't into complication or difficulty, don't lose them.
Now I am aware that I did in fact avoid something, the talk of compatibility, but don't worry its coming. Did you know we have been a mod folder mod and haven't altered any base classes for quite a while? In fact its been a couple months now. What are our problems then? World gen, damage, recipes, and the Nether. I don't know much about code but I know that those are generally pretty easy to fix. Basic damage adjustment to fit the scale of TFC = easy. Changing recipes, hell I could do that. Fixing the Nether, tougher but unnecessary we could easily have recipes too fix that. World Gen isn't to difficult either, its one of the early things you learn how to do, its still tough but not that tough. In fact, here is a link to the page describing a two-man project to fix these things themselves, I would like to encourage you to drop in and show support for these guys, they are doing a fantastic job. Balance is easy as well we have Gregtech & Thaumcraft for that.
In conclusion, congrats on the mod, this is a great idea, I'm you have done it, good luck to you sir.
Thanks! I think I'd like to keep this quite simple and specific rather than branch out. Seeing as a lot of people are mentioning the similarities to TFC I should say that I didn't know about TFC until quite far into developing this and the similarities are more of a natural thing and not copying. I got most of my rock types from lists on wikipedia and having cobblestone and bricks variants for each one was just an obvious step. So yea I think TFC has done an awesome job but this mod isn't meant to be as large or far reaching as that.
And while many people are mentioning a similarity in the generation between TFC and this, I'd say try not to get too inspired by TFC.
Also, you many want to consider how real world cave systems are and the fact that they're sometimes flooded (And that they also have stalagtites/mites...sometimes cave fish bugs too.
And, one other suggestion would be to not restrict yourself to real world things...maybe, after all it is your mod. But some sort of underground plant life might be cool, if done well even though that wouldn't be technically 'real world'. You could also add in giant tree roots at a certain y level I suppose by detecting if say the underground generation is taking place below an overworld jungle biome.
Some good ideas there! Altering things like cave gen might be a bit difficult without altering base classes but adding things to vanilla caves might be possible. Of course I could try and generate some caves of my own but then there would be double caves!
It's possible that you might be able to see if the forge team could somehow incorporate changes into forge that would allow for you to significantly alter underworld generation without affecting base classes. But I really don't know how you would go about that process heh. Just something you might be able to do.
There are ways around it that I can think of but they are nasty and might be quite slow! Using a custom world generator might work which just overrides certain things like cave generation but the cave gen code looks extremely complicated and hasn't really be deobfuscated much so I'm not sure if I could really alter it without making it much worse
This is a great start to a mod that could fulfill the niche between "there is only one kind of rock and it is grey and boring" Vanilla MC and the STEEP learning curve and time commitment of TFC.
I messed about a bit with your textures in Photoshop. Just minor blending on the lines on the cobble and brick variants. Feel free to use for inspiration/completely copy paste them into the mod if you want. They are placed in free spots on the texture .png so you can choose to add/remove them as you see fit.
I just tried them out and I gotta say I like it! Could you explain how you did it? I'm planning to overhaul the textures soon so I'd like to implement that sort of effect into the new ones
Seeing as there's been a lot of talk with suggestions etc I though I should give an overview of what my plan is for the next few updates:
0.4 - Items update
Add items for sedimentary rocks
Potentially add some new minerals or something similar
0.5 - Features update
Figure out a system for adding new underground features caverns, large dungeons, underground forests and villages etc.
Suggestions for features are very welcome
0.6 - Texture pack update
A high resolution texture pack (still in the vanilla style, just with enough space for some actual detail for the different rocks)
I would quite like to do a more stylised version too, maybe something sphax-esque but we shall see
While I would like to add new things I am concious that adding too many new items might not be the best thing for this mod, especially if they cross over into what other mods are doing. I don't want to go down the path of adding ore X which makes another set of tools which are basically the same as the vanilla tools. Ideas I've had are things like minerals for an alternate recipe to gunpowder (sufficiently expensive of course) and a fertiliser type item that works like bonemeal. So basically I'll try and flesh out current game elements rather than add my own
With sedimentary rocks, fossils are almost a definite "ore" I would simply suggest that the dropped item be called "Fossiliferous Limestone" for when from Limestone, etc. It could just drop bones like in the peaceful pack, but with the dropped block it could potentially be used for other mods by custom crafting recipe (The Fossil/Archeology mod, for example, in which it could be converted by analyser recipe.)
Another "ore" suggestion is Malachite and Azurite, they are commonly found together and virtually everything I know of (game wise usually) which mentions Azurite, almost never even mentions Malachite and definitely never mentions an association of the two. I can only really see them as dye sources, but I'm sure another use could exist.
A cool feature I think would to be able to date Igneous rocks. A simple value in the block name would be enough really. I don't know if it's possible, but I think it would be cool.
alright, where to begin... First, get yourself on the forge ore directory wagon as soon as possible. its not just for ores, its for all materials. next, plan your endgame goals... Is this mod going to change everything? Yes? well then plan your development carefully. Start with generation first as thats a big issue with larger mods. there are always issues with resetting maps. from there its up to you but remember to focus on each stages goal. If no, then simply put what are the specifics of what you are going to do. right now it looks like a focus on just making things less boring. or if you prefer ''lookin' good''. if thats your sole focus then break the mod down on paper into its parts. world generation is strata, mineral, structure. and in that order too. so first is getting your big one outta the way and that is rocks, which your doing a 'nice' job on already(though honestly I dont like the textures ;P). once you have your rock 'biomes' done, move onto making every ore generate properly. TFC, the mod I mentioned before does this rather nicely by reducing the number of deposits but making the remaining deposits much larger(short version). as this does not appear to be a total conversion mod, this can be seen as an imbalance unlike in tfc where aside from coal you never have enough. I do suggest coming up with your own ore generation however and try to make it so when a mod that adds tin, copper, or other ores is used alongside this mod that it overwrites that mods ore and generates it its self but only when it detects that mod. there are mods out there that use a similar method, and although I cant name them you should look/ask around and take a peek at the code involved. avoid letting your users mess up maps by them generating 500 ores and no rocks, otherwise headaches on your part. finally you wish to do your own dungeon generation. first I wish to mention that many users would not want this. its nice, but your mod will already be doing a lot and it may become chaotic. if you plan on changing or adding to how structures are generated, make it a separate mod that requires this mod. somewhat like how redpower is broken down into parts(or used to be, Idk anymore I have not used RP in ages). try to overwrite/remove vanilla structures and generate your own. the reasoning is to prevent the classic 'ravine though my stronghold' vanilla is plagued with. overwriting the generation with your own though a few tricks such as turning all of vanilla into air/your-stuff then generating over might be a good parlor trick to master for thease purposes.
I just tried them out and I gotta say I like it! Could you explain how you did it? I'm planning to overhaul the textures soon so I'd like to implement that sort of effect into the new ones
I use Photoshop CS6, but you should be able to do the same in GIMP or Paint.net
Select mine-crafts default cobblestone (or brick) block and copy it to a new layer. Move this new layer on top of the base stone you want to create a cobblestone version of. Then change the layer settings to color burn, linear burn, or luminance (its hard to tell ahead of time which will bring the best results). Adjust the layer opacity if it is too dark and create a second burn layer if it is too light.
Edited:
Heres an example on a random stone texture I've been working with.
alright, where to begin... First, get yourself on the forge ore directory wagon as soon as possible. its not just for ores, its for all materials. next, plan your endgame goals... Is this mod going to change everything? Yes? well then plan your development carefully. Start with generation first as thats a big issue with larger mods. there are always issues with resetting maps. from there its up to you but remember to focus on each stages goal. If no, then simply put what are the specifics of what you are going to do. right now it looks like a focus on just making things less boring. or if you prefer ''lookin' good''. if thats your sole focus then break the mod down on paper into its parts. world generation is strata, mineral, structure. and in that order too. so first is getting your big one outta the way and that is rocks, which your doing a 'nice' job on already(though honestly I dont like the textures ;P). once you have your rock 'biomes' done, move onto making every ore generate properly. TFC, the mod I mentioned before does this rather nicely by reducing the number of deposits but making the remaining deposits much larger(short version). as this does not appear to be a total conversion mod, this can be seen as an imbalance unlike in tfc where aside from coal you never have enough. I do suggest coming up with your own ore generation however and try to make it so when a mod that adds tin, copper, or other ores is used alongside this mod that it overwrites that mods ore and generates it its self but only when it detects that mod. there are mods out there that use a similar method, and although I cant name them you should look/ask around and take a peek at the code involved. avoid letting your users mess up maps by them generating 500 ores and no rocks, otherwise headaches on your part. finally you wish to do your own dungeon generation. first I wish to mention that many users would not want this. its nice, but your mod will already be doing a lot and it may become chaotic. if you plan on changing or adding to how structures are generated, make it a separate mod that requires this mod. somewhat like how redpower is broken down into parts(or used to be, Idk anymore I have not used RP in ages). try to overwrite/remove vanilla structures and generate your own. the reasoning is to prevent the classic 'ravine though my stronghold' vanilla is plagued with. overwriting the generation with your own though a few tricks such as turning all of vanilla into air/your-stuff then generating over might be a good parlor trick to master for thease purposes.
All good ideas there and pretty consistent with my thoughts too. I will relook at the whole ore veins style thing soon and see how I could incorporate other mods ores into it. Also any significant thinks I add will at least by able to be turned off via the config if not released as a separate component like RP.
I have had a few issues with all the rocks being white untill I restart the client. Then sometimes that doesnt even work. Anyone know a solution?
To fix it you can press f3 + t at the same time to reload your textures. I would really like to know what is causing this as it happens to me every now and then too but the only message I get is that "texture could not be preloaded". I might ask about this on the forge forum.
I use Photoshop CS6, but you should be able to do the same in GIMP or Paint.net
Select mine-crafts default cobblestone (or brick) block and copy it to a new layer. Move this new layer on top of the base stone you want to create a cobblestone version of. Then change the layer settings to color burn, linear burn, or luminance (its hard to tell ahead of time which will bring the best results). Adjust the layer opacity if it is too dark and create a second burn layer if it is too light.
Edited:
Heres an example on a random stone texture I've been working with.
I have updated to 0.3.1. This version fixes a bug which caused vanilla ores generated by other mods not to work. It is also tested against Minecraft 1.4.7 (although the previous version works with this as well). There is no need to update unless you are wanting to use another mod which generates vanilla ores.
Biomes a Plenty has also been recently updated so those that were having issues with that should now fix those fixed.
To fix it you can press f3 + t at the same time to reload your textures. I would really like to know what is causing this as it happens to me every now and then too but the only message I get is that "texture could not be preloaded". I might ask about this on the forge forum.
Thanks for the F3 + T tip, I didn't know about that. Taking a quick look through the source, it may be because your proxies don't implement IGuiHandler. It's probably not the problem, but it can't hurt to test.
Rollback Post to RevisionRollBack
PLEASE! Learn to use spoiler tags, especially when posting crash reports: [spoiler]YOUR TEXT HERE[ /spoiler]
All the vanilla recipes using stone work with my stuff. For other mods you can convert my cobble into regular cobble by crafting a square of four blocks in the same shape as a crafting table. I'll try and figure out a better solution to this in the future but for now you just have to convert them to regular cobblestone first
Edit: I have message the mod author about it so hopefully he will be happy to fix the issue (if that is what is causing it)
Edit2: TDWP_FTW (Biomes a Plenty author) responded very nicely and we should hopefully have that issue solved pretty quickly
Yea it's a common complaint but I don't think I can really do anything about it. Even if I did find a solution to the vanilla ores I wouldn't have any control over ores added by other mods which I assume most people using this might also use. I have found when playing it's not too much of an issue. It definitely looks worse in screenshots
I believe the statement made by that member is in bad taste and instead stand to shake your hand as you work to bring some light into the bleak vanilla world. In the prospect of helping you I wish to point out your flaws so you may improve.
first, and this is a judgement solely made by looking at the screen caps, you should put a bit more love into your textures. It looks like your using Microsoft paint to make your current images and while they are not 'half bad' they are still very much look like programmer art. If your attempting to make a template so you can make cobble and brick look good I suggest you use and abuse greyscale and alpha levels. I find that slapping on a carefully shaded and drawn transparent base I only needed to make once much easier and better looking then a cut n paste without transparency that needs to be tweaked every time.
secondly, and judged like the first is that you should do two kinds of research on what your attempting to make a mod for. First, and the easier of the two, google images. Look up what rocks look like, and try recreating them in your base images. Second is a bit harder and will take hours of your time to do. that is researching what each rock is and how it interacts or where its found in the environment. this will give you a deeper understanding of where each rock belongs in the world so you dont end up with real world experts going 'what the is this ?' causing you a loss of a potential user
thirdly, and this is partially a question, partially a suggestion... Assuming your not doing it already, I suggest you allow full vanilla generation to take place, then have your mod generate over that changing whatever vanilla rock and vanilla ore into your own rock and ore depots. specifically the intent is to add to compatibility as well as allow clean integration of ores as it seems that currently ores use vanilla textures instead of looking cleanly integrated into the environment. So the question is 'are you doing this already?' If not, then you should.
finally, and this is to further compatibility even more, is for your mod to look for other mod ores and if it finds them generate them into the world using YOUR code. for example, a tech mod adds copper. your mod notices, removes the mods copper and generates its own using your textures and own generation. this prevents the overpopulation of ores in the world that begins to occur as users add more and more mods. I have actually seen cases where stone becomes a rare resource early game due to user error. the less chance you give users to cause errors, the better it is in the long run for you... until you face a new ore that no other mod uses... then you need to adapt again
So, this is me standing for my community to stretch a kind hand out. keep at your work and may you take the path of the great modders around you.
oh and to sate your curious appetite, here is the mod that does everything you have here and more: http://terrafirmacraft.com/
perhaps you'll get a few ideas and get even better
Wow thanks for the in depth reply!
I agree with you regarding the textures and I am planning on redoing them in a few updates time. I found that it was very difficult to make so many stone textures at the default resolution that don't all look the same and also don't look too busy. I will try making a higher resolution set which should make it easier to have variation between stone types. There's a fine line between making the texture interesting enough and making it too busy that it looks bad when there's a lot of it around. If people have specific textures they don't like currently please say and I might try improving those right away.
Having a more realistic generation is possible. The strata are not currently based on any real world examples but that would be an easy fix, it would just take time to research as you said. Basically it would be quite similar to now but the rocks would form in layers that made sense. Anything more complex than this could also be possible but the main consideration here is that the generation can be done quickly. I don't want to slow down chunk generation to the point that it becomes noticeable although the performance currently is much better than I had expected so there might be room to make things a little bit more complex.
Currently this does it's transformations to a chunk after it has been generated and decorated with ores etc. This should allow other mods to do their thing replacing normal stone before my stone is placed. I would be a bit reluctant to alter any of the vanilla ores (to fix the texture issue) as this could be bad for compatibility with other mods. I suppose I could try to target some of the large mods specifically but this could be a lot of work to maintain so I'm not sure.
That would be cool! That's the sort of thing I would like to add as an underground feature to make exploring underground more interesting
I messed about a bit with your textures in Photoshop. Just minor blending on the lines on the cobble and brick variants. Feel free to use for inspiration/completely copy paste them into the mod if you want. They are placed in free spots on the texture .png so you can choose to add/remove them as you see fit.
http://www.mediafire.com/view/?t94ecp9zf0tthlb
PLEASE! Learn to use spoiler tags, especially when posting crash reports: [spoiler]YOUR TEXT HERE[ /spoiler]
Awesome I'm just going to work so I"ll check them out when I get home!
It just generates as it normally would and is it's own block. Currently my marble doesn't not work with RP marble recipes
Now I am aware that I did in fact avoid something, the talk of compatibility, but don't worry its coming. Did you know we have been a mod folder mod and haven't altered any base classes for quite a while? In fact its been a couple months now. What are our problems then? World gen, damage, recipes, and the Nether. I don't know much about code but I know that those are generally pretty easy to fix. Basic damage adjustment to fit the scale of TFC = easy. Changing recipes, hell I could do that. Fixing the Nether, tougher but unnecessary we could easily have recipes too fix that. World Gen isn't to difficult either, its one of the early things you learn how to do, its still tough but not that tough. In fact, here is a link to the page describing a two-man project to fix these things themselves, I would like to encourage you to drop in and show support for these guys, they are doing a fantastic job. Balance is easy as well we have Gregtech & Thaumcraft for that.
In conclusion, congrats on the mod, this is a great idea, I'm you have done it, good luck to you sir.
Thanks! I think I'd like to keep this quite simple and specific rather than branch out. Seeing as a lot of people are mentioning the similarities to TFC I should say that I didn't know about TFC until quite far into developing this and the similarities are more of a natural thing and not copying. I got most of my rock types from lists on wikipedia and having cobblestone and bricks variants for each one was just an obvious step. So yea I think TFC has done an awesome job but this mod isn't meant to be as large or far reaching as that.
Some good ideas there! Altering things like cave gen might be a bit difficult without altering base classes but adding things to vanilla caves might be possible. Of course I could try and generate some caves of my own but then there would be double caves!
There are ways around it that I can think of but they are nasty and might be quite slow! Using a custom world generator might work which just overrides certain things like cave generation but the cave gen code looks extremely complicated and hasn't really be deobfuscated much so I'm not sure if I could really alter it without making it much worse
I just tried them out and I gotta say I like it! Could you explain how you did it? I'm planning to overhaul the textures soon so I'd like to implement that sort of effect into the new ones
0.4 - Items update
Another "ore" suggestion is Malachite and Azurite, they are commonly found together and virtually everything I know of (game wise usually) which mentions Azurite, almost never even mentions Malachite and definitely never mentions an association of the two. I can only really see them as dye sources, but I'm sure another use could exist.
A cool feature I think would to be able to date Igneous rocks. A simple value in the block name would be enough really. I don't know if it's possible, but I think it would be cool.
I use Photoshop CS6, but you should be able to do the same in GIMP or Paint.net
Select mine-crafts default cobblestone (or brick) block and copy it to a new layer. Move this new layer on top of the base stone you want to create a cobblestone version of. Then change the layer settings to color burn, linear burn, or luminance (its hard to tell ahead of time which will bring the best results). Adjust the layer opacity if it is too dark and create a second burn layer if it is too light.
Edited:
Heres an example on a random stone texture I've been working with.
http://www.mediafire.com/view/?by65la2kfccn4kh
All good ideas there and pretty consistent with my thoughts too. I will relook at the whole ore veins style thing soon and see how I could incorporate other mods ores into it. Also any significant thinks I add will at least by able to be turned off via the config if not released as a separate component like RP.
To fix it you can press f3 + t at the same time to reload your textures. I would really like to know what is causing this as it happens to me every now and then too but the only message I get is that "texture could not be preloaded". I might ask about this on the forge forum.
Awesome thanks for that! That texture there looks great too I might look at including some of those if that's okay with you?
Biomes a Plenty has also been recently updated so those that were having issues with that should now fix those fixed.
Download:
http://www.mediafire.com/?5s5b19c8qg8oop1
Thanks for the F3 + T tip, I didn't know about that. Taking a quick look through the source, it may be because your proxies don't implement IGuiHandler. It's probably not the problem, but it can't hurt to test.
PLEASE! Learn to use spoiler tags, especially when posting crash reports: [spoiler]YOUR TEXT HERE[ /spoiler]