I'm not trying to claim rocks or anything lol. (Why is everyone interpreting me as aggressive?) all I meant is that the mods are similar. A mod like rei's minimap is completely inrelated to TFC and so features between the two would never mix, but this mod is already in sort of the same genre. I'm friends with the original creator of extra biomes, and I'd like to be friends with the creator of ugb too, if he's up for it
as far as those who don't like how much TFC changes minecraft, I'm sorry we couldn't make a game you like =P. TFC would be standalone if it weren't for the convenient rendering code built in to vanilla and familiar experience people already know. We didn't create TFC because we disliked vanilla, although vanilla did seem to get repetitive near the end, we wanted to make a game of our own, that was challenging, engaging and had a long progression of technology. We set out to make it in minecraft because we enjoyed it, not because we hated it and because we'd seen all of the mods that add late game, modern technology like rail craft, Industrial craft, and red power and we decided to do the opposite, and make a game where you started with nothing, alone in a scary world where you feel small and alone (metaphorically, unless you play SSP =P), instead of the genius master of the universe.
I don't expect to change any minds about TFC, but I don't wanna keep coming off as the bad guy here =P
No worries Dunk. I may have been a bit confrontational because I wish you guys allowed more integration of other mods with yours. You could have easily gotten defensive or argumentative but you didn't.
TFC is one of my favorite mods. I just wish I could play it alongside my other dozen favorite mods. Fortunately, Underground Biomes gives me one small similar aspect I miss from TFC when playing FTB type mod builds.
This works fine with Biome o' Plenty but after giving it a try I don't plan to use it: too much red granite. I mean, it's ok to find a pink hill or cave once in a while but that thing is everywhere, it makes the landscape look silly. IMHO the most common rock should be grey, whatever it is (not a geologist here).
This works fine with Biome o' Plenty but after giving it a try I don't plan to use it: too much red granite. I mean, it's ok to find a pink hill or cave once in a while but that thing is everywhere, it makes the landscape look silly. IMHO the most common rock should be grey, whatever it is (not a geologist here).
Nice idea, though, kudos for you.
That could be an issue that seems to pop up for me very rarely. I think it has to do with the biome shape generation which uses that block as the base and then replaces it with the others. I can't be sure though as I barely understand how it works myself
Im really enjoying the mod. Can't wait till the next version is released!
Thanks! I'll be releasing the half slabs and some new textures tomorrow. I've been testing them out tonight and there's a few changes I want to make first
That could be an issue that seems to pop up for me very rarely. I think it has to do with the biome shape generation which uses that block as the base and then replaces it with the others. I can't be sure though as I barely understand how it works myself
Thanks! I'll be releasing the half slabs and some new textures tomorrow. I've been testing them out tonight and there's a few changes I want to make first
Is there also a fix for the crash that occurs on world creation with twilight forest?
thank you so much. i love this mod. i am using it with biomes a plenty, extra biomes, orizon pastels, metallurgy2, unofficial fossil archeology update, xycraft, forestry, and a few other ore generating mods. they all work. (fossil mod spawns block but because of lack of surrounding stone it doesn't act like it normally would). have not tried COG with it yet and i don't think i will try. it would take too much work to integrate properly. i am finding lots of coal, extra rare diamond, the distribution is there, but off. it isn't that big a deal. Mystcraft ages plus Simucraft Miner = plenty o'ore.
not sure if this is a bug, it doesn't break anything. the low value coal ore that is black, drops a sulfer-ish looking stone block. umm, normal stone with yellow ore bits. (pause...debate...i will leave it.)
I couldn't see any problems with this mod. I have 43 mods instaled, including BC, IC2, and redpower, etc. Ores spawn normally, not in "mid air"
Will you add bitominous coal to generation?
Very nice mod though, it should have sphaxpurebd support.
Add ability to craft one cobblestone of any rock, into vanilla cobblestone, may be usefull in crafting recipes of other mods.
I would love to have a sphax texture pack! I think it's a bit beyond my texturing skills though. I might add some more forms of coal just for flavour if nothing else.
thank you so much. i love this mod. i am using it with biomes a plenty, extra biomes, orizon pastels, metallurgy2, unofficial fossil archeology update, xycraft, forestry, and a few other ore generating mods. they all work. (fossil mod spawns block but because of lack of surrounding stone it doesn't act like it normally would). have not tried COG with it yet and i don't think i will try. it would take too much work to integrate properly. i am finding lots of coal, extra rare diamond, the distribution is there, but off. it isn't that big a deal. Mystcraft ages plus Simucraft Miner = plenty o'ore.
not sure if this is a bug, it doesn't break anything. the low value coal ore that is black, drops a sulfer-ish looking stone block. umm, normal stone with yellow ore bits. (pause...debate...i will leave it.)
really awesome mod.
Hmm do you know what the name of that block being dropped? It doesn't sound like anything from this mod so it's strange that it's happening. It should drop an item that looks like half a piece of coal
Hmm that looks like it is caused by this after all. What version of Twilight Forest are you using? I may not have the latest version. I'll go download that and see if that makes it happen
I'm using Twilight Forest 1.14.0 personally, but i'll try with 1.15.0 now, although, i don't think there were many changes between the two versions
EDIT: Yup, same issue with the latest version
I've been trying but I haven't managed to get the same crash. Have you tried it in multiple worlds?
As far as I can tell from that error log it seems that the class responsible for doing all the stone placement isn't being set up. This is meant to happen when a world is loaded. Do you have any other mods on that edit base classes? If you do there might be one that doesn't have that particular Forge event hook in it. If you don't then I'm not really sure why that would happen seeing as other events are happening fine. I'm just about to upload an update so you could see if that fixes it although I doubt it will change anything.
Sorry I can't really help you properly
Edit: So after packing up the update and everything I thought I'd do one last test and suddenly I'm getting the same error! It's getting late so I'll delay releasing it until tomorrow so I can fix this first
Bioxx ain't runnin the show anymore? Man, guess it's been a while since I last looked...
Any recent word on whether UGB plays nice with Better World Generation and/or Custom Ore Generation?
I tested these a while back and I think BWG worked and Custom Ore Gen didn't but I'm not sure if that was before or after I redid the generation to make it more compatible so basically I'm not sure
I gave UG another try and I'm liking it more and more, it goes well with Extra Biomes XL too (no more pink-caves-everywhere problem :D).
I've got some little requests:
* Make same rock formations spread over a larger area. I think hills would look better if they weren't made by 4-5 different rocks that change every few yards, that kind of situation should be rare. IMHO most of the time they should be approximately the size of a vanilla biome or even more.
* Make vanilla Stone less rare. I explored miles of land and I only found a little patch of it once. Is that intentional, and why?
I gave UG another try and I'm liking it more and more, it goes well with Extra Biomes XL too (no more pink-caves-everywhere problem ).
I've got some little requests:
* Make same rock formations spread over a larger area. I think hills would look better if they weren't made by 4-5 different rocks that change every few yards, that kind of situation should be rare. IMHO most of the time they should be approximately the size of a vanilla biome or even more.
* Make vanilla Stone less rare. I explored miles of land and I only found a little patch of it once. Is that intentional, and why?
Awesome! The underground biome size is actually configurable in the code so I could just add a config option or something to set it? Also they should be much larger if you are using large biomes. Currently vanilla stone shouldn't be showing up at all. If you want I could add a couple biomes which have it but you can always just make some regular cobble and smelt it if you need some.
Hmm. Can you add ability to change "normal ground level? While normal ground level in vanilla mc is 64, and max height is 256, then around 150 blocks are unused. So, can you make deeper oceans, and ground level at 128 for example? And add a config file which will allow for change of this?
I had similar problem, after i installed "Mine click fix fix" After i uninstalled this, everything went back to normal.
I'm not sure how big a task that could be but if there are any other forge mods that do the same then they should work fine with this. It might be hard to do this without creating a new world generation type which would be a lot of work
bug report: somethimes the blocks are white in the beginning and get their textures later or never (blocks from this mod only)
suggestion: make a ore version for every stone type.
This bug I just can't seem to figure out but you can fix it by pressing f3 + t to reload your textures.
I've been thinking about how to add the ore for each rock type and I think I've got a good idea although it's quite complicated. Basically doing this is pointless unless it works for all ores, even those added by other mods. Therefore I need to have a system which can dynamically figure out what mods add ores, what those ores are, and then remove the ore portion of that texture for that ore and combine with each of my stone types and then replace that ore with the appropriate modified one during world gen. When that block is mined it would drop the vanilla version of the ore meaning that compatibility wouldn't be affected. The one downside to this is that it would require a lot of block IDs (1 ID per ore). This would be a significant amount of work to implement as there would be a lot of stuff that would be getting done automatically but I think it would be doable. Thoughts?
Awesome! The underground biome size is actually configurable in the code so I could just add a config option or something to set it?
That would be great.
Currently vanilla stone shouldn't be showing up at all. If you want I could add a couple biomes which have it but you can always just make some regular cobble and smelt it if you need some.
It's funny because I saw vanilla stone at least twice; anyway it doesn't really matter, there's already a good amount of variety right now.
That would be great.
It's funny because I saw vanilla stone at least twice; anyway it doesn't really matter, there's already a good amount of variety right now.
As Mafect said above they are most like monster eggs. Also smooth stone is still generated when lava meets water as usual. Finally any mod that runs some world gen stuff after this somehow could potentially add some vanilla stone.
I'll add that config option in now for the next release.
Hmm. I think that TFC made such thing, that ores are "Overlays" for rock, like metadata block? There are textures of vein, which are overlay on texture. Maybe You should mess with this. And for ore generation in specific rock formation, will you check for rock type, and then replace the rock? and add custom ore generation for other mods optional, with config file, include in this thing as:
-In which type of rock ( Metamorphic etc. Or exact rock like shist, or gneiss ), ore will be spawned.
-How rare it will be.
-Max/min height.
-Support for other mods ores.
Additional ores? with levels of purity, or something?
Like Magnetite ( around 80% - 90% iron ) and Hematite ( 70% and less ), Where magnetite will yeld more iron, than hematite.
Bituminous coal is a solid block of coal, where coal ore in vanilla minecraft have "small chunks" of coal in it, that's why it drops 1 coal. Bituminous coal should drop 4. And anthracite storage block, can be used as an ore which occurs rarely than bituminous coal ( Yes i am fan of non renevable energy sources ) And it should drop itself ( block, which is made out of 9 coal, rather than 4 )
I like that Developer is working with players .
I noticed them too, they aren't smooth stone, they're "monster egg blocks" ( thanks NEI ) and they spawn a mob.
I'm sure it's possible but the key issue is doing it without altering any of the base code, especially around the rendering stuff which looks fairly complicated. I think being able to have multi texture blocks would be a useful feature for forge to include. Some nice ideas there! Once I get all these basic issues sorted out I'll try fleshing things out a bit more in that manner. Enhanced config options are definitely doable they are just long and boring to do
No worries Dunk. I may have been a bit confrontational because I wish you guys allowed more integration of other mods with yours. You could have easily gotten defensive or argumentative but you didn't.
TFC is one of my favorite mods. I just wish I could play it alongside my other dozen favorite mods. Fortunately, Underground Biomes gives me one small similar aspect I miss from TFC when playing FTB type mod builds.
It's an issue with my textures which I don't understand. You should be able to fix it by pressing f3 + t to reload your textures.
Nice idea, though, kudos for you.
That could be an issue that seems to pop up for me very rarely. I think it has to do with the biome shape generation which uses that block as the base and then replaces it with the others. I can't be sure though as I barely understand how it works myself
Thanks! I'll be releasing the half slabs and some new textures tomorrow. I've been testing them out tonight and there's a few changes I want to make first
Is there also a fix for the crash that occurs on world creation with twilight forest?
not sure if this is a bug, it doesn't break anything. the low value coal ore that is black, drops a sulfer-ish looking stone block. umm, normal stone with yellow ore bits. (pause...debate...i will leave it.)
really awesome mod.
Could you post a crash log? I've been using this with Twilight Forest without issues so there might be something else causing it.
I would love to have a sphax texture pack! I think it's a bit beyond my texturing skills though. I might add some more forms of coal just for flavour if nothing else.
Hmm do you know what the name of that block being dropped? It doesn't sound like anything from this mod so it's strange that it's happening. It should drop an item that looks like half a piece of coal
Hmm that looks like it is caused by this after all. What version of Twilight Forest are you using? I may not have the latest version. I'll go download that and see if that makes it happen
EDIT: Yup, same issue with the latest version
Bioxx ain't runnin the show anymore? Man, guess it's been a while since I last looked...
Any recent word on whether UGB plays nice with Better World Generation and/or Custom Ore Generation?
I've been trying but I haven't managed to get the same crash. Have you tried it in multiple worlds?
As far as I can tell from that error log it seems that the class responsible for doing all the stone placement isn't being set up. This is meant to happen when a world is loaded. Do you have any other mods on that edit base classes? If you do there might be one that doesn't have that particular Forge event hook in it. If you don't then I'm not really sure why that would happen seeing as other events are happening fine. I'm just about to upload an update so you could see if that fixes it although I doubt it will change anything.
Sorry I can't really help you properly
Edit: So after packing up the update and everything I thought I'd do one last test and suddenly I'm getting the same error! It's getting late so I'll delay releasing it until tomorrow so I can fix this first
I tested these a while back and I think BWG worked and Custom Ore Gen didn't but I'm not sure if that was before or after I redid the generation to make it more compatible so basically I'm not sure
I've got some little requests:
* Make same rock formations spread over a larger area. I think hills would look better if they weren't made by 4-5 different rocks that change every few yards, that kind of situation should be rare. IMHO most of the time they should be approximately the size of a vanilla biome or even more.
* Make vanilla Stone less rare. I explored miles of land and I only found a little patch of it once. Is that intentional, and why?
Awesome! The underground biome size is actually configurable in the code so I could just add a config option or something to set it? Also they should be much larger if you are using large biomes. Currently vanilla stone shouldn't be showing up at all. If you want I could add a couple biomes which have it but you can always just make some regular cobble and smelt it if you need some.
I'm not sure how big a task that could be but if there are any other forge mods that do the same then they should work fine with this. It might be hard to do this without creating a new world generation type which would be a lot of work
suggestion: make a ore version for every stone type.
This bug I just can't seem to figure out but you can fix it by pressing f3 + t to reload your textures.
I've been thinking about how to add the ore for each rock type and I think I've got a good idea although it's quite complicated. Basically doing this is pointless unless it works for all ores, even those added by other mods. Therefore I need to have a system which can dynamically figure out what mods add ores, what those ores are, and then remove the ore portion of that texture for that ore and combine with each of my stone types and then replace that ore with the appropriate modified one during world gen. When that block is mined it would drop the vanilla version of the ore meaning that compatibility wouldn't be affected. The one downside to this is that it would require a lot of block IDs (1 ID per ore). This would be a significant amount of work to implement as there would be a lot of stuff that would be getting done automatically but I think it would be doable. Thoughts?
It's funny because I saw vanilla stone at least twice; anyway it doesn't really matter, there's already a good amount of variety right now.
As Mafect said above they are most like monster eggs. Also smooth stone is still generated when lava meets water as usual. Finally any mod that runs some world gen stuff after this somehow could potentially add some vanilla stone.
I'll add that config option in now for the next release.
I'm sure it's possible but the key issue is doing it without altering any of the base code, especially around the rendering stuff which looks fairly complicated. I think being able to have multi texture blocks would be a useful feature for forge to include. Some nice ideas there! Once I get all these basic issues sorted out I'll try fleshing things out a bit more in that manner. Enhanced config options are definitely doable they are just long and boring to do