i did a test using 6 quarries
'vanilla' generation came up with this
and then with your mod
these were tested at different locations but the difference between the two shows that there is certainly something going on here. even with the vanilla content there is almost 4 times as much iron and even more coal without your mod.
Lol whoops guess I forgot which way around I had done the vanilla stone setting! I'll get that fixed for the next release.
As for your lack of ores, I'm not quite sure how that might happen. The world generation stuff takes place after chunk decoration has been completed which is when ores are normally placed. The fact that some ores are still generating is what confuses me as I would expect none to generate if Underground Biomes was somehow doing its world gen stuff too early. Do you think it's possible that any of the other mods might have something to do with it?
Looks really cool, I plan on testing this with Biomes O Plenty for world gen.
I too am putting together a FTB private pack, and I was hoping you would allow us to use this mod (assuming it works with Biomes O Plenty). I know you gave permissions to other people in this thread, but the way I understand FTB's terms, unless you specifically state it in the OP (or somewhere giving blanket perms), I have to ask you specifically.
I run a small whitelist LP server. There's about 12 of us. I'm putting together a mod pack that combines both technical and adventure mods on 1.5.2 (yea, I know my adventure mods choices are short on 1.5.2, but I have faith).
Just let me know if you need more info. I can send you a list of mods we are planning on, and I'll also update this thread when I finish testing the mod out with Biomes O Plenty.
That's absolutely fine with me! If you need any help with anything let me know and I'll do my best
I came here to post about the ore generation as well but it seems randomobj3ct has beaten me to it. In areas with this mods stone I find little to no ores. In vanilla stone I find what I need just fine.
Again I'm not sure how this would happen but I'll see if I can find out why
I was checking out the cobble>stone>stonebrick path when I saw this:
This was eclogite broken to make eclogite cobble, furnaced to make eclogite, and then dropped into a 1x3 on a crafting bench. I'm thinking this should've been a slab, not stone bricks. It does indeed make 4 stone bricks.
I was checking out the cobble>stone>stonebrick path when I saw this:
This was eclogite broken to make eclogite cobble, furnaced to make eclogite, and then dropped into a 1x3 on a crafting bench. I'm thinking this should've been a slab, not stone bricks. It does indeed make 4 stone bricks.
Hmm that's odd. I think that must be a problem with the auto ore dictify recipes process as I'm pretty sure I haven't added that as a recipe manually. If you disable the "Modify all recipes to include Underground Biomes blocks" option in the config does it still show up?
Hmm that's odd. I think that must be a problem with the auto ore dictify recipes process as I'm pretty sure I haven't added that as a recipe manually. If you disable the "Modify all recipes to include Underground Biomes blocks" option in the config does it still show up?
When I turn that off, then the 1x3 pattern gives me slabs.
Should I leave this off? I have no idea what else it would affect. Right now this is just a test environment anyway... so no big deal.
When I turn that off, then the 1x3 pattern gives me slabs.
Should I leave this off? I have no idea what else it would affect. Right now this is just a test environment anyway... so no big deal.
It's there to try a convert other mods recipes that don't use the ore dictionary to use ore dictionary versions. I guess somewhere along the way it's thinking that a recipe for slabs is actually a recipe for stone. I'll see if I can replicate it and fix it
Thanks that might make it easier to track down whats causing that!
Glad I could help, If you need anything else let me know.
Also I noticed when I used the World.cfg (From CoFH Core I think) and told it to replace vanilla ore gen
the problem seemed to go away. I say seemed mainly because I haven't had a chance to full investigate it yet.
Glad I could help, If you need anything else let me know.
Also I noticed when I used the World.cfg (From CoFH Core I think) and told it to replace vanilla ore gen
the problem seemed to go away. I say seemed mainly because I haven't had a chance to full investigate it yet.
I have a similar set of mods and also noticed this issue. My TE config was set to replace vanilla ore generation from the start (prior to generating the world) and I noticed a significant decrease in ore spawning. That's actually the reason I came to check the forums - to see if anyone else had noticed as well.
Removing Underground Biomes without any changes to other configs resulted in a new world generated with proper ore spawning. Not sure if there's an interaction between TE and Underground Biomes that's unintended.
I have a similar set of mods and also noticed this issue. My TE config was set to replace vanilla ore generation from the start (prior to generating the world) and I noticed a significant decrease in ore spawning. That's actually the reason I came to check the forums - to see if anyone else had noticed as well.
Removing Underground Biomes without any changes to other configs resulted in a new world generated with proper ore spawning. Not sure if there's an interaction between TE and Underground Biomes that's unintended.
Hmmm, weird, I noticed the opposite, My oregen was squirrely until I turned on the non-vanilla oregen. I haven't had much of a chance to test it extensively yet. Probably will later tonight. I do know that the CoFH world gen is a relatively new addition to the mod, so, maybe an interaction between the two isn't out of the question.
I have a similar set of mods and also noticed this issue. My TE config was set to replace vanilla ore generation from the start (prior to generating the world) and I noticed a significant decrease in ore spawning. That's actually the reason I came to check the forums - to see if anyone else had noticed as well.
Removing Underground Biomes without any changes to other configs resulted in a new world generated with proper ore spawning. Not sure if there's an interaction between TE and Underground Biomes that's unintended.
Hmmm, weird, I noticed the opposite, My oregen was squirrely until I turned on the non-vanilla oregen. I haven't had much of a chance to test it extensively yet. Probably will later tonight. I do know that the CoFH world gen is a relatively new addition to the mod, so, maybe an interaction between the two isn't out of the question.
Hmm this sounds like it could be a tricky issue to figure out. I'm hoping that when I rewrite most of this that things like this will fix themselves!
... will Underground Biomes remain a separate mod? Cuz some people prefer ... another biome mod
I still haven't decided yet but I don't think it would be too hard to do so if there's enough demand for that then probably. EBXL v4 will be significantly different from EBXL v3 and BOP so we'll have to wait and see
... will Underground Biomes remain a separate mod? Cuz some people prefer ... another biome mod
Once UB is merged and if it is not available separately, you can still turn off the biomes in EBXL and continue to use BoP if you choose. A lot of people use EBXL and BoP as well as other biome adding mods all together. Plus as Jeff said, EBXL v4 will look a lot different as we are not only adding UB and FN but using a completely new terrain generator, adding new biomes and redoing our old ones.
I was just using the mod and had an issue with making stone gears is there a way to make this mod compatible with crafting recipes of other mods or is there a way to convert the various cobbles to vanilla
This make me really happy. Good work. If I may make some suggestions for future updates, I think that dolomite would be a nice touch as well as creating the fossiliferous forms of that and limestone. Maybe some micrites? Something I don't like about the textures is how you cant really see crystals for the igneous rocks. Granted this is minecraft and is not known for graphics quality, it is still something that could improve the realism of the mod. One more touch that I think would be pretty neat is if when breaking an aquifer block, there was a small chance to create a water block in its place. Still great work. Keep it up!!
Lol whoops guess I forgot which way around I had done the vanilla stone setting! I'll get that fixed for the next release.
As for your lack of ores, I'm not quite sure how that might happen. The world generation stuff takes place after chunk decoration has been completed which is when ores are normally placed. The fact that some ores are still generating is what confuses me as I would expect none to generate if Underground Biomes was somehow doing its world gen stuff too early. Do you think it's possible that any of the other mods might have something to do with it?
That's absolutely fine with me! If you need any help with anything let me know and I'll do my best
Again I'm not sure how this would happen but I'll see if I can find out why
I was checking out the cobble>stone>stonebrick path when I saw this:
This was eclogite broken to make eclogite cobble, furnaced to make eclogite, and then dropped into a 1x3 on a crafting bench. I'm thinking this should've been a slab, not stone bricks. It does indeed make 4 stone bricks.
I will be trying this mod very soon.
Hmm that's odd. I think that must be a problem with the auto ore dictify recipes process as I'm pretty sure I haven't added that as a recipe manually. If you disable the "Modify all recipes to include Underground Biomes blocks" option in the config does it still show up?
Thanks!
if it helps, world generation mods installed:
thermal expansion
natura
tinker's construct
biomes 'o' plenty
Also, is version 0.3.6, for MC 1.5.2 only?
When I turn that off, then the 1x3 pattern gives me slabs.
Should I leave this off? I have no idea what else it would affect. Right now this is just a test environment anyway... so no big deal.
Help support my Clay making recipe here!
Thanks that might make it easier to track down whats causing that!
It's there to try a convert other mods recipes that don't use the ore dictionary to use ore dictionary versions. I guess somewhere along the way it's thinking that a recipe for slabs is actually a recipe for stone. I'll see if I can replicate it and fix it
Nice job! Thanks!
That's correct. I'm actually the lead developer for the next version of ExtraBiomes XL
Glad I could help, If you need anything else let me know.
Also I noticed when I used the World.cfg (From CoFH Core I think) and told it to replace vanilla ore gen
the problem seemed to go away. I say seemed mainly because I haven't had a chance to full investigate it yet.
I have a similar set of mods and also noticed this issue. My TE config was set to replace vanilla ore generation from the start (prior to generating the world) and I noticed a significant decrease in ore spawning. That's actually the reason I came to check the forums - to see if anyone else had noticed as well.
Removing Underground Biomes without any changes to other configs resulted in a new world generated with proper ore spawning. Not sure if there's an interaction between TE and Underground Biomes that's unintended.
Hmmm, weird, I noticed the opposite, My oregen was squirrely until I turned on the non-vanilla oregen. I haven't had much of a chance to test it extensively yet. Probably will later tonight. I do know that the CoFH world gen is a relatively new addition to the mod, so, maybe an interaction between the two isn't out of the question.
Hmm this sounds like it could be a tricky issue to figure out. I'm hoping that when I rewrite most of this that things like this will fix themselves!
Have you tried multiple worlds? By default there are biomes made of vanilla stone so it might take a while to find a biome with the UB stone
That's very cool for you! But...
... will Underground Biomes remain a separate mod? Cuz some people prefer ... another biome mod
I still haven't decided yet but I don't think it would be too hard to do so if there's enough demand for that then probably. EBXL v4 will be significantly different from EBXL v3 and BOP so we'll have to wait and see
Follow me for information about progress plus little sneak peaks! If I can figure out how it all works that is
Once UB is merged and if it is not available separately, you can still turn off the biomes in EBXL and continue to use BoP if you choose. A lot of people use EBXL and BoP as well as other biome adding mods all together. Plus as Jeff said, EBXL v4 will look a lot different as we are not only adding UB and FN but using a completely new terrain generator, adding new biomes and redoing our old ones.