Okay, the 1.4.2 update is out (Netherrocks doesn't need to be updated).
Fixes the bow zooming crashing the server. Sorry it took me so much longer than I said, I have been working on a script to mostly automate my compiling of new version (theres 3 versions, plus 2 more for the plugins individually, so it takes me a while normally). Should be less eager to put it off from now on
Thanks all
EDIT: Oh and I have also update the GitHub
EDIT 2: Also, while we are on the subject, I'm curious to know if you guys would prefer me to keep the multiple versions like there is now, or if you would prefer to be able to disable plugins in the Settings file? The plugins would technically still be loaded, and would show up in the Forge Mods gui in game, but none of the content would be loaded. I'll create a poll for it, so I would love if you guys could leave some feedback
I would personally prefer a singular file with the option to enable / disable things in the config on a per user basis. I have a few things turned off (0 spawn 0 height 0 density) due to never actually using them and it just taking up space (copper / tin mostly)
Makes it a bit easier to keep up to date and be sure everything is up to date and running the correct versions when there is only one to check.
Since I always use the Fusion Plugin with Simple Ores and only tend to skip Netherrocks, I think it would be easier to just toggle the plugins on or off in the config. It also would make it easier to list the mod for mod packs; currently I list the Fusion plugin separately even though I have the Simples Ores+Fusion mod. So a single download with toggles seems like the best way to go about them.
And speaking of toggles, a while back I believe I asked about disabling ores and their items completely (in reference to netherrocks). Any chance this is something we may see soon? While you could just disable the ores from spawning (unless it was a fusion, then you may have more issues preventing it), it would be nice to not see the material at all. The main use would probably be for mod packs so players don't see the items in NEI or such and assume they can get it when in fact the ore never spawns. Anyway, nothing that important but thought I'd ask since it seems somewhat related to the subject of toggles.
Since I always use the Fusion Plugin with Simple Ores and only tend to skip Netherrocks, I think it would be easier to just toggle the plugins on or off in the config. It also would make it easier to list the mod for mod packs; currently I list the Fusion plugin separately even though I have the Simples Ores+Fusion mod. So a single download with toggles seems like the best way to go about them.
And speaking of toggles, a while back I believe I asked about disabling ores and their items completely (in reference to netherrocks). Any chance this is something we may see soon? While you could just disable the ores from spawning (unless it was a fusion, then you may have more issues preventing it), it would be nice to not see the material at all. The main use would probably be for mod packs so players don't see the items in NEI or such and assume they can get it when in fact the ore never spawns. Anyway, nothing that important but thought I'd ask since it seems somewhat related to the subject of toggles.
So your interest would be in disabling INDIVIDUAL ores? That is more tricky than just disabling a whole plugin, but it can still be done.
So your interest would be in disabling INDIVIDUAL ores? That is more tricky than just disabling a whole plugin, but it can still be done.
Yah, it would be a nice option anyway. I'm not sure if I would use it much now, but one of the main reasons I didn't use Netherrocks in Ascension was because it added too many new nether ores. So disabling the entire ore and its items would be a great option to have.
While not really a toggle it is pretty easy to disable an ore completely.
I do this on most of my worlds with tin / copper by setting its spawn heights, spawn size, and spawn rarity to 0.
This doesn't really disable them completely nor their items, but prevents the ore itself from spawning and then not being able to directly make any of the items themselves, unless you find them randomly in chests.
While not really a toggle it is pretty easy to disable an ore completely.
I do this on most of my worlds with tin / copper by setting its spawn heights, spawn size, and spawn rarity to 0.
This doesn't really disable them completely nor their items, but prevents the ore itself from spawning and then not being able to directly make any of the items themselves, unless you find them randomly in chests.
Yah, I do realize this is a way you can semi-disable the ores, which is why I wouldn't made a toggle a huge priority. My concern would be more for stuff like mod packs, where new players could find the item in NEI and assume they could get it when it should be impossible. Even if you removed all chest loot and tried to disable all the crafting recipes, it still may find a way to pop up somewhere (on mobs for example if you use that plugin). So that is where a toggle would be nice to have.
alpha of forge 1.7.10 is out. Only silver works on it without changes but ThreadDownloadImageData used bu the dev capes has changed and that stops Simple Ores from working.
alpha of forge 1.7.10 is out. Only silver works on it without changes but ThreadDownloadImageData used bu the dev capes has changed and that stops Simple Ores from working.
Yes, ores will only generate in newly explored areas. There shouldn't be any sort of corruption from this.
As for the range, that is my mistake. You should specify with 2:999 instead of 2-999. I had to change it because of negative dimension id's, but forgot to reflect the change in the instructions.
EDIT: Actually, I did reflect it in the instructions, just not in the example
Any plans to add retrogen to this mod? My players went off on a major exploration blitz while I've been waiting for some of my favorite worldgen mods to hit 1.7.2.
Rollback Post to RevisionRollBack
[Scott]: Things I have managed to get in the last five minutes, in order of ascending importance: cobblestone, planks, lapis lazuli, redstone, gold, coal, diamond. VERY LOST.
Any plans to add retrogen to this mod? My players went off on a major exploration blitz while I've been waiting for some of my favorite worldgen mods to hit 1.7.2.
I don't know of any open source mods that do retrogen. I do know Thermal Expansion and Thaumcraft do it.
I am quite a lot behind my schedule on some major rewrites on OnlySilver, but this feature is already on my to-do list. (I don't even know it is called retrogen.)
And I think Artifice has retrogen for its marble/basalt, but it's been a while since I checked the config. It's open-source.
Hmm. Do you think World Generation Manager is good for server-use? Definitely going to grab it for my single-player, but I don't like throwing untried mods at my players.
On a related note to the mod, one of the guys on my server REALLY likes his full suit of Illumenite. Seeing as he's building a massive tree/house that towers to the heavens, and his shift key slips sometimes.
[Scott]: Things I have managed to get in the last five minutes, in order of ascending importance: cobblestone, planks, lapis lazuli, redstone, gold, coal, diamond. VERY LOST.
And I think Artifice has retrogen for its marble/basalt, but it's been a while since I checked the config. It's open-source.
Hmm. Do you think World Generation Manager is good for server-use? Definitely going to grab it for my single-player, but I don't like throwing untried mods at my players.
On a related note to the mod, one of the guys on my server REALLY likes his full suit of Illumenite. Seeing as he's building a massive tree/house that towers to the heavens, and his shift key slips sometimes.
The one time I tried WGM was when it was first released, and it was in my single-player world. I haven't done any testing in a multi-player environment. I imagine it would play nice in multiplayer as well, but I would test first (and of course backup the world save).
Fixes the bow zooming crashing the server. Sorry it took me so much longer than I said, I have been working on a script to mostly automate my compiling of new version (theres 3 versions, plus 2 more for the plugins individually, so it takes me a while normally). Should be less eager to put it off from now on
Thanks all
EDIT: Oh and I have also update the GitHub
EDIT 2: Also, while we are on the subject, I'm curious to know if you guys would prefer me to keep the multiple versions like there is now, or if you would prefer to be able to disable plugins in the Settings file? The plugins would technically still be loaded, and would show up in the Forge Mods gui in game, but none of the content would be loaded. I'll create a poll for it, so I would love if you guys could leave some feedback
Makes it a bit easier to keep up to date and be sure everything is up to date and running the correct versions when there is only one to check.
And speaking of toggles, a while back I believe I asked about disabling ores and their items completely (in reference to netherrocks). Any chance this is something we may see soon? While you could just disable the ores from spawning (unless it was a fusion, then you may have more issues preventing it), it would be nice to not see the material at all. The main use would probably be for mod packs so players don't see the items in NEI or such and assume they can get it when in fact the ore never spawns. Anyway, nothing that important but thought I'd ask since it seems somewhat related to the subject of toggles.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
So your interest would be in disabling INDIVIDUAL ores? That is more tricky than just disabling a whole plugin, but it can still be done.
Yah, it would be a nice option anyway. I'm not sure if I would use it much now, but one of the main reasons I didn't use Netherrocks in Ascension was because it added too many new nether ores. So disabling the entire ore and its items would be a great option to have.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
I do this on most of my worlds with tin / copper by setting its spawn heights, spawn size, and spawn rarity to 0.
This doesn't really disable them completely nor their items, but prevents the ore itself from spawning and then not being able to directly make any of the items themselves, unless you find them randomly in chests.
Yah, I do realize this is a way you can semi-disable the ores, which is why I wouldn't made a toggle a huge priority. My concern would be more for stuff like mod packs, where new players could find the item in NEI and assume they could get it when it should be impossible. Even if you removed all chest loot and tried to disable all the crafting recipes, it still may find a way to pop up somewhere (on mobs for example if you use that plugin). So that is where a toggle would be nice to have.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
Yeah they keep changing that I'll look into it.
Yes, ores will only generate in newly explored areas. There shouldn't be any sort of corruption from this.
As for the range, that is my mistake. You should specify with 2:999 instead of 2-999. I had to change it because of negative dimension id's, but forgot to reflect the change in the instructions.
EDIT: Actually, I did reflect it in the instructions, just not in the example
Retrogen? I have no idea what that is...
Is this a mod/utility? And if so, link? I can't seem to find it from a simple google search
I am quite a lot behind my schedule on some major rewrites on OnlySilver, but this feature is already on my to-do list. (I don't even know it is called retrogen.)
And I think Artifice has retrogen for its marble/basalt, but it's been a while since I checked the config. It's open-source.
Hmm. Do you think World Generation Manager is good for server-use? Definitely going to grab it for my single-player, but I don't like throwing untried mods at my players.
On a related note to the mod, one of the guys on my server REALLY likes his full suit of Illumenite. Seeing as he's building a massive tree/house that towers to the heavens, and his shift key slips sometimes.
The one time I tried WGM was when it was first released, and it was in my single-player world. I haven't done any testing in a multi-player environment. I imagine it would play nice in multiplayer as well, but I would test first (and of course backup the world save).