Already tried it; I know the patches only occur with BOP installed.
any idea what ores BOP adds? Im thinking somehow BOD is grabbing the surface stuff that BOP is trying to make, thus making it into clusters, and thus the barren spots. But that wouldn't make any sense on BOP's part, it shouldn't use worldgenminable for anything but ores, unless it uses it to make boulders and pretty shaped leaves on trees.
BOD looks intriguing, and as you say in the OP, could make minecarts much more practical. I happen to have a number of cart mods (chiefly RailCraft and Steve's Carts 2).
I think this one just wound up on my to-try list for the next time I gen a world...
yes I've been meaning to take care of that by default, but i haven't remembered since patching it last. vanilla spawns it near strongholds using worldgenminable, so BOD picks it up.
I have a question...how are you supposed to edit this mod? It says it's editable on the first page, but when you download it, you only get 2 class files to put into the jar. There's no config file or nothing. So, how do you edit it? Do I have to know machine language or something??
Thanks.
I have a question...how are you supposed to edit this mod? It says it's editable on the first page, but when you download it, you only get 2 class files to put into the jar. There's no config file or nothing. So, how do you edit it? Do I have to know machine language or something??
Thanks.
It creates the config files after you start Minecraft with it the first time.
Does BOD work with Mystcraft? Does it work with other dimension mods? Does it work with Underground Biomes?
I'm looking over the source code. I was surprised to see it so small, and mostly readable.
And, I notice that you have what appears to be overrides hardcoded for only the overworld, and the nether.
I'm not sure if "blocks to spawn ores in" is limited to one per dimension, or multiple per dimension -- UB turns vanilla stone into 3*8 different types of stone (three block ID's, 8 metas per block).
And, I see this:
if(minableBlockId == 3) {whatWorld = "/OverWorld";}
if(minableBlockId == 153) {whatWorld = "/Nether";}
configDirectory = new File(Minecraft.getMinecraftDir() + "/BODprops/" + whatWorld);// used for switching the code to singleplayer
//configDirectory = new File(new File(".").getAbsolutePath() + "/BODprops/" + whatWorld); // used for switching the code to multiplayer
Smooth stone can be any typical mystcraft age; netherrack can be any atypical age (and generates netherquartz). Dimensions are not limited to 0 or -1.
Yet now that I think about it, smooth stone is 1; 3 is dirt. Ores don't appear in dirt.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
im sorry i have been away everyone, battling BSODs, and freezes. my computer seemes to be doing well now though.
@LordBlackHole & clarity2199
it actually creates a config when you load new chunks for the first time, like a new world, or by exploring an old one.
@Th3RadMan
for the server, make sure you are using the multiplayer files, you have to make NEW chunks, so if there is already a world for the server, it has to make a new one world or you have to explore the old one to make the configs apear, NOTE: changes to the configs only apply to new chunks.
@vistral
i plan on updating to 1.6.2, but have no idea when that will happen, i am jugling some projects right now.
@Keybounce
it should work with mystcraft, you can make different ores, layers, and mines, spawn in different blocks. 3 is dirt, 153 is nether quartz. BOD will make stuff in any dimension, it just depends on whether or not the outside code calls worldGenMinable to spawn a vein. 3 and 153 are the first things to be spawned in each of the vanilla dimensions, tells me which config folder to use.
edit: sorry im not sure if it works with mystcraft now that i am doing the dirt thing.
which i probably need to work on that because you have to travel to the nether before your configs for it apear. even though thats kinda like leveling up BOD, it's impractical. I do need to utilize the world numbers, but I need to find a way of accessing it via the world object, so something like worldObj.getWorld() or something. there is a lot of stuff tied to that type, and I was trying to get a working verion of BOD out (had to make the nether work or BOD wouldnt work).
I was looking for a mod to make ores more rare and was pointed to this mod. I'm not a fan much of the "mine" concept, as I don't mind the sprinkles of ores everywhere... I just want less of each ore overall. But I love the fact that I can edit values as I need in a txt file.
So my question is: Are there values within the un-modded game that fit into this txt file? And if so, would you happen to know them?
The best I could do is something like this. Since I want ore to spawn at roughly half the rate it does in vanilla minecraft, redstone, for example, spawns at 24.8 ores per chunk according to the wiki. So this is what I came up with...
If I did my math right, the average spawn rate per chunk should be about 12.24. But if you have the original values, I'd probably be more content with just cutting size or amount in half (or doubling rarity).
Also, another quick question. Is there something wrong with dirt veins? I haven't seen any underground dirt clumps despite having rarity at 1, size at 25, and amount at 7. I have no problem finding gravel with similar numbers.
I was looking for a mod to make ores more rare and was pointed to this mod. I'm not a fan much of the "mine" concept, as I don't mind the sprinkles of ores everywhere... I just want less of each ore overall. But I love the fact that I can edit values as I need in a txt file.
So my question is: Are there values within the un-modded game that fit into this txt file? And if so, would you happen to know them?
The best I could do is something like this. Since I want ore to spawn at roughly half the rate it does in vanilla minecraft, redstone, for example, spawns at 24.8 ores per chunk according to the wiki. So this is what I came up with...
If I did my math right, the average spawn rate per chunk should be about 12.24. But if you have the original values, I'd probably be more content with just cutting size or amount in half (or doubling rarity).
Also, another quick question. Is there something wrong with dirt veins? I haven't seen any underground dirt clumps despite having rarity at 1, size at 25, and amount at 7. I have no problem finding gravel with similar numbers.
those settings look like they will serve your purpose yes, as for dirt, i do believe it is bugged, and that it has been for a while, but I just havnt noticed it, I can look into that. Also, rarity is what causes the seperation that creates mines, it is a 1 in X chance of that chunk getting that ore.
code snippets
numbers at the ends are the vein sizes
this.dirtGen = new WorldGenMinable(Block.dirt.blockID, 32);
this.gravelGen = new WorldGenMinable(Block.gravel.blockID, 32);
this.coalGen = new WorldGenMinable(Block.oreCoal.blockID, 16);
this.ironGen = new WorldGenMinable(Block.oreIron.blockID, 8);
this.goldGen = new WorldGenMinable(Block.oreGold.blockID, 8);
this.redstoneGen = new WorldGenMinable(Block.oreRedstone.blockID, 7);
this.diamondGen = new WorldGenMinable(Block.oreDiamond.blockID, 7);
this.lapisGen = new WorldGenMinable(Block.oreLapis.blockID, 6);
first number is the number of veins, last one is the height
edit: also lapis has a vertical density of 20, and its supposed to have a Yshift of 16 iirc, but it looks like jeb and dinner bone messed that up looking at the code, so it currently has a Yshift of zero in vanilla.
@Keybounce
it should work with mystcraft, you can make different ores, layers, and mines, spawn in different blocks. 3 is dirt, 153 is nether quartz. BOD will make stuff in any dimension, it just depends on whether or not the outside code calls worldGenMinable to spawn a vein. 3 and 153 are the first things to be spawned in each of the vanilla dimensions, tells me which config folder to use.
edit: sorry im not sure if it works with mystcraft now that i am doing the dirt thing.
And here is the problem.
While most mystcraft ages have normal stone ground, and get dirt put in as the first ore, it is perfectly valid to have a world where the ground is dirt, or netherrack, or end stone; the list is short because that's all Xcw marked as "ground" in the standard pack. There is an add-on for mystcraft that gives you another 30+ ground blocks, including stone brick (deliberately chosen to make skylands look better.)
You can, for example, write an age as:
hell biome, single biome, netherrack, lava, cave world, bright lighting, nether fortresses
and get a reasonably close approximation to the nether -- but since there is no "stone", as far as I know (haven't tested the current mystcraft), you won't get any dirt, gravel, or soul sand outside of the forts, and you won't see an attempt to generate netherrack through worldgenminable -- in fact, if I understand it correctly, you'll still see an attempt to generate dirt/gravel/ores, all of which will fail (no stone), and then xcw adds in a netherquartz gen because the ground was specified as netherrack.
===
Ok, so if I'm understanding this right: You have two different possible configs. One is intended for all overworld-like worlds/ages, and one is intended for all nether-like worlds/ages. The determination is made by looking at what's the first call to worldgenminable in each dimension. Am I correct so far?
Is there a way to override it's idea? It's perfectly acceptable to me if, on the first visit to a nether-like age, I have to shut down the server, alter a config flag for that dimension, delete the chunks, and restart/regen the chunks. If that is only once per nether-style age, that's fine.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
You have a world reference right in generate, can't you just use world.provider.dimensionId ?
yes i can, thank you
that is the syntax I mentioned that I didn't know
@keybounce
if it spawns the normal vanilla ores from biomeDecorator in that dimension, it will use the standard configs I believe, the purpuse of having the dirt/quartx check is so that you can have seperate configs for the nether, it wastes a lot of CPU to try all the ores and only spawn a few.
I do see the delema though, especially since other ground types will force you to add in alternates for every ore for every dimension, I need to find a way of tieing the world ID to a ground type as the default, and make a config based on the ores that apear. so it will make folders unique to the dimensions. does mystcraft simply count as you gain new dimension IDs?
if it spawns the normal vanilla ores from biomeDecorator in that dimension, it will use the standard configs I believe, the purpuse of having the dirt/quartx check is so that you can have seperate configs for the nether, it wastes a lot of CPU to try all the ores and only spawn a few.
I do see the delema though, especially since other ground types will force you to add in alternates for every ore for every dimension, I need to find a way of tieing the world ID to a ground type as the default, and make a config based on the ores that apear. so it will make folders unique to the dimensions. does mystcraft simply count as you gain new dimension IDs?
Not sure I fully understood that.
A little bit of ChunkProviderMyst.java is visible at 22 minutes, 3 seconds into this video http://store33.media..._1373501308.flv
(part of a twitch TV stream from last week). The quick summary:
1. If this has the age spawn, put a stone platform down at the spawn point (includes air above it so you can actually link to it).
2. Forge event for PopulateChunkEvent.pre
3. BiomeGenBase.decorate
4. Mystcraft scattered feature generation
5. Animal spawning
6. Normal world population.
7. An attempt to generate nether quartz into any netherrack (WorldGenMinable) (NB: You can have netherrack tendrils in an age that has normal stone landscape. Or, you could have stone tendrils in an age that had netherrack landscape.)
8. Turning exposed freezable blocks to ice
9. Turn exposed snowable locations to snow layers
... that's all that's visible.
In general, mystcraft gets the next available dimension from Forge, but you can force it to use any dimension you want, including negative numbers.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
The Meaning of Life, the Universe, and Everything.
Join Date:
10/5/2012
Posts:
473
Minecraft:
Black_Hole
Member Details
One could argue that ores spawn in stone. If there is any other material then you don't get ores. I made a small mod that added a few kinds of stone, and what I did was check the dimension ID and anything besides the nether or end were to be treated exactly like the overworld regardless of anything else. The only other caveat I can think of would be allowing nether ores to spawn in netherrack in nether biomes. And I guess the same for endstone in ender biomes. As long as Mystcraft still allows the regular oregen with WorldGenMinable then it should be fairly easy.
And Marco, if you need some help with the update I could help out. I just got done updating my own mods to 1.6, and while I've still got a few other things going on, I could find time to do something. Actually, with the way that 1.6 HATES modding the jar, I could pretty easily make a coremod hook so that the rest of the code could be in a regular mod. It'd save a lot of headaches for users trying to install it.
One could argue that ores spawn in stone. If there is any other material then you don't get ores.
Sure, that's fine. Just check that it's either block 1 (vanilla stone), or in the forge dictionary as a stone (see Underground Biomes ... ".*Stone" is the regex for what it adds).
But if there's netherrack, attempt to put quartz in.
Don't assume that there's only one kind of ground. Mystcraft will let you make a world that is void, with multiple tendrils of various materials -- so you'll have "cave-like" lines of stone, netherrack, wood, dirt, grass, etc.
(A "tendril" is modeled after the code for caves, but currently generates significantly smaller than a cave does. In the past, it was the same size, and you know how big vanilla caves can be.)
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Sure, that's fine. Just check that it's either block 1 (vanilla stone), or in the forge dictionary as a stone (see Underground Biomes ... ".*Stone" is the regex for what it adds).
But if there's netherrack, attempt to put quartz in.
Don't assume that there's only one kind of ground. Mystcraft will let you make a world that is void, with multiple tendrils of various materials -- so you'll have "cave-like" lines of stone, netherrack, wood, dirt, grass, etc.
(A "tendril" is modeled after the code for caves, but currently generates significantly smaller than a cave does. In the past, it was the same size, and you know how big vanilla caves can be.)
Hmmm, you know, now that I think about it ...... does the dimension really matter at all? The normal ores spawn in stone, nether ores spawn in netherrack ...... maybe the dimension just isn't important at all? Why not have quartz try to spawn all the time and then just fail if it can't find any netherrack to replace? I'm not really sure how Minecraft does it's nether ore generation.
any idea what ores BOP adds? Im thinking somehow BOD is grabbing the surface stuff that BOP is trying to make, thus making it into clusters, and thus the barren spots. But that wouldn't make any sense on BOP's part, it shouldn't use worldgenminable for anything but ores, unless it uses it to make boulders and pretty shaped leaves on trees.
https://github.com/BiomesOPlenty/BiomesOPlenty/tree/master/src/minecraft/biomesoplenty
See this.
https://github.com/BiomesOPlenty/BiomesOPlenty/search?q=minable&ref=cmdform
I think this one just wound up on my to-try list for the next time I gen a world...
Thanks.
Help please!p.s. im using a forge server
I'm looking over the source code. I was surprised to see it so small, and mostly readable.
And, I notice that you have what appears to be overrides hardcoded for only the overworld, and the nether.
I'm not sure if "blocks to spawn ores in" is limited to one per dimension, or multiple per dimension -- UB turns vanilla stone into 3*8 different types of stone (three block ID's, 8 metas per block).
And, I see this:
Smooth stone can be any typical mystcraft age; netherrack can be any atypical age (and generates netherquartz). Dimensions are not limited to 0 or -1.
Yet now that I think about it, smooth stone is 1; 3 is dirt. Ores don't appear in dirt.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
@LordBlackHole & clarity2199
it actually creates a config when you load new chunks for the first time, like a new world, or by exploring an old one.
@Th3RadMan
for the server, make sure you are using the multiplayer files, you have to make NEW chunks, so if there is already a world for the server, it has to make a new one world or you have to explore the old one to make the configs apear, NOTE: changes to the configs only apply to new chunks.
@vistral
i plan on updating to 1.6.2, but have no idea when that will happen, i am jugling some projects right now.
@Keybounce
it should work with mystcraft, you can make different ores, layers, and mines, spawn in different blocks. 3 is dirt, 153 is nether quartz. BOD will make stuff in any dimension, it just depends on whether or not the outside code calls worldGenMinable to spawn a vein. 3 and 153 are the first things to be spawned in each of the vanilla dimensions, tells me which config folder to use.
edit: sorry im not sure if it works with mystcraft now that i am doing the dirt thing.
which i probably need to work on that because you have to travel to the nether before your configs for it apear. even though thats kinda like leveling up BOD, it's impractical. I do need to utilize the world numbers, but I need to find a way of accessing it via the world object, so something like worldObj.getWorld() or something. there is a lot of stuff tied to that type, and I was trying to get a working verion of BOD out (had to make the nether work or BOD wouldnt work).
So my question is: Are there values within the un-modded game that fit into this txt file? And if so, would you happen to know them?
The best I could do is something like this. Since I want ore to spawn at roughly half the rate it does in vanilla minecraft, redstone, for example, spawns at 24.8 ores per chunk according to the wiki. So this is what I came up with...
If I did my math right, the average spawn rate per chunk should be about 12.24. But if you have the original values, I'd probably be more content with just cutting size or amount in half (or doubling rarity).
Also, another quick question. Is there something wrong with dirt veins? I haven't seen any underground dirt clumps despite having rarity at 1, size at 25, and amount at 7. I have no problem finding gravel with similar numbers.
those settings look like they will serve your purpose yes, as for dirt, i do believe it is bugged, and that it has been for a while, but I just havnt noticed it, I can look into that. Also, rarity is what causes the seperation that creates mines, it is a 1 in X chance of that chunk getting that ore.
code snippets
numbers at the ends are the vein sizes
first number is the number of veins, last one is the height
edit: also lapis has a vertical density of 20, and its supposed to have a Yshift of 16 iirc, but it looks like jeb and dinner bone messed that up looking at the code, so it currently has a Yshift of zero in vanilla.
And here is the problem.
While most mystcraft ages have normal stone ground, and get dirt put in as the first ore, it is perfectly valid to have a world where the ground is dirt, or netherrack, or end stone; the list is short because that's all Xcw marked as "ground" in the standard pack. There is an add-on for mystcraft that gives you another 30+ ground blocks, including stone brick (deliberately chosen to make skylands look better.)
You can, for example, write an age as:
hell biome, single biome, netherrack, lava, cave world, bright lighting, nether fortresses
and get a reasonably close approximation to the nether -- but since there is no "stone", as far as I know (haven't tested the current mystcraft), you won't get any dirt, gravel, or soul sand outside of the forts, and you won't see an attempt to generate netherrack through worldgenminable -- in fact, if I understand it correctly, you'll still see an attempt to generate dirt/gravel/ores, all of which will fail (no stone), and then xcw adds in a netherquartz gen because the ground was specified as netherrack.
===
Ok, so if I'm understanding this right: You have two different possible configs. One is intended for all overworld-like worlds/ages, and one is intended for all nether-like worlds/ages. The determination is made by looking at what's the first call to worldgenminable in each dimension. Am I correct so far?
Is there a way to override it's idea? It's perfectly acceptable to me if, on the first visit to a nether-like age, I have to shut down the server, alter a config flag for that dimension, delete the chunks, and restart/regen the chunks. If that is only once per nether-style age, that's fine.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Oops, my bad.
You have a world reference right in generate, can't you just use world.provider.dimensionId ?
yes i can, thank you
that is the syntax I mentioned that I didn't know
@keybounce
if it spawns the normal vanilla ores from biomeDecorator in that dimension, it will use the standard configs I believe, the purpuse of having the dirt/quartx check is so that you can have seperate configs for the nether, it wastes a lot of CPU to try all the ores and only spawn a few.
I do see the delema though, especially since other ground types will force you to add in alternates for every ore for every dimension, I need to find a way of tieing the world ID to a ground type as the default, and make a config based on the ores that apear. so it will make folders unique to the dimensions. does mystcraft simply count as you gain new dimension IDs?
P.s.: sorry for my "English"
yes it will be updated, I don't know when.
and yes it works with industrial craft 2
Not sure I fully understood that.
A little bit of ChunkProviderMyst.java is visible at 22 minutes, 3 seconds into this video
http://store33.media..._1373501308.flv
(part of a twitch TV stream from last week). The quick summary:
1. If this has the age spawn, put a stone platform down at the spawn point (includes air above it so you can actually link to it).
2. Forge event for PopulateChunkEvent.pre
3. BiomeGenBase.decorate
4. Mystcraft scattered feature generation
5. Animal spawning
6. Normal world population.
7. An attempt to generate nether quartz into any netherrack (WorldGenMinable) (NB: You can have netherrack tendrils in an age that has normal stone landscape. Or, you could have stone tendrils in an age that had netherrack landscape.)
8. Turning exposed freezable blocks to ice
9. Turn exposed snowable locations to snow layers
... that's all that's visible.
In general, mystcraft gets the next available dimension from Forge, but you can force it to use any dimension you want, including negative numbers.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
And Marco, if you need some help with the update I could help out. I just got done updating my own mods to 1.6, and while I've still got a few other things going on, I could find time to do something. Actually, with the way that 1.6 HATES modding the jar, I could pretty easily make a coremod hook so that the rest of the code could be in a regular mod. It'd save a lot of headaches for users trying to install it.
Something to think about.
Sure, that's fine. Just check that it's either block 1 (vanilla stone), or in the forge dictionary as a stone (see Underground Biomes ... ".*Stone" is the regex for what it adds).
But if there's netherrack, attempt to put quartz in.
Don't assume that there's only one kind of ground. Mystcraft will let you make a world that is void, with multiple tendrils of various materials -- so you'll have "cave-like" lines of stone, netherrack, wood, dirt, grass, etc.
(A "tendril" is modeled after the code for caves, but currently generates significantly smaller than a cave does. In the past, it was the same size, and you know how big vanilla caves can be.)
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?