COG configs are way too complicated for me to figure out on my own. Maybe if there were some sort of step by step tutorial or easy to understand guide. That's assuming I had the time or desire to learn the system. I pretty much rely on other users posting their configs.
Do it the easy way use and use a free program called notepad++ make editing the config a lot easier. ... use the find and replace commands eg. find <ReplacesOre block='stone'/> and replace with <Replaces block='.*Stone'/> and save document as CustomOreGen_Config.xml. note the default is CustomOreGen_Config_Default.xml is automatically replaced each run.
Does anyone have any answer for the chungen speed issue, besides "don't"?
Equally, vising a mystcraft caveworld age with UB stone makes memory consumption go very high. Much higher than just a visit to the nether. We're talking a world that has already done chunkgen. Any clue what's going on?
(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?
My modification adding stairs, buttons, and walls for all the stone types has been sitting on Github for 3 months. Do you not want it, Grom? I can rewrite it back to an addon if you don't.
For real? We could've had stairs months ago? I'd say just release it as an add on at this point.
For real? We could've had stairs months ago? I'd say just release it as an add on at this point.
Yup. You can see the blue schist posts (walls) in my avatar pic. There's also basalt cobblestone (IIRC) stairs on the roof of the temple on top, although they're hard to see. There's chalk stairs going up but you can't see them at all in this pic.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Yup. You can see the blue schist posts (walls) in my avatar pic. There's also basalt cobblestone (IIRC) stairs on the roof of the temple on top, although they're hard to see. There's chalk stairs going up but you can't see them at all in this pic.
Nice! What I can see looks great. I've been waiting for those little decorative details for a long time. I hope to see them in some form or another sooner or later. Hopefully sooner!
Somehow, the oreDictify option seems to crash minecraft now. I suspect some mod is interferring with it, don't know which: https://gist.github....9a35659c1c899ff
(Yes, i know i have GregTech installed, but it still crashes without GT, with the same stacktrace.)
EDIT: MFR caused the crash, updated it. Now works fine
Sorry, I'm confused: judging from the screenshots, this appears to remove vanilla's generic Stone. Does it? And if so, can other rocks be used in place of it in recipes?
Sorry, I'm confused: judging from the screenshots, this appears to remove vanilla's generic Stone. Does it? And if so, can other rocks be used in place of it in recipes?
There are configuration options in the config file for either no normal stone or to have stone one of the types (I have seen it in both of the worlds I made with that option, so maybe it's a bit more common). No normal stone is the default.
There's an option to have the UB stones used wherever stone is in vanilla recipes, although it doesn't work perfectly with other mods. I think default is on.
There are five different options for converting UB stones to normal stone; no conversion, 1 UB = 1 stone, UB + redstone = stone, 4 UB = 1 stone, and 4 UB = 4 stone. The last is an alternate 1-to-1 conversion because, if you have recipe conversion on, 1 UB = 1 button and so 1 UB = 1 stone would produce a recipe conflict. The default is 4 UB = 1 stone.
So, basically, the default settings will let you use UB blocks in place of stone for all vanilla recipes and most mod recipes. There is a 4 -> 1 lossy recipe to convert UB stones in regular stone for those other mod recipes. You can modify things to make it easier or harder as you see fit.
Hey Zeno, did you ever make any progress with that add on for stairs and such? Its a great little addition and I think everyone that uses UB would greatly appreciate it. I don't know. but it seems that Grom has no interest in implementing it and that's a real shame. Does he even maintain this mod anymore? I haven't seen him around here in quite a long time. I'd hate to see this mod fade into obscurity.
Hey Zeno, did you ever make any progress with that add on for stairs and such? Its a great little addition and I think everyone that uses UB would greatly appreciate it. I don't know. but it seems that Grom has no interest in implementing it and that's a real shame. Does he even maintain this mod anymore? I haven't seen him around here in quite a long time. I'd hate to see this mod fade into obscurity.
No, I keep meaning to but not getting around to it. I admit to being frustrated by the thought of having to undo about two weeks of work folding it in, at Grom's request. Even worse, this is starting to look like abandonware, which means I'd probably pick it up and have to reintegrate it AGAIN. And of course my version works fine for *me* so I don't have to work on it to play.
I was looking for the legal status of the mod to see if I can just release what I have but I can't find anything.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
states, that you can just upload your edited version with stairs? ^^ Especially this "and patches" allows you to do it, or? I mean it adds to the original = patch.
,
As I understand it, I can *submit* a patch, but Grom has to approve it. That's actually what I did. My changes have been forked out on Github for 5 months. Grom caught some bugs and made some change requests, some of which I made and one of which I refused (taking out smoothstone stairs). Grom hasn't replied to any message of mine since.
I can't find anything saying I can *distribute* the patched version.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Don't need to. As soon as a mod is on GitHub it falls under the open source licence. You can freely distribute it then.
I wish this were true, but I just checked and it's not. From GitHub's page on licensing:
You're under no obligation to choose a license. It's your right not to include one with your code or project, but please be aware of the implications. Generally speaking, the absence of a license means that the default copyright laws apply. This means that you retain all rights to your source code and that nobody else may reproduce, distribute, or create derivative works from your work.
There's an exception in the next paragraph for viewing and forking on GitHub, but that obviously doesn't apply to distribution or the paragraph I cited would be nonsense.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I emailed Grom about the licensing and the status of Underground Biomes the other day and he replied that the former mod author, Exterminator Jeff, did not believe in licensing so Grom stated that he considers Underground Biomes to be Public Domain. That being said, he did also say that he still is maintaining and developing Underground Biomes, just not actively at the moment. He did say that he is definitely not abandoning the mod though.
Do it the easy way use and use a free program called notepad++ make editing the config a lot easier. ... use the find and replace commands eg. find <ReplacesOre block='stone'/> and replace with <Replaces block='.*Stone'/> and save document as CustomOreGen_Config.xml. note the default is CustomOreGen_Config_Default.xml is automatically replaced each run.
Of course your IDs will be different, but they should be formatted the same.
Are stairs, both cobble and brick in the works? (this would be big for creating consistent aesthetics)
Equally, vising a mystcraft caveworld age with UB stone makes memory consumption go very high. Much higher than just a visit to the nether. We're talking a world that has already done chunkgen. Any clue what's going on?
* 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?
For real? We could've had stairs months ago? I'd say just release it as an add on at this point.
Yup. You can see the blue schist posts (walls) in my avatar pic. There's also basalt cobblestone (IIRC) stairs on the roof of the temple on top, although they're hard to see. There's chalk stairs going up but you can't see them at all in this pic.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Nice! What I can see looks great. I've been waiting for those little decorative details for a long time. I hope to see them in some form or another sooner or later. Hopefully sooner!
(Yes, i know i have GregTech installed, but it still crashes without GT, with the same stacktrace.)
EDIT: MFR caused the crash, updated it. Now works fine
-E. Leonard
There are configuration options in the config file for either no normal stone or to have stone one of the types (I have seen it in both of the worlds I made with that option, so maybe it's a bit more common). No normal stone is the default.
There's an option to have the UB stones used wherever stone is in vanilla recipes, although it doesn't work perfectly with other mods. I think default is on.
There are five different options for converting UB stones to normal stone; no conversion, 1 UB = 1 stone, UB + redstone = stone, 4 UB = 1 stone, and 4 UB = 4 stone. The last is an alternate 1-to-1 conversion because, if you have recipe conversion on, 1 UB = 1 button and so 1 UB = 1 stone would produce a recipe conflict. The default is 4 UB = 1 stone.
So, basically, the default settings will let you use UB blocks in place of stone for all vanilla recipes and most mod recipes. There is a 4 -> 1 lossy recipe to convert UB stones in regular stone for those other mod recipes. You can modify things to make it easier or harder as you see fit.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Hey Zeno, did you ever make any progress with that add on for stairs and such? Its a great little addition and I think everyone that uses UB would greatly appreciate it. I don't know. but it seems that Grom has no interest in implementing it and that's a real shame. Does he even maintain this mod anymore? I haven't seen him around here in quite a long time. I'd hate to see this mod fade into obscurity.
No, I keep meaning to but not getting around to it. I admit to being frustrated by the thought of having to undo about two weeks of work folding it in, at Grom's request. Even worse, this is starting to look like abandonware, which means I'd probably pick it up and have to reintegrate it AGAIN. And of course my version works fine for *me* so I don't have to work on it to play.
I was looking for the legal status of the mod to see if I can just release what I have but I can't find anything.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
,
As I understand it, I can *submit* a patch, but Grom has to approve it. That's actually what I did. My changes have been forked out on Github for 5 months. Grom caught some bugs and made some change requests, some of which I made and one of which I refused (taking out smoothstone stairs). Grom hasn't replied to any message of mine since.
I can't find anything saying I can *distribute* the patched version.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I wish this were true, but I just checked and it's not. From GitHub's page on licensing:
There's an exception in the next paragraph for viewing and forking on GitHub, but that obviously doesn't apply to distribution or the paragraph I cited would be nonsense.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.