Strange. Can you be a bit of a guinea pig for me? Try removing peacefulpack and let me know if it works. If it continues to crash, I'll see what I can do!
Sure, here's what I did (world type = Large Biomes):
Mystic mods without Peacefulpack - worked
Peacefulpack without Mystic mods - worked
Mystic mods with Peacefulpack - crash, StackOverflowError
Sure, here's what I did (world type = Large Biomes):
Mystic mods without Peacefulpack - worked
Peacefulpack without Mystic mods - worked
Mystic mods with Peacefulpack - crash, StackOverflowError
Alright, one last test if you don't mind (many, many thanks for this): try running with both sets of mods and with normal worldtype instead of large biomes.
Alright, one last test if you don't mind (many, many thanks for this): try running with both sets of mods and with normal worldtype instead of large biomes.
Sorry, no luck. It crashed around "Preparing spawn 30%" (although sometimes it crashes earlier).
For what it's worth, I tried to make the tests as fair as possible by using the "re-create world" option so they always had the same seed. This most recent test I used "re-create" and then set biomes to "default".
I also walked around in the world a bit to make sure the ores / flax had spawned for tests #1 and #2 and to make sure that new chunk generation didn't trigger the crash.
I've got to run off for a bit but I'll check back later. Thanks for looking into the problem.
Just wanted to say, this was my favourite mod back when AxeBane made it. It's like the most balanced ore-adding mod, and it doesn't neglect the nether (like most of the other mods at that time did). So glad to see it being updated again! We used to use the different coloured stone as currency on our server, and set it's spawn rate low Out of curiousity, any plan to add an additional ore to the End? Not realyl sure of it's function, perhaps you can just shift one of the nether ores there or something.
Also, are the tools and weapons enchantable now? When Coupon22 was updating this mod for a while, he hadn't managed to add enchanting capabilities to them. This is one extra factor you can tweak between the ores, having some easily enchanted and others less enchantable. I'd like to see a high level of enchantability on obsidian
Sorry, no luck. It crashed around "Preparing spawn 30%" (although sometimes it crashes earlier).
For what it's worth, I tried to make the tests as fair as possible by using the "re-create world" option so they always had the same seed. This most recent test I used "re-create" and then set biomes to "default".
I also walked around in the world a bit to make sure the ores / flax had spawned for tests #1 and #2 and to make sure that new chunk generation didn't trigger the crash.
I've got to run off for a bit but I'll check back later. Thanks for looking into the problem.
I'll get with bau5 about that, i'm sure he's willing to scratch his head with me!
Just wanted to say, this was my favourite mod back when AxeBane made it. It's like the most balanced ore-adding mod, and it doesn't neglect the nether (like most of the other mods at that time did). So glad to see it being updated again! We used to use the different coloured stone as currency on our server, and set it's spawn rate low Out of curiousity, any plan to add an additional ore to the End? Not realyl sure of it's function, perhaps you can just shift one of the nether ores there or something.
Also, are the tools and weapons enchantable now? When Coupon22 was updating this mod for a while, he hadn't managed to add enchanting capabilities to them. This is one extra factor you can tweak between the ores, having some easily enchanted and others less enchantable. I'd like to see a high level of enchantability on obsidian
End ores? Hrm, perhaps blue soulstone will get moved there, it really is a bit too rare in the nether as it is, may as well! Also, yes, my tools are enchantable, and obsidian is high!
I'll get with bau5 about that, i'm sure he's willing to scratch his head with me!
Check out my code example on wuppy21's peacefulpack thread. It's an example of how to limit block generation based on wether the chunk is already loaded. By generating on an unloaded chunk, it causes the chunk to reload which calls the generator again... and so on.
Hmmm not sure if it's been mentioned yet or not, but the spawn rates seem to be out by a bit. I have barely found any Verdite, though the stuff used to be everywhere back like 1.2 or whatever it was. Mythril seems to spawn too much, the mystic gems spawn rate is about fine, if just a touch too high. Haven't found a single blue soulstone or bloodstone block in the nether, considering how short the lifespan of bloodstone tools are I'd have thought it would be really high. I remember it used to just spawn on the lava level so it was usually dangerous to mine, and the blue soulstone blocks used to be largely on the roof of the nether. Can't find either now though :C
I might be just having the worst luck imaginable, I haven't found any iridium or adamantium but they are supposed to be rare so I'm not as bother by that. Any chance of getting a tweak to the spawn rates, or a manual way to adjust it?
Thanks a bunch, still super happy that someone even bothered to resurrect my favourite mod
Hmmm not sure if it's been mentioned yet or not, but the spawn rates seem to be out by a bit. I have barely found any Verdite, though the stuff used to be everywhere back like 1.2 or whatever it was. Mythril seems to spawn too much, the mystic gems spawn rate is about fine, if just a touch too high. Haven't found a single blue soulstone or bloodstone block in the nether, considering how short the lifespan of bloodstone tools are I'd have thought it would be really high. I remember it used to just spawn on the lava level so it was usually dangerous to mine, and the blue soulstone blocks used to be largely on the roof of the nether. Can't find either now though :C
I might be just having the worst luck imaginable, I haven't found any iridium or adamantium but they are supposed to be rare so I'm not as bother by that. Any chance of getting a tweak to the spawn rates, or a manual way to adjust it?
Thanks a bunch, still super happy that someone even bothered to resurrect my favourite mod
Fortunately, all the problems you brought up can be modified via the config files. Also, verdite will only spawn from ~ Y 40 and higher, so deep caving will yield little luck!
Hey I'm doing a Modded survival series your mod is in it and so are many others. For the rest of the videos check out my channel here:https://www.youtube.com/user/Defeater33ify
First episode:
Thanks for watching!
Neato, I'll keep an eye on it!
Also, working on a few things, and his video reminded me to let you guys know! I'm working on mod compatibility stuff, right now working on tinkers construct tools!
Amazing mod, really amazing, but im sad cant use it, for some reason i cant create new worlds using it, and if i got lucky after like 10 minutes waiting to create it every undiscovered chunck crash my game
I was wondering if it would be possible for the rooms in mystic ruins to have a chance to generate a random spawner? I know it was one of the things that was going to be added into the mod originally but was never done.
is Adamantine rare because i cant seem to find it spawning anywhere?
Yes Adamantine is exreamly rare and can only be found from level 12 to bedrock level. It only spawns 1-2 ores per node. You can go into the config for the mod to change the rarity of the ore. I would recommend changing it from 2 to 5 any higher would make it too unbalanced since its used to make iridium tools that have very high enchant ability. This is of course if you are doing most of your mining by normal tools and not by mining with other mods like Buildcraft or ComputerCraft. Also I highly suggest if your hunting for Adamantine by normaly mining that you should start a branch or strip mine rather then caving since its hardder to find the ore in caves and much easier to find when making a branch or strip mine.
Amazing mod, really amazing, but im sad cant use it, for some reason i cant create new worlds using it, and if i got lucky after like 10 minutes waiting to create it every undiscovered chunck crash my game
Yeah, my mods need a lot of work. In 2 weeks, classes will be done and work for me will slow down (as I work on the college campus), so I'll have more time for bugfixing and feature additions! Sorry it's not going well for you though D:
I was wondering if it would be possible for the rooms in mystic ruins to have a chance to generate a random spawner? I know it was one of the things that was going to be added into the mod originally but was never done.
Yeah, that's a fantastic idea that Axebane had that I would love to figure out for myself as well, I'll probably work on it soon (read quote above if you haven't already)
In my server world, it never creates adamantine ore. I explored thousands of blocks in every direction, but... nothing.
Are you sure the generation setting isn't 0? Also, have you look around Y 3-12, Adamantine is supposed to be EXTREMELY rare, which balances its "OP" factor (which, when you look at its default rarity, it isn't OP at all!)
Yes Adamantine is exreamly rare and can only be found from level 12 to bedrock level. It only spawns 1-2 ores per node. You can go into the config for the mod to change the rarity of the ore. I would recommend changing it from 2 to 5 any higher would make it too unbalanced since its used to make iridium tools that have very high enchant ability. This is of course if you are doing most of your mining by normal tools and not by mining with other mods like Buildcraft or ComputerCraft. Also I highly suggest if your hunting for Adamantine by normaly mining that you should start a branch or strip mine rather then caving since its hardder to find the ore in caves and much easier to find when making a branch or strip mine.
Thank you very much for this, this was exactly what I love to see. 1. People who know their mods, 2. People who use my mod alongside other big mods, and 3. People who help other people
I want to apologize for my absence, but I do want to give you guys a heads up on what is planned. I plan to reimplement IC2, Buildcraft, Thermal Expansion, and Thaumcraft support immediately, and will soon be working on a child mod for mystic ores to implement tool parts for Tinkers Construct. Hope this news excites you guys, but I hate to say it'll probably be another week and a half til I will even have time to begin coding any of this stuff D: Hang in there!
So a question (just out of curiosity), how upset would you guys be if I were to combine the 3 mods into one large one? The upsides would be that I can do more incredible things without having to make my own API (which I would end up spending hours on, because I have absolutely no idea how to). Of course there would be configuration files still to disable generation of anything I add, so if you really just wanted ruins you could disable the rest.
So a question (just out of curiosity), how upset would you guys be if I were to combine the 3 mods into one large one? The upsides would be that I can do more incredible things without having to make my own API (which I would end up spending hours on, because I have absolutely no idea how to). Of course there would be configuration files still to disable generation of anything I add, so if you really just wanted ruins you could disable the rest.
Generally I'm a fan of separate mods however since the "Mystic" mods could essentially be a themed mod I'd say that's probably a good idea. Allowing users to disable generation via a config would be the way to go.
Generally I'm a fan of separate mods however since the "Mystic" mods could essentially be a themed mod I'd say that's probably a good idea. Allowing users to disable generation via a config would be the way to go.
That's what I was thinking, and on top of that, coding for me would be a lot easier and would contain so much more potential!
So a question (just out of curiosity), how upset would you guys be if I were to combine the 3 mods into one large one? The upsides would be that I can do more incredible things without having to make my own API (which I would end up spending hours on, because I have absolutely no idea how to). Of course there would be configuration files still to disable generation of anything I add, so if you really just wanted ruins you could disable the rest.
I only want the dungeons, so if you can allow us to disable generation that would be fine!
Sure, here's what I did (world type = Large Biomes):
Alright, one last test if you don't mind (many, many thanks for this): try running with both sets of mods and with normal worldtype instead of large biomes.
Sorry, no luck. It crashed around "Preparing spawn 30%" (although sometimes it crashes earlier).
For what it's worth, I tried to make the tests as fair as possible by using the "re-create world" option so they always had the same seed. This most recent test I used "re-create" and then set biomes to "default".
I also walked around in the world a bit to make sure the ores / flax had spawned for tests #1 and #2 and to make sure that new chunk generation didn't trigger the crash.
I've got to run off for a bit but I'll check back later. Thanks for looking into the problem.
Also, are the tools and weapons enchantable now? When Coupon22 was updating this mod for a while, he hadn't managed to add enchanting capabilities to them. This is one extra factor you can tweak between the ores, having some easily enchanted and others less enchantable. I'd like to see a high level of enchantability on obsidian
I'll get with bau5 about that, i'm sure he's willing to scratch his head with me!
End ores? Hrm, perhaps blue soulstone will get moved there, it really is a bit too rare in the nether as it is, may as well! Also, yes, my tools are enchantable, and obsidian is high!
Check out my code example on wuppy21's peacefulpack thread. It's an example of how to limit block generation based on wether the chunk is already loaded. By generating on an unloaded chunk, it causes the chunk to reload which calls the generator again... and so on.
Hint: It works
I might be just having the worst luck imaginable, I haven't found any iridium or adamantium but they are supposed to be rare so I'm not as bother by that. Any chance of getting a tweak to the spawn rates, or a manual way to adjust it?
Thanks a bunch, still super happy that someone even bothered to resurrect my favourite mod
Fortunately, all the problems you brought up can be modified via the config files. Also, verdite will only spawn from ~ Y 40 and higher, so deep caving will yield little luck!
Neato, I'll keep an eye on it!
Also, working on a few things, and his video reminded me to let you guys know! I'm working on mod compatibility stuff, right now working on tinkers construct tools!
Yes Adamantine is exreamly rare and can only be found from level 12 to bedrock level. It only spawns 1-2 ores per node. You can go into the config for the mod to change the rarity of the ore. I would recommend changing it from 2 to 5 any higher would make it too unbalanced since its used to make iridium tools that have very high enchant ability. This is of course if you are doing most of your mining by normal tools and not by mining with other mods like Buildcraft or ComputerCraft. Also I highly suggest if your hunting for Adamantine by normaly mining that you should start a branch or strip mine rather then caving since its hardder to find the ore in caves and much easier to find when making a branch or strip mine.
Yeah, my mods need a lot of work. In 2 weeks, classes will be done and work for me will slow down (as I work on the college campus), so I'll have more time for bugfixing and feature additions! Sorry it's not going well for you though D:
Yeah, that's a fantastic idea that Axebane had that I would love to figure out for myself as well, I'll probably work on it soon (read quote above if you haven't already)
Are you sure the generation setting isn't 0? Also, have you look around Y 3-12, Adamantine is supposed to be EXTREMELY rare, which balances its "OP" factor (which, when you look at its default rarity, it isn't OP at all!)
Thank you very much for this, this was exactly what I love to see. 1. People who know their mods, 2. People who use my mod alongside other big mods, and 3. People who help other people
I want to apologize for my absence, but I do want to give you guys a heads up on what is planned. I plan to reimplement IC2, Buildcraft, Thermal Expansion, and Thaumcraft support immediately, and will soon be working on a child mod for mystic ores to implement tool parts for Tinkers Construct. Hope this news excites you guys, but I hate to say it'll probably be another week and a half til I will even have time to begin coding any of this stuff D: Hang in there!
Generally I'm a fan of separate mods however since the "Mystic" mods could essentially be a themed mod I'd say that's probably a good idea. Allowing users to disable generation via a config would be the way to go.
That's what I was thinking, and on top of that, coding for me would be a lot easier and would contain so much more potential!
I only want the dungeons, so if you can allow us to disable generation that would be fine!