Only 16x textures are currently available. Not all buildings and parts of buildings get converted to UB cobble and this may not be fixable due to internal changes in Minecraft. But, the building options and varied landscapes UBC creates are back!
v.19 - Fixed drops from some ores ubified through UBC Ore Registrar. Thanks to mallrat and Rayzr522.
v.18 Ubified ore registrations changed for some ores ubified with the UBC Ore Registrar. Other worlds will not be affected. If so, you will get a Forge error message when starting a world. This will be partially incompatible with those world (the affected ores will disappear). If you have such a world, I recommend staying with the old version since there are no other changes. Sorry, but the change is necessary to prevent name conflicts between several mods which all have a block named "ore".
beta.17 Ubified ore registrations fixed. Dimension "include" option no longer automatically includes the overworld.
beta.16 Ore ubification for IndustrialCraft.
beta.15 Fixes for info mod names and crashes when other mods call pickblock inappropriately
beta.13 Fixed lignite drops and renamed "alternative slab textures" to "plain slab textures"
beta.11 Fixed upside-down stairs display and a memory leak in ore ubification.
beta.10 Re-fixed cobble recipes. Fixed pick block issues.
beta.9 Fixed stone drops and crafting with UBC cobbles.
beta.8 Fixed quantities for stairs and walls recipes. Fixed ubified lapis drops.
beta.7 Fixed unconverted ores and configs for strata layers
beta.6 Fixed ubified itemblock drops
beta.5 Fixed client loading hang
beta.4 attempted patch for a server crash
beta.3 - UBStrataColumnProvider restored, fixes for cobble crafting, brick drops, and ubification settings
beta.2 - patches added to stop crashes with RTG and Davinci's Vessels
UndergroundsBiomesConstructs 0.8 Now Available for 1.8
The constructs have been completely redone for 1.8 (by LouisDB). I doubt anybody will update a world from 1.7.10, but if you do the constructs (stairs, walls, and buttons) will all disappear.
Speed improvements thanks to Asiekierka have removed the need for in-chunk generation.
The recipes are not currently world-specific, and the ability to automatically coordinate client recipes to the server isn't on either.
0.7 Summary
numerous bug fixes, including Ubified ore harvesting, Ubified ore breakage textures, and ID bugs in large modsets.
Support added for other mods to alter the stone sets, including substituting UB stones with their own, adding them as layers, or adding entire new underground biomes.
0.6 Summary:
Two much-requested features: Underground Biomes-textured ores, and an option to leave natural stone unchanged.
Texture changes can be done with resource packs.
Configs are now world-specific.
Server configs are automatically downloaded to clients on login. The mod returns to client configs on logout.
Assorted bug fixes: mob griefing allowed, UB stone reasonably affected by explosions.
Special thanks to BBoldt for the overlay textures!
This is a revision and extension of the outstanding Underground Biomes mod, originally by ExterminatorJeff and later by GromPE. Originally Constructs added stairs, walls, and buttons in almost all of the UB stones, including smoothstone, cobble, and brick versions. Constructs has since added many more features and fixes listed below. Here's a link to the original Underground Biomes mod.
Downloads (updated May 31, 2016):
UB Constructs 0.8 beta for 1.7 Recommended for new players or new worlds. Existing worlds should be left with their current UBC version unless there's some big reason to upgrade.
For modders: How to set up UB textures for your ores
First, download the UB API from here. Do NOT, repeat, do NOT include any of these classes in your distribution. The best approach is to set it up as an external library for your mod. There's a fair amount in there, but you won't need much for this.
Code: there are two ways to request your ores get "UB'd". Both require a simple one-line call, wrapped in a try-catch so it runs if UBC is installed and just gets skipped if it's not there.
The first method is to actually request the operation. This has to be done during your pre-init and *after* UBC has run its pre-init.
try {<br> UBAPIHook.ubAPIHook.ubOreTexturizer.<br> setupUBOre(<em>oreBlock</em>, <em>overlayTextureName, FMLPreInitializationEvent);<br>} catch (Exception e) {<br> // do nothing; Underground Biomes not installed<br>}</em>
The second method is to send a request to UBC. UBC stores this in a queue and runs it during its own pre-init. This has to be done *before* UBC runs its own pre-init.
try {
UBAPIHook.ubAPIHook.ubOreTexturizer.
requestUBOreSetup(<em>oreBlock</em>, <em>overlayTextureName);
} catch (Exception e) {
// log e.toString() somehow so you will know if you called this at the wrong time.
// UB will throw UBOreTexturizer.BlocksAreAlreadySet (a runtime exception) if you do
}</em>
0.6 changes
0.6h3 - Mod interaction fixes for ore texturizing.
0.6h - fixed bug not recognizing UBifyOre=false in world config, fixed longstanding bug where ores were sometimes not converted, plus a number of bugfixes for ores with metadata (e.g. ore mods).
0.6g - fixed jerkiness with UBifyOres on
0.6f - fixed vanilla cobble recipe
0.6e - bugfixes: world config file not saving in windows, pathfinding crash in servers, and crash on destroying UB slabs. Expanded support for ore texturing by other mods.
0.6d - fixed missing gold ore conversion. Added support for NoCubes 0.4.
0.6c - added config option to allow UBC, Biomes o' plenty, and Twilight Forest to all run together
Added config option to stop clearing a var to allow BoP+TF to work
Changed the API package naming for compatibility with my other mods.
0.6a - config file path fix
0.6 -
Ore texturing: During chunk generation, Underground Biomes Constructs can replace vanilla ores with UB-textured ores. The option is controlled by the config setting UBifyOres, and the default setting is true or on. Both unmodified and modified blocks can exist in all worlds, so the option can be turned off and on, although this will cause both kinds of ores to exist in the world.
Existing players may wish to set this option to "false" before loading any existing world. Existing blocks aren't changed (sorry, but there would be a substantial performance hit.)
UB Constructs only provides "UBifying" for vanilla ores; however, there is a simple interface for any mod to request that an ore be "UD'd". Three blocks are use for each ore; UB creates, names, and textures them when it get the request. Due to timing issues, this might often have to be done with additional bridge mods.
UB textures: Rather than having multiple versions with different texture sets, there will now be resource packs with various texture packs. The default texture pack is the one most downloaded recently, the 32x32 pack by The Order. There are currently two other packs available: ExterminatorJeff's original 16x16 pack, and Els 128x128 hi-res pack (requires Optifine). I'll put up another hi-res pack by Wreckage shortly.
World-specific configs: Each world has its own config file, stored in the "worldSpecificConfigs" folder in the world save directory. If a world doesn't have a config, it gets the current general config. The config files have the same format as before.
When a player loads any world, the mod switches to the config setting for that world. This includes served worlds; the config setting are transmitted over the network.
Changing config options in one world has no effect on any other, and the general config settings are used only for setting up new worlds, or worlds which haven't had specific config files before.
The only exception is the oredictify option, which can't be changed after loading. The general config setting applies to all worlds for that player.
Bug and mod incompatibility fixes:
Mob Griefing allowed: originally mob griefing was off because the game crashed whenever an Enderman picked up most modded blocks. Forge has fixed that, and mob griefing is now allowed. Existing worlds will need to turn it back on via cheats.
UB stone can be blown up by explosions: UB stones and constructs were too hard. They are now roughly as hard as cobblestone - igneous is generally a little harder and sedimentary a little softer.
UB Constructs attempts to deal with chronic problems during complex multi-mod generation, including "chunk being generated" crashes and stack overflows. In some situations it could even rescue other mods.
0.6a - config file path fix
0.6b
Added ore setup request option to simplify ore setup timing
Added config option to stop clearing a var to allow BoP+TF to work
Changed the API package naming for compatibility with my other mods. This will cause problems for other mods using my API, but I had to do it at some point.
0.6h13 - Added rescue recipes for cobblestone walls, cobblestone stairs, stone buttons, and all slabs to convert 1:1 into vanilla equivalents. Improved management of Tile Entities. Patch to place Emeralds in Highlands Cliff, Rock Mountains, and Snow Mountains.
0.5 changes
Stone hardnesses have been changed somewhat from earlier versions, as the sedimentary stones were just too soft. Sedimentary stones are harder, about half as hard as vanilla stone, while igneous stones are somewhat softer, about 1.5 times as hard as vanilla stone.
Vanilla chunk bug in ultra-high-speed generation fixed.
Options to change seeds between dimensions.
Bugfixes to some of the slab recipes.
Requirements: Minecraft 1.7.2 (only) with Forge 1046 or higher.
0.4 changes:
0.4c, d - fixes for cobblestone slabs and allows conversions to 1.7.2Slabs,
0.4 - Important bug fixes, performance improvements, and an API !
Bug fixes and performance improvements for the underlying Underground Biomes mod
Biome size setting works The underground biomes were generating with a biome size of 3 regardless of the size in the config file (= very roughly 128 blocks across). This has been fixed. The size will now be 16 x 2^(configsize), so 16 for 0, 128 for 3, 512 for 5, 16K for 10, and so on. Anything over 21 would make the entire mine craft world, out to block 30,000,000, one single biome. Any value over 21 is set to 3 so if you use an existing config you'll get a distribution with the same character as what you had before.
The default has been changed to 3 (same result as old configs with the current release). At that setting, you will almost always see multiple underground biomes in any outdoor screenshot. If you like seeing large stretches of similar stone, I would recommend a setting of 5, which makes most biome blobs a single type of strata column. A config setting of 5 does mean that most 2K by 2K max zoom maps will be missing a few stone types.
Important: you will get sharp changes between already-generated and newly generated chunks. In my experience this is not generally noticeable (can you see where it happens in my survival journal? I can't.)
Faster Generation UBConstructs now passes blocks by reference inside terrain generation and this speeds up generation by a factor of at least 2. Also, large parts of the generation process were not producing useful effects and are now skipped. On my computer (a 2 year old Mac) UB can almost keep up with flying in creative, and I never have any problems at all while walking around.
Easier vanilla stone recipe The default recipe for UB stone to vanilla stone in new config files has been changed from 4 -> 1 to 4 -> 4. Settings in existing config files will not change. Bug fixes and performance improvements for the add ons in UBConstructs
UBConstructs now works server-side
UB stone buttons are now properly destroyed by pickaxes
One stone for one button UB stone buttons are now made with the same recipe as vanilla stone buttons - 1 stone for 1 button, shapeless. This will conflict with the 1 UB stone -> 1 vanilla stone recipe you can get by changing the configs, so you can't use that recipe and UB buttons at the same time. I would recommend using the 4 -> 4 stone conversion recipe instead. There's a config option to shut off the buttons if you wish.
Implementation of UB features UBConstructs was written from a slightly older version of Underground Biomes, and was missing a couple of (relatively minor) improvements and bug fixes from the latest release. All these have been added to Constructs except the multipliers for stone hardness and explosion resistance. New features:
Smoothstone and Cobblestone slabs for all stones
API available There is a simple API that allows another mod to get the block ID and metadata UB would generate at a particular block location. Performance should be close to that of UB generation itself if used properly. Even non-optimized use seems fine on my computer.
Smoother strata transitions option There is an option in the config file, "harmoniousStrata" that rearranges the strata layers slightly to stop black-white transitions. Default is off (old strata)
Cobblestone replacement There is an option to replace cobblestone made by world generation with the appropriate UB cobblestone. Stone stairs become oak; making UB stairs during village generation is difficult. Default is off. An addition config setting is available to convert village gravel into brick (default is off.) Requirements Minecraft 1.6.4 or 1.6.2 with Forge installed. It works with Forge 871 and 953; should work with any Forge in-between and possibly with earlier ones.
Installation Place the zip file in your mods folder. Remove any other copy of Underground Biomes or Underground Biomes Constructs.
Already-generated chunks will not change; only newly generated chunks can have the new stones. If you have not used Underground Biomes before you might prefer to use the mod only on new worlds; I do. Consult the original mod for documentation.
For existing Underground Biomes users:
BACK UP your worlds, please. I've tested this on a number of worlds but it's good to be safe. ID bugs can be catastrophic.
Important Keep your existing config file.
Pics:
These are two builds from my worlds. They are designed and built with the 32x32 "faithful" Underground Biomes texture pack, which actually changes a few stones, notably rhyolite, which becomes an outstanding decorative stone, and black granite cobblestone, which is so dark it's hard to tell apart from black granite smoothstone. Both are built almost entirely from Underground Biomes stones; I'm sure anybody familiar with the mod is aware how outstanding it is for these kinds of monumental builds (thanks, ExterminatorJeff and GromPE!)
This is my first completed build with the mod. The posts are blue schist walls; the tops of the corner pieces are basalt smoothstone walls; the top of the summit temple is decorated with basalt cobblestone stairs; and the stairs going up are chalk.
This is a view of a WIP build. The spires are marble walls; the green decorations on the tops are green schist buttons; the spire tops are rhylolite walls; the colonnade holding up the central dome is rhyolite walls (with one space between each wall); and the protrusions on the marble brick pillars are marble brick stairs.
Recipes:
Stairs, slab, walls, and buttons are all made with the same recipes used with vanilla stone. Brick cannot be used for buttons; otherwise all stone versions can make all products.
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more! Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons. ExplorerCraft - map utilities for tiling, carrying, and marking maps.
Is it not possible to just make it an addon to the Underground Biomes mod? I'd be more willing to use it if that were the case.
Lol. That's complicated. That's what I originally wrote, and then GromPE, the developer for UB, asked I combine it with UB. I did, months ago, but he has been distracted by non-Minecraft stuff and hasn't finished reviewing it. At the request of a number of folks on UB, I put out this version.
Grom says he'd still like it combined so I don't want to do the work to split it out, since in the end it isn't going to be wanted. The old pre-merged versions had some bugs in it so you probably don't want that. There are options in the config file to turn off any of the 3 items if you don't want them, so it's basically a workalike to the July 2013 version of Underground Biomes if you want.
Rollback Post to RevisionRollBack
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more! Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons. ExplorerCraft - map utilities for tiling, carrying, and marking maps.
Thanks for posting this Zeno! I'm glad you and Grom got things sorted and Its great to hear that this'll eventually be integrated officially into UB. Til then, this is a great little placeholder in my personal modpack. I've been using it since you posted and everything seems to be working nicely. It looks sooo much better not having vanilla cobble stairs everywhere lol. Awesome work, and thanks again!
So I absolutely love Underground Biomes but have been miffed that stairs were not in. Saw this today and got excited. The catch is I play on a server with my brother and friend, and I replaced the original Underground Biomes.zip with this but when I start the server I always get a crash and it's not one I can figure out. Would you mind assisting me?
Crash pasted below:
---- Minecraft Crash Report ----
// Ooh. Shiny.
Time: 2/15/14 1:07 PM
Description: Exception in server tick loop
cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: exterminatorJeff.undergroundBiomes.constructs.item.ItemUndergroundBiomesConstruct.func_77617_a(I)Lnet/minecraft/util/Icon;
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:705)
at cpw.mods.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:107)
at cpw.mods.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:355)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:142)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:445)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
Caused by: java.lang.NoSuchMethodError: exterminatorJeff.undergroundBiomes.constructs.item.ItemUndergroundBiomesConstruct.func_77617_a(I)Lnet/minecraft/util/Icon;
at exterminatorJeff.undergroundBiomes.constructs.item.ItemUndergroundBiomesConstruct.getDamage(ItemUndergroundBiomesConstruct.java:118)
at net.minecraft.item.ItemStack.func_77960_j(ItemStack.java:280)
at exterminatorJeff.undergroundBiomes.constructs.item.ItemUndergroundBiomesConstruct.func_77667_c(ItemUndergroundBiomesConstruct.java:150)
at net.minecraft.item.ItemStack.func_77977_a(ItemStack.java:471)
at glassmaker.extratic.common.RecipeHandler._getItemStackfromCraftingManager(RecipeHandler.java:288)
at glassmaker.extratic.common.RecipeHandler._addMeltingItemRecipe(RecipeHandler.java:316)
at glassmaker.extratic.common.RecipeHandler._addM3FantasyRecipes(RecipeHandler.java:2124)
at glassmaker.extratic.common.RecipeHandler.addPartsRecipes(RecipeHandler.java:132)
at glassmaker.extratic.common.RecipeHandler.addRecipes(RecipeHandler.java:115)
at glassmaker.extratic.ExtraTiC.postInit(ExtraTiC.java:54)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:704)
... 5 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.6.0_23, Sun Microsystems Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
Memory: 1929989736 bytes (1840 MB) / 2058027008 bytes (1962 MB) up to 2058027008 bytes (1962 MB)
JVM Flags: 2 total; -Xms2G -Xmx2G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 9.11.1.965 28 mods loaded, 28 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
FML{6.4.49.965} [Forge Mod Loader] (minecraftforge-universal-1.6.4-9.11.1.965-v164-pregradle.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Forge{9.11.1.965} [Minecraft Forge] (minecraftforge-universal-1.6.4-9.11.1.965-v164-pregradle.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
TConstruct-Preloader{0.0.1} [Tinkers Corestruct] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
AencEx{0.0.1} [AencEx] ([1.6.x]Alpha MoreEnchantments V 8.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MoreEnchantments{0.1.3} [More Player Enchantments] ([1.6.x]Alpha MoreEnchantments V 8.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Paleocraft{1.6.4 Cambrian 1.4.4} [Paleocraft] ([Cambrian 1.4.4] Paleocraft 1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Agriculture{1.0.0} [Agriculture] (Agriculture-1.6.2-1.1.28.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ArchimedesShipsMod{1.6.4 v1.4.5} [Archimedes' Ships] (ArchimedesShips.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Backpack{1.26.29} [Backpack] (backpack-1.26.29-1.6.x.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BiomesOPlenty{1.1.2} [Biomes O' Plenty] (BiomesOPlenty-universal-1.6.4-1.1.2.51.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
CustomSpawner{3.0.0} [DrZhark's CustomSpawner] (CustomMobSpawner 3.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MoCreatures{6.1.0} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v6.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
eplus{1.16.5b} [Enchanting Plus] (EnchantingPlus-1.16.5.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
KeithyUtils{1.2} [Keithy Utils] (KeithyUtils-1.6.2-1.2b.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Metallurgy3Core{3.2.3} [Metallurgy 3 Core] (Metallurgy-1.6.4-3.3.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Metallurgy3Base{3.2.3} [Metallurgy 3 Base] (Metallurgy-1.6.4-3.3.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
TConstruct{1.6.X_1.5.2.1} [Tinkers' Construct] (TConstruct_mc1.6.4_1.5.2.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ExtraTiC{0.7.6} [ExtraTiC] (ExtraTiC-1.6.4-0.7.6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Errored
LegendaryBeasts{a1.6.4.0} [Legendary Beasts] (Forge_LegendaryBeastsAlpha1.6.4.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Metallurgy3Machines{3.2.3} [Metallurgy 3 Machines] (Metallurgy-1.6.4-3.3.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Metallurgy3Vanilla{3.2.3} [Metallurgy 3 Vanilla] (Metallurgy-1.6.4-3.3.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
nbr_mod{MC 1.6.4} [New Basis Recipes Mod] (New-Basis-Recipes-Mod-1.6.4-1.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Thaumcraft{4.0.5b} [Thaumcraft] (Thaumcraft4.0.5b.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
TwilightForest{1.20.3} [The Twilight Forest] (twilightforest-1.20.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
UndergroundBiomes{0.4.2a} [Underground Biomes] (UndergroundBiomesConstructs_1.6.x-0.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
IguanaTweaksTConstruct{1.6.X-1p} [Iguana Tweaks for Tinkers Construct] (iguanatweakstconstruct-1.6.X-1p-build7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ThaumcraftMobAspects{1.6.X-1d} [Thaumcraft Mob Aspects] (thaumcraftmobaspects-1.6.X-1e-build2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
TConstruct Environment: Sane and ready for action. Bugs may be reported.
Profiler Position: N/A (disabled)
Is Modded: Definitely; Server brand changed to 'fml,forge'
Type: Dedicated Server (map_server.txt)
I'll take a look at it. I haven't tried this in a server environment yet.
Rollback Post to RevisionRollBack
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more! Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons. ExplorerCraft - map utilities for tiling, carrying, and marking maps.
Well that would make sense then. Alright well keep me posted would love to use this mod! It's pretty awesome to see the steps in SP, so would love them in MP, using base colored steps is killing my OCD... ha!
New version coming out soon with lots of great changes.
IMPORTANT! There's a poll in the OP about the best default size for the underground biomes.
Changes for Underground Biomes in general:
Smoothstone and Cobblestone Slabs!
Terrain generation will be substantially faster than before.
Biome size config setting will work (and work differently).
Blocks will have hardness for Microblocks and other mods using similar systems.
The biome size changes will create sharp stone boundaries in existing worlds. Sorry, this is hard to fix.
An API will be available for other mods to determine what stone should be placed at a specific location.
Villages will use UB stones in construction.
Changes for the Constructs addition
Constructs will now work in servers (plain UB already did)
Buttons will be easily destroyed by pickaxes
Rollback Post to RevisionRollBack
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more! Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons. ExplorerCraft - map utilities for tiling, carrying, and marking maps.
New version coming out soon with lots of great changes.
...
Smoothstone and Cobblestone Slabs!
Terrain generation will be substantially faster than before.
...
Villages will use UB stones in construction.
...
Constructs will now work in servers (plain UB already did)
<lip smack> Yummm...
Stairs as well? Not just buttons and slabs? OK, slabs will do ... sort-of :-).
(You already add in stairs for the bricks, right?)
Server support, faster generation, more decorations, ... yum.
Permission request for use in a modpack? (Or do I need to ask on the other thread).
(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?
I just thought of something that would be kind of helpful if you feel like implementing it, Could you register Limestone as the resource limestone in the oredict? Mariculture adds limestone that has quite a few uses and currently chisel's limestone is interchangeable with it since it is registered, but emasher's limestone and UB's limestone are not.
Its not super important by any means, but it'd be a pretty cool little bonus.
Stairs as well? Not just buttons and slabs? OK, slabs will do ... sort-of :-).
(You already add in stairs for the bricks, right?)
Server support, faster generation, more decorations, ... yum.
Permission request for use in a modpack? (Or do I need to ask on the other thread).
Umm... Constructs already provides stairs for all the blocks. Just to be clear, plain UB worked on servers. Constructs only failed for a very picky reason - it cached the textures, and on the server that caused a crash (they *could* just pass a null, but no - they have to put in annotations to erase the method.)
I just thought of something that would be kind of helpful if you feel like implementing it, Could you register Limestone as the resource limestone in the oredict? Mariculture adds limestone that has quite a few uses and currently chisel's limestone is interchangeable with it since it is registered, but emasher's limestone and UB's limestone are not.
Its not super important by any means, but it'd be a pretty cool little bonus.
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more! Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons. ExplorerCraft - map utilities for tiling, carrying, and marking maps.
I just thought of something that would be kind of helpful if you feel like implementing it, Could you register Limestone as the resource limestone in the oredict? Mariculture adds limestone that has quite a few uses and currently chisel's limestone is interchangeable with it since it is registered, but emasher's limestone and UB's limestone are not.
Its not super important by any means, but it'd be a pretty cool little bonus.
Sorry, I don't see any options for that. The Mariculture recipes are hardcoded to use the mariculture block ID and metadata. I could have the Mariculture limestone block used in the UB world generation, but it would be Mariculture limestone in all way (i.e. no stair/wall recipes). I suppose I could add in recipes to make UB stairs from Mariculture limestone. Not sure if I could get the Mariculture textures.
Rollback Post to RevisionRollBack
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more! Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons. ExplorerCraft - map utilities for tiling, carrying, and marking maps.
Sorry, I don't see any options for that. The Mariculture recipes are hardcoded to use the mariculture block ID and metadata. I could have the Mariculture limestone block used in the UB world generation, but it would be Mariculture limestone in all way (i.e. no stair/wall recipes). I suppose I could add in recipes to make UB stairs from Mariculture limestone. Not sure if I could get the Mariculture textures.
Honestly I'd prefer to keep UB blocks as UB blocks. No need to add in Mariculture limestone since it generates on its own along the bottom of rivers anyway. I only asked because over on the mariculture thread Joshie, the mariculture dev, was talking about having emasher register his limestone as limestone in the oredict so it would be compatible like the chisel mod does. I personally have no clue how any of that stuff really works, just a vague non-coder's concept. If it cannot be done that is absolutely fine and I will be very happy having Constructs' limestone stairs all the way. I appreciate you looking into it Zeno.
(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?
I'm surprised everybody seems to want gensize 3. The world looks way, way nicer with large stretches of similar stone. I originally started poking around in the world generation because I started a journal on a world designed for great views but the views kept getting disrupted by large numbers of different strata columns in every pics. You just can't get views like this
because there are always multiple strata columns in any far render shot. That shot would look kind of derpy with 3 or 4 different rock strata mixed in. And things really did work great once I fixed them.
Should I have mentioned that UBConstructs was going to recognize old config files (by ridiculously high biome sizes) and use the old defaults for people with old config files?
Rollback Post to RevisionRollBack
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more! Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons. ExplorerCraft - map utilities for tiling, carrying, and marking maps.
I like the biome sizes really. I play with biomes o plenty and the views are phenomenal. Sometimes the divisions between look a little off, but mostly I actually like the variation. I was thinking mostly along the lines of caving and underground exploration. Vanilla is really bland and dull with one rock type. UB helps that a lot and, but even at its current biome size it feels like I'm looking at the same kind of rock for very long stretches. I wouldn't want the biomes any smaller, but I think making them larger would really make caving only marginally more interesting than vanilla.
BTW, when do you plan on releasing? No rush, just curious. I'll probably start a new world if its in the near future.
OK, as long as people were thinking about biome sizes and not just saying "ooh, let's keep the old system".
I'm thinking about releasing maybe Friday. It's working - I have one tiny fix left that I'm going to do. The village stone replacement still has a problem in that the ore systems treat the cobblestone and brick as regular stone and put in veins of dirt and whatnot but that's an optional feature and I'll tackle it later. I just want to fly around some creative worlds and let the changes percolate in my mind to catch bugs
Rollback Post to RevisionRollBack
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more! Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons. ExplorerCraft - map utilities for tiling, carrying, and marking maps.
IMPORTANT! There's a poll in the OP about the best default size for the underground biomes.
I don't really understand the question on the OP's poll. So ...
First, I'm curious as to what you say on the size. You mention the idea of "If you have a setting of 512, that's the minimum to ensure only one biome in view". I may be misunderstanding something here.
Normal render distance, of 8 chunk radius / 9 chunks including your own has about 128 + 1-16 blocks of visibility, so even at 256 you would have that "single type" views. And, any view has the potential to cross boundary lines, making two-type images the most common in almost all cases.
So I can better understand the distance scale, my understanding is that normal biomes are approximately 128 blocks across on average; please tell me if I've mis-understood. The 512 setting would be equivalent to large biomes (4 times as big in each direction).
I would hardly consider "only one type of rock in view" to be the norm looking at earth. Now, granted, we have "disco mountain / grand canyon" biomes coming to give us that type of thing in the future.
The worst thing has to be the really dark stones. The current version has some -- stone that is so dark that it is really hard to see things even with torches. But right now those bad areas aren't that big unless you've run into a ligamite/bad coal vein.
(Hmm, now that I think about it, can you make those things flammable? I'd rather burn then out than deal with mining them.)
But a giant dark-rock zone that goes on for 4 above-ground biomes? I'll stop digging in the area.
(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?
I don't really understand the question on the OP's poll. So ...
First, I'm curious as to what you say on the size. You mention the idea of "If you have a setting of 512, that's the minimum to ensure only one biome in view". I may be misunderstanding something here.
Normal render distance, of 8 chunk radius / 9 chunks including your own has about 128 + 1-16 blocks of visibility, so even at 256 you would have that "single type" views. And, any view has the potential to cross boundary lines, making two-type images the most common in almost all cases.
So I can better understand the distance scale, my understanding is that normal biomes are approximately 128 blocks across on average; please tell me if I've mis-understood. The 512 setting would be equivalent to large biomes (4 times as big in each direction).
I would hardly consider "only one type of rock in view" to be the norm looking at earth. Now, granted, we have "disco mountain / grand canyon" biomes coming to give us that type of thing in the future.
The worst thing has to be the really dark stones. The current version has some -- stone that is so dark that it is really hard to see things even with torches. But right now those bad areas aren't that big unless you've run into a ligamite/bad coal vein.
(Hmm, now that I think about it, can you make those things flammable? I'd rather burn then out than deal with mining them.)
But a giant dark-rock zone that goes on for 4 above-ground biomes? I'll stop digging in the area.
On normal view you do see 128 blocks in each direction - but in all directions, so your view spans 256 blocks. If you use anything about normal, your view span exceeds 256 blocks, so unless you have a biome size above 256, you'll always see more than one (barring obstructed views). I find, even on 512, that junctions are visible a bit too often but 1024 would start to create a really big problem when you're looking for rocks for building.
On earth you normally see more than one kind of rock but only one strata column, i.e. one underground biome. Real-earth strata have a lot more layers than the 3 or 4 in UB, so it's not exactly equivalent. But, obvious junctions are the exception, not the rule. IMO uncommon junctions emphasize the scenery and add a nice variety to the world - different stones make different areas look different, which is a big plus in minecraft, which has a problem with all biome X looking the some. But, IM*O*, which is why I put up the poll.
The problematic black stone is black granite, not lignite. Lignite occurs in relatively thin layers and isn't a huge problem; black granite is the one that dominates the columns. I agree they're both too black for gaming purposes. I have twice fallen through holes in black granite mines, even when I was looking carefully. Trying to cave in black granite is particularly unpleasant. They have their use in building but I actually aborted a Dark Tower I was building from black granite because it was so dang black you couldn't see the detailing. Sadly art is not in my skill set so I have to wait for somebody to make an alternate texture pack.
I'm sure I could make lignite burn but I think burning an entire stratum out is a bit much. If I could make it burn slowly, like a real-world coal mine fire it might work. I'll look at it, but not for this release.
Yeah, the possibility of starting in a black granite zone (1 in 12 or 1 in 14; not negligeable) is a legitimate disadvantage to larger underground biomes. Sort of a UB-equivalent to a desert start.
Rollback Post to RevisionRollBack
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more! Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons. ExplorerCraft - map utilities for tiling, carrying, and marking maps.
UndergroundBiomesConstructions 0.9 now available in beta for 1.10 and 1.11.2
UBC for 1.10
UBC for 1.11.2
Only 16x textures are currently available. Not all buildings and parts of buildings get converted to UB cobble and this may not be fixable due to internal changes in Minecraft. But, the building options and varied landscapes UBC creates are back!
v.19 - Fixed drops from some ores ubified through UBC Ore Registrar. Thanks to mallrat and Rayzr522.
v.18 Ubified ore registrations changed for some ores ubified with the UBC Ore Registrar. Other worlds will not be affected. If so, you will get a Forge error message when starting a world. This will be partially incompatible with those world (the affected ores will disappear). If you have such a world, I recommend staying with the old version since there are no other changes. Sorry, but the change is necessary to prevent name conflicts between several mods which all have a block named "ore".
beta.17 Ubified ore registrations fixed. Dimension "include" option no longer automatically includes the overworld.
beta.16 Ore ubification for IndustrialCraft.
beta.15 Fixes for info mod names and crashes when other mods call pickblock inappropriately
beta.13 Fixed lignite drops and renamed "alternative slab textures" to "plain slab textures"
beta.11 Fixed upside-down stairs display and a memory leak in ore ubification.
beta.10 Re-fixed cobble recipes. Fixed pick block issues.
beta.9 Fixed stone drops and crafting with UBC cobbles.
beta.8 Fixed quantities for stairs and walls recipes. Fixed ubified lapis drops.
beta.7 Fixed unconverted ores and configs for strata layers
beta.6 Fixed ubified itemblock drops
beta.5 Fixed client loading hang
beta.4 attempted patch for a server crash
beta.3 - UBStrataColumnProvider restored, fixes for cobble crafting, brick drops, and ubification settings
beta.2 - patches added to stop crashes with RTG and Davinci's Vessels
UndergroundsBiomesConstructs 0.8 Now Available for 1.8
link
0.8 Summary
The constructs have been completely redone for 1.8 (by LouisDB). I doubt anybody will update a world from 1.7.10, but if you do the constructs (stairs, walls, and buttons) will all disappear.
Speed improvements thanks to Asiekierka have removed the need for in-chunk generation.
The recipes are not currently world-specific, and the ability to automatically coordinate client recipes to the server isn't on either.
0.7 Summary
Support added for other mods to alter the stone sets, including substituting UB stones with their own, adding them as layers, or adding entire new underground biomes.
0.6 Summary:
Texture changes can be done with resource packs.
Configs are now world-specific.
Server configs are automatically downloaded to clients on login. The mod returns to client configs on logout.
Assorted bug fixes: mob griefing allowed, UB stone reasonably affected by explosions.
Special thanks to BBoldt for the overlay textures!
This is a revision and extension of the outstanding Underground Biomes mod, originally by ExterminatorJeff and later by GromPE. Originally Constructs added stairs, walls, and buttons in almost all of the UB stones, including smoothstone, cobble, and brick versions. Constructs has since added many more features and fixes listed below. Here's a link to the original Underground Biomes mod.
Downloads (updated May 31, 2016):
UB Constructs 0.8 beta for 1.7 Recommended for new players or new worlds. Existing worlds should be left with their current UBC version unless there's some big reason to upgrade.
UB Constructs 0.7 for 1.7
UB Constructs 0.6h13 for 1.7 (32x texture pack included; 16x and 128x resource packs downloadable below)
UB Constructs 0.5 for 1.7 with 32x32 graphics pack (version used in my journal and pics; textures created by The Order)
UB Constructs 0.5 for 1.7 with 16x16 graphics pack
Texture packs:
16x16 resource pack
128x128 resource pack, textures by Els
Packs supporting UBC:
Pixel Reality by Wedhro
Delta-NP (64x and 128x)
1.6.4 links (updated with bugfixes June 24, 2014):
UBConstructs for 1.6 with 16x16 graphics pack
UBConstructs for 1.7 with 32x32 graphics pack (version used in my journal and pics)
Sphax extension pack
Dokucraft Textures by Archibald_TK
For modders: How to set up UB textures for your ores
Code: there are two ways to request your ores get "UB'd". Both require a simple one-line call, wrapped in a try-catch so it runs if UBC is installed and just gets skipped if it's not there.
The first method is to actually request the operation. This has to be done during your pre-init and *after* UBC has run its pre-init.
The second method is to send a request to UBC. UBC stores this in a queue and runs it during its own pre-init. This has to be done *before* UBC runs its own pre-init.
0.6 changes
0.6h - fixed bug not recognizing UBifyOre=false in world config, fixed longstanding bug where ores were sometimes not converted, plus a number of bugfixes for ores with metadata (e.g. ore mods).
0.6g - fixed jerkiness with UBifyOres on
0.6f - fixed vanilla cobble recipe
0.6e - bugfixes: world config file not saving in windows, pathfinding crash in servers, and crash on destroying UB slabs. Expanded support for ore texturing by other mods.
0.6d - fixed missing gold ore conversion. Added support for NoCubes 0.4.
0.6c - added config option to allow UBC, Biomes o' plenty, and Twilight Forest to all run together
0.6b - Added ore setup request option to simplify ore setup timing
Added config option to stop clearing a var to allow BoP+TF to work
Changed the API package naming for compatibility with my other mods.
0.6a - config file path fix
0.6 -
Ore texturing: During chunk generation, Underground Biomes Constructs can replace vanilla ores with UB-textured ores. The option is controlled by the config setting UBifyOres, and the default setting is true or on. Both unmodified and modified blocks can exist in all worlds, so the option can be turned off and on, although this will cause both kinds of ores to exist in the world.
Existing players may wish to set this option to "false" before loading any existing world. Existing blocks aren't changed (sorry, but there would be a substantial performance hit.)
UB Constructs only provides "UBifying" for vanilla ores; however, there is a simple interface for any mod to request that an ore be "UD'd". Three blocks are use for each ore; UB creates, names, and textures them when it get the request. Due to timing issues, this might often have to be done with additional bridge mods.
UB textures: Rather than having multiple versions with different texture sets, there will now be resource packs with various texture packs. The default texture pack is the one most downloaded recently, the 32x32 pack by The Order. There are currently two other packs available: ExterminatorJeff's original 16x16 pack, and Els 128x128 hi-res pack (requires Optifine). I'll put up another hi-res pack by Wreckage shortly.
World-specific configs: Each world has its own config file, stored in the "worldSpecificConfigs" folder in the world save directory. If a world doesn't have a config, it gets the current general config. The config files have the same format as before.
When a player loads any world, the mod switches to the config setting for that world. This includes served worlds; the config setting are transmitted over the network.
Changing config options in one world has no effect on any other, and the general config settings are used only for setting up new worlds, or worlds which haven't had specific config files before.
The only exception is the oredictify option, which can't be changed after loading. The general config setting applies to all worlds for that player.
Bug and mod incompatibility fixes:
Mob Griefing allowed: originally mob griefing was off because the game crashed whenever an Enderman picked up most modded blocks. Forge has fixed that, and mob griefing is now allowed. Existing worlds will need to turn it back on via cheats.
UB stone can be blown up by explosions: UB stones and constructs were too hard. They are now roughly as hard as cobblestone - igneous is generally a little harder and sedimentary a little softer.
UB Constructs attempts to deal with chronic problems during complex multi-mod generation, including "chunk being generated" crashes and stack overflows. In some situations it could even rescue other mods.
0.6a - config file path fix
0.6b
Added ore setup request option to simplify ore setup timing
Added config option to stop clearing a var to allow BoP+TF to work
Changed the API package naming for compatibility with my other mods. This will cause problems for other mods using my API, but I had to do it at some point.
0.6h13 - Added rescue recipes for cobblestone walls, cobblestone stairs, stone buttons, and all slabs to convert 1:1 into vanilla equivalents. Improved management of Tile Entities. Patch to place Emeralds in Highlands Cliff, Rock Mountains, and Snow Mountains.
0.5 changes
Vanilla chunk bug in ultra-high-speed generation fixed.
Options to change seeds between dimensions.
Bugfixes to some of the slab recipes.
Requirements: Minecraft 1.7.2 (only) with Forge 1046 or higher.
0.4 changes:
0.4 - Important bug fixes, performance improvements, and an API !
Bug fixes and performance improvements for the underlying Underground Biomes mod
Biome size setting works The underground biomes were generating with a biome size of 3 regardless of the size in the config file (= very roughly 128 blocks across). This has been fixed. The size will now be 16 x 2^(configsize), so 16 for 0, 128 for 3, 512 for 5, 16K for 10, and so on. Anything over 21 would make the entire mine craft world, out to block 30,000,000, one single biome. Any value over 21 is set to 3 so if you use an existing config you'll get a distribution with the same character as what you had before.
The default has been changed to 3 (same result as old configs with the current release). At that setting, you will almost always see multiple underground biomes in any outdoor screenshot. If you like seeing large stretches of similar stone, I would recommend a setting of 5, which makes most biome blobs a single type of strata column. A config setting of 5 does mean that most 2K by 2K max zoom maps will be missing a few stone types.
Important: you will get sharp changes between already-generated and newly generated chunks. In my experience this is not generally noticeable (can you see where it happens in my survival journal? I can't.)
Faster Generation UBConstructs now passes blocks by reference inside terrain generation and this speeds up generation by a factor of at least 2. Also, large parts of the generation process were not producing useful effects and are now skipped. On my computer (a 2 year old Mac) UB can almost keep up with flying in creative, and I never have any problems at all while walking around.
Easier vanilla stone recipe The default recipe for UB stone to vanilla stone in new config files has been changed from 4 -> 1 to 4 -> 4. Settings in existing config files will not change. Bug fixes and performance improvements for the add ons in UBConstructs
UBConstructs now works server-side
UB stone buttons are now properly destroyed by pickaxes
One stone for one button UB stone buttons are now made with the same recipe as vanilla stone buttons - 1 stone for 1 button, shapeless. This will conflict with the 1 UB stone -> 1 vanilla stone recipe you can get by changing the configs, so you can't use that recipe and UB buttons at the same time. I would recommend using the 4 -> 4 stone conversion recipe instead. There's a config option to shut off the buttons if you wish.
Implementation of UB features UBConstructs was written from a slightly older version of Underground Biomes, and was missing a couple of (relatively minor) improvements and bug fixes from the latest release. All these have been added to Constructs except the multipliers for stone hardness and explosion resistance.
New features:
Smoothstone and Cobblestone slabs for all stones
API available There is a simple API that allows another mod to get the block ID and metadata UB would generate at a particular block location. Performance should be close to that of UB generation itself if used properly. Even non-optimized use seems fine on my computer.
Smoother strata transitions option There is an option in the config file, "harmoniousStrata" that rearranges the strata layers slightly to stop black-white transitions. Default is off (old strata)
Cobblestone replacement There is an option to replace cobblestone made by world generation with the appropriate UB cobblestone. Stone stairs become oak; making UB stairs during village generation is difficult. Default is off. An addition config setting is available to convert village gravel into brick (default is off.)
Requirements Minecraft 1.6.4 or 1.6.2 with Forge installed. It works with Forge 871 and 953; should work with any Forge in-between and possibly with earlier ones.
Installation Place the zip file in your mods folder. Remove any other copy of Underground Biomes or Underground Biomes Constructs.
Already-generated chunks will not change; only newly generated chunks can have the new stones. If you have not used Underground Biomes before you might prefer to use the mod only on new worlds; I do. Consult the original mod for documentation.
For existing Underground Biomes users:
BACK UP your worlds, please. I've tested this on a number of worlds but it's good to be safe. ID bugs can be catastrophic.
Important Keep your existing config file.
Pics:
This is my first completed build with the mod. The posts are blue schist walls; the tops of the corner pieces are basalt smoothstone walls; the top of the summit temple is decorated with basalt cobblestone stairs; and the stairs going up are chalk.
This is a view of a WIP build. The spires are marble walls; the green decorations on the tops are green schist buttons; the spire tops are rhylolite walls; the colonnade holding up the central dome is rhyolite walls (with one space between each wall); and the protrusions on the marble brick pillars are marble brick stairs.
Recipes:
Stairs, slab, walls, and buttons are all made with the same recipes used with vanilla stone. Brick cannot be used for buttons; otherwise all stone versions can make all products.
UBC in Action!
A UBC stone sorter (I need this!)
UBification of Tinker's Constructs ore (with other nice features relating to stone and explosions)
WTFOres, which provides an alternate texturing system
Review by Cliffwalker
Legal stuff: This mod is licensed under the Lesser GPL license v3. Source code is available from the author on request.
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons.
ExplorerCraft - map utilities for tiling, carrying, and marking maps.
Lol. That's complicated. That's what I originally wrote, and then GromPE, the developer for UB, asked I combine it with UB. I did, months ago, but he has been distracted by non-Minecraft stuff and hasn't finished reviewing it. At the request of a number of folks on UB, I put out this version.
Grom says he'd still like it combined so I don't want to do the work to split it out, since in the end it isn't going to be wanted. The old pre-merged versions had some bugs in it so you probably don't want that. There are options in the config file to turn off any of the 3 items if you don't want them, so it's basically a workalike to the July 2013 version of Underground Biomes if you want.
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons.
ExplorerCraft - map utilities for tiling, carrying, and marking maps.
Crash pasted below:
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons.
ExplorerCraft - map utilities for tiling, carrying, and marking maps.
IMPORTANT! There's a poll in the OP about the best default size for the underground biomes.
Changes for Underground Biomes in general:
Smoothstone and Cobblestone Slabs!
Terrain generation will be substantially faster than before.
Biome size config setting will work (and work differently).
Blocks will have hardness for Microblocks and other mods using similar systems.
The biome size changes will create sharp stone boundaries in existing worlds. Sorry, this is hard to fix.
An API will be available for other mods to determine what stone should be placed at a specific location.
Villages will use UB stones in construction.
Changes for the Constructs addition
Constructs will now work in servers (plain UB already did)
Buttons will be easily destroyed by pickaxes
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons.
ExplorerCraft - map utilities for tiling, carrying, and marking maps.
<lip smack> Yummm...
Stairs as well? Not just buttons and slabs? OK, slabs will do ... sort-of :-).
(You already add in stairs for the bricks, right?)
Server support, faster generation, more decorations, ... yum.
Permission request for use in a modpack? (Or do I need to ask on the other thread).
* 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?
Its not super important by any means, but it'd be a pretty cool little bonus.
Umm... Constructs already provides stairs for all the blocks. Just to be clear, plain UB worked on servers. Constructs only failed for a very picky reason - it cached the textures, and on the server that caused a crash (they *could* just pass a null, but no - they have to put in annotations to erase the method.)
Please feel free to use in a modpack.
I think so. I'll take a look.
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons.
ExplorerCraft - map utilities for tiling, carrying, and marking maps.
Sorry, I don't see any options for that. The Mariculture recipes are hardcoded to use the mariculture block ID and metadata. I could have the Mariculture limestone block used in the UB world generation, but it would be Mariculture limestone in all way (i.e. no stair/wall recipes). I suppose I could add in recipes to make UB stairs from Mariculture limestone. Not sure if I could get the Mariculture textures.
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons.
ExplorerCraft - map utilities for tiling, carrying, and marking maps.
Honestly I'd prefer to keep UB blocks as UB blocks. No need to add in Mariculture limestone since it generates on its own along the bottom of rivers anyway. I only asked because over on the mariculture thread Joshie, the mariculture dev, was talking about having emasher register his limestone as limestone in the oredict so it would be compatible like the chisel mod does. I personally have no clue how any of that stuff really works, just a vague non-coder's concept. If it cannot be done that is absolutely fine and I will be very happy having Constructs' limestone stairs all the way. I appreciate you looking into it Zeno.
I thought it was only for the brick form; I'm glad it's for all.
Meanwhile, waiting to see the updated download link ...
* 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?
because there are always multiple strata columns in any far render shot. That shot would look kind of derpy with 3 or 4 different rock strata mixed in. And things really did work great once I fixed them.
Should I have mentioned that UBConstructs was going to recognize old config files (by ridiculously high biome sizes) and use the old defaults for people with old config files?
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons.
ExplorerCraft - map utilities for tiling, carrying, and marking maps.
I like the biome sizes really. I play with biomes o plenty and the views are phenomenal. Sometimes the divisions between look a little off, but mostly I actually like the variation. I was thinking mostly along the lines of caving and underground exploration. Vanilla is really bland and dull with one rock type. UB helps that a lot and, but even at its current biome size it feels like I'm looking at the same kind of rock for very long stretches. I wouldn't want the biomes any smaller, but I think making them larger would really make caving only marginally more interesting than vanilla.
BTW, when do you plan on releasing? No rush, just curious. I'll probably start a new world if its in the near future.
I'm thinking about releasing maybe Friday. It's working - I have one tiny fix left that I'm going to do. The village stone replacement still has a problem in that the ore systems treat the cobblestone and brick as regular stone and put in veins of dirt and whatnot but that's an optional feature and I'll tackle it later. I just want to fly around some creative worlds and let the changes percolate in my mind to catch bugs
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons.
ExplorerCraft - map utilities for tiling, carrying, and marking maps.
I don't really understand the question on the OP's poll. So ...
First, I'm curious as to what you say on the size. You mention the idea of "If you have a setting of 512, that's the minimum to ensure only one biome in view". I may be misunderstanding something here.
Normal render distance, of 8 chunk radius / 9 chunks including your own has about 128 + 1-16 blocks of visibility, so even at 256 you would have that "single type" views. And, any view has the potential to cross boundary lines, making two-type images the most common in almost all cases.
So I can better understand the distance scale, my understanding is that normal biomes are approximately 128 blocks across on average; please tell me if I've mis-understood. The 512 setting would be equivalent to large biomes (4 times as big in each direction).
I would hardly consider "only one type of rock in view" to be the norm looking at earth. Now, granted, we have "disco mountain / grand canyon" biomes coming to give us that type of thing in the future.
The worst thing has to be the really dark stones. The current version has some -- stone that is so dark that it is really hard to see things even with torches. But right now those bad areas aren't that big unless you've run into a ligamite/bad coal vein.
(Hmm, now that I think about it, can you make those things flammable? I'd rather burn then out than deal with mining them.)
But a giant dark-rock zone that goes on for 4 above-ground biomes? I'll stop digging in the area.
* 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?
On normal view you do see 128 blocks in each direction - but in all directions, so your view spans 256 blocks. If you use anything about normal, your view span exceeds 256 blocks, so unless you have a biome size above 256, you'll always see more than one (barring obstructed views). I find, even on 512, that junctions are visible a bit too often but 1024 would start to create a really big problem when you're looking for rocks for building.
On earth you normally see more than one kind of rock but only one strata column, i.e. one underground biome. Real-earth strata have a lot more layers than the 3 or 4 in UB, so it's not exactly equivalent. But, obvious junctions are the exception, not the rule. IMO uncommon junctions emphasize the scenery and add a nice variety to the world - different stones make different areas look different, which is a big plus in minecraft, which has a problem with all biome X looking the some. But, IM*O*, which is why I put up the poll.
The problematic black stone is black granite, not lignite. Lignite occurs in relatively thin layers and isn't a huge problem; black granite is the one that dominates the columns. I agree they're both too black for gaming purposes. I have twice fallen through holes in black granite mines, even when I was looking carefully. Trying to cave in black granite is particularly unpleasant. They have their use in building but I actually aborted a Dark Tower I was building from black granite because it was so dang black you couldn't see the detailing. Sadly art is not in my skill set so I have to wait for somebody to make an alternate texture pack.
I'm sure I could make lignite burn but I think burning an entire stratum out is a bit much. If I could make it burn slowly, like a real-world coal mine fire it might work. I'll look at it, but not for this release.
Yeah, the possibility of starting in a black granite zone (1 in 12 or 1 in 14; not negligeable) is a legitimate disadvantage to larger underground biomes. Sort of a UB-equivalent to a desert start.
Climate Control- Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
Underground Biomes Constructs - 24 different kinds of stone, with complete sets of stairs, slabs, walls, and buttons.
ExplorerCraft - map utilities for tiling, carrying, and marking maps.