This mod isn't "mine", it's public domain, based on actions by exterminatorJeff, and statements by GromPE, so I really don't have the right to say hands off. But even if I did I'm generally open to forking and alterations.
The NoCubes compat is obsolete and should go. I couldn't get the Highlands code to work either (because it relies on APIs I can't find) so I'm actually using the compiled version as a library, which should work for you too.
Can you put this in as a pull request, minus the Highlands removals? I suppose I could ship the Highlands stuff out to an auxiliary mod, although I'd have to put in some hooks. I'm particularly curious to see the reflection code changes.
The main opportunity for optimization, I suspect, is getting the ore swapping to work with "proper" procedures. Minecraft terrain generation is a timing nightmare under the hood and I've not been able to with at least a half-dozen different tries. I have this nasty hack in right now and it's probably not efficient.
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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.
Ah, neat! Thanks. The reflection changes were basically to rely on the datatype of the variable you're looking for (courtesy of isAssignableFrom()), rather than the obfuscated variable name. This will break if World (and in the other places where I replaced that design pattern) ever has multiple IChunkProvider fields and the first isn't the right one but eh. Obfuscated names will break on update anyway.
If you could explain the Highlands trick to me I'd like to try to get the same thing working in my development environment. Did you use BON on it? And, sure, I could submit a pull request!
My one concern for a pull request: The texture rework stuff is all pretty subjective. Little before and after here - http://imgur.com/7WoT0UD,DJPpXBx#0
The OTHER thing I did was set up a Gradle environment and put it in the git repository. Not sure how your workspace works.
Quote from Zeno410jumpThe main opportunity for optimization, I suspect, is getting the ore swapping to work with "proper" procedures. Minecraft terrain generation is a timing nightmare under the hood and I've not been able to with at least a half-dozen different tries. I have this nasty hack in right now and it's probably not efficient.
Could you perhaps point me at the relevant classes and functions?
(The ideal way to find "The main opportunity" would be a profiler, although I don't know how hard that would be to get working in a Minecraft Forge environment. Gonna try anyway.)
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The inquisitors were torturing Harry.
First, Ignatius used the rock.
Then Billy asked Harry if he wanted to read his BDSM blog. Harry was so surprised that his pants flew right off. He was wearing women's underpants. The inquisitors were wearing them, too.
The Meaning of Life, the Universe, and Everything.
Join Date:
11/1/2010
Posts:
84
Minecraft:
mallrat208
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Just throwing this out there.
It would be pretty cool if there were an alternative way to register an ore that uses EntityReddustFX, basically register the same also allows you to pass an offset value for the particle effect and the R G B values.
I've been hesitant to do that because I kinda polluted the commit history by adding the asset files and, accidentally, a bunch of Eclipse metadata, heh. Here is the repo though:
CaveBiomes: A mod for making caves more interesting- full UBC compatibility.
Oh hey, neat. I'll give this a look.
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The inquisitors were torturing Harry.
First, Ignatius used the rock.
Then Billy asked Harry if he wanted to read his BDSM blog. Harry was so surprised that his pants flew right off. He was wearing women's underpants. The inquisitors were wearing them, too.
Thanks, I'll grab this when I get a chance. Primarily, I'm just wanting a version of UBC that'll run in my dev environment as a library, I'm not interested in tweaking UBC, but I've got stuff in my mod which relies on UBC stone, and testing it without UBC in the dev env. has been a pain.
Ahh, neat, sure! It sounds like the deobfuscated environment stuff will end up getting pushed upstream as soon as I can verify that a pull request from me wouldn't break Zeno's development environment by giving him Gradle twice or something equally silly. Also so that I can be sure my reflection fixes weren't actually terrible for some hidden reason I'm not aware of - reflection can be unpredictable.
And speaking of CaveBiomes, I could use some testers for it. The mod's still in Beta, just uploaded a new version which introduces variable height cave floors, but one of the primary features is that it adds stalactites and stalagmites for each and every UBC stone type, not to mention some other features I've been working on.
Neato, yeah. Where should I toss bug reports? I've got one already so I'll just PM it to you for lack of a bug tracker.
Rollback Post to RevisionRollBack
The inquisitors were torturing Harry.
First, Ignatius used the rock.
Then Billy asked Harry if he wanted to read his BDSM blog. Harry was so surprised that his pants flew right off. He was wearing women's underpants. The inquisitors were wearing them, too.
And speaking of CaveBiomes, I could use some testers for it.
hmm GREAT MOD like it!!
but im afraid ... eternal problems, irrational bugs..chunk gen crashes.. performance downfall.. mods incompability.. rendering problems, config issuess.. its endless list... ***beats head against the wall***
IM TERRIFIED of adding new alpha mods to the pack
GOD save me aaaaaaaa ***hid under the bed***
(its joke just joke, really, i like mc, amazing mc )
This mod isn't "mine", it's public domain, based on actions by exterminatorJeff, and statements by GromPE, so I really don't have the right to say hands off. But even if I did I'm generally open to forking and alterations.
The NoCubes compat is obsolete and should go. I couldn't get the Highlands code to work either (because it relies on APIs I can't find) so I'm actually using the compiled version as a library, which should work for you too.
Can you put this in as a pull request, minus the Highlands removals? I suppose I could ship the Highlands stuff out to an auxiliary mod, although I'd have to put in some hooks. I'm particularly curious to see the reflection code changes.
The main opportunity for optimization, I suspect, is getting the ore swapping to work with "proper" procedures. Minecraft terrain generation is a timing nightmare under the hood and I've not been able to with at least a half-dozen different tries. I have this nasty hack in right now and it's probably not efficient.
Zeno, could recreating the ores work? As in, run multiple checks for ore generation, which checks for a specified rock type, then calculates the generation for those ores; for example: chunk A is generated with green schist. Each UBC ore checks to see if the rock type they are is the same as the one in the chunk. Only green schist ores generate in chunk A. Or is the mere IDEA stupid?
I am kind of new to mod makingand am at a point where I am getting comfortable making my own stuff from scratch.
I thought I would try and have a look at your mod and how it works, maybe try make an add on that works for some of the mods I have installed that as of yet are unsupported. I have an idea of how your mod handles things from looking through the API you have provided in the description.
I am having a bit of trouble understanding how to properly install and reference your libraries in eclipse and was wondering if anyone can push me in the right direction to setting this up.
Sorry for the noobish question =/ I am just really interested and only just starting with all this...
The Meaning of Life, the Universe, and Everything.
Join Date:
11/1/2010
Posts:
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Minecraft:
mallrat208
Member Details
It's actually not that hard to add stuff that was added 'late' for UBification. Both Project: Red and Magical Crops register their blocks during Init, I was able to successfully (and rather easily truth be told) get their ores to work with UBC.
After HOURS of trying to get COG and UBC to play fine together, I found a fix: listen to CogOreGenEvent (it's in COG's source tree) the same way you listen to OreGenEvent.Post, and it will work perfectly.
(Please add it so I don't have to rely on a hacked version of COG ;_;)
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Modder. The poster behind the pre-acquisition post #15000.
If you're trying to reach me, MCF posts/PMs are unlikely to reach me quickly. Try an e-mail instead!
COG and UBC work just fine if COG has a deferred population of 0.
Otherwise, that event is a recent addition to COG, and was intended to solve this issue more generally given that another mod (currently in beta with known show stopper bugs) was also needing that feature in COG.
(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?
COG and UBC work just fine if COG has a deferred population of 0.
Otherwise, that event is a recent addition to COG, and was intended to solve this issue more generally given that another mod (currently in beta with known show stopper bugs) was also needing that feature in COG.
They don't. I tested it for 6 hours live and they don't. Maybe it's because I added in RWG as well, but even otherwise it's very finicky - just Google around and read the last few pages.
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Modder. The poster behind the pre-acquisition post #15000.
If you're trying to reach me, MCF posts/PMs are unlikely to reach me quickly. Try an e-mail instead!
Listening to COG's ore generation event does, however, make it work in all cases - as CogOreGenEvent is its equivalent of OreGenEvent.Post. No idea why they don't just use the vanilla one.
They don't. I tested it for 6 hours live and they don't. Maybe it's because I added in RWG as well, but even otherwise it's very finicky - just Google around and read the last few pages.
Odd. It worked for me when I was playing around with dev versions of Mystcraft; I needed (and succeeded) in getting mystcraft to see the raw ore blocks from COG, and then have UBC decorate them after Mystcraft counted them.
(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?
Okay so I got UBC and UBC Ores Register working in eclipse and I am looking at how these mods reference the blocks found in other mods and UBify them...
Basically it seems my problem is finding the name to reference from other mods i.e. knowing how to use GameRegistry.findBlock() properly I guess
This mod isn't "mine", it's public domain, based on actions by exterminatorJeff, and statements by GromPE, so I really don't have the right to say hands off. But even if I did I'm generally open to forking and alterations.
The NoCubes compat is obsolete and should go. I couldn't get the Highlands code to work either (because it relies on APIs I can't find) so I'm actually using the compiled version as a library, which should work for you too.
Can you put this in as a pull request, minus the Highlands removals? I suppose I could ship the Highlands stuff out to an auxiliary mod, although I'd have to put in some hooks. I'm particularly curious to see the reflection code changes.
The main opportunity for optimization, I suspect, is getting the ore swapping to work with "proper" procedures. Minecraft terrain generation is a timing nightmare under the hood and I've not been able to with at least a half-dozen different tries. I have this nasty hack in right now and it's probably not efficient.
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.
Ah, neat! Thanks. The reflection changes were basically to rely on the datatype of the variable you're looking for (courtesy of isAssignableFrom()), rather than the obfuscated variable name. This will break if World (and in the other places where I replaced that design pattern) ever has multiple IChunkProvider fields and the first isn't the right one but eh. Obfuscated names will break on update anyway.
If you could explain the Highlands trick to me I'd like to try to get the same thing working in my development environment. Did you use BON on it? And, sure, I could submit a pull request!
My one concern for a pull request: The texture rework stuff is all pretty subjective. Little before and after here - http://imgur.com/7WoT0UD,DJPpXBx#0
The OTHER thing I did was set up a Gradle environment and put it in the git repository. Not sure how your workspace works.
Could you perhaps point me at the relevant classes and functions?
(The ideal way to find "The main opportunity" would be a profiler, although I don't know how hard that would be to get working in a Minecraft Forge environment. Gonna try anyway.)
First, Ignatius used the rock.
Then Billy asked Harry if he wanted to read his BDSM blog. Harry was so surprised that his pants flew right off. He was wearing women's underpants. The inquisitors were wearing them, too.
They realized that they were all men of the lord.
- 30 Hs
Just throwing this out there.
It would be pretty cool if there were an alternative way to register an ore that uses EntityReddustFX, basically register the same also allows you to pass an offset value for the particle effect and the R G B values.
I've been hesitant to do that because I kinda polluted the commit history by adding the asset files and, accidentally, a bunch of Eclipse metadata, heh. Here is the repo though:
https://github.com/NotGyro/UndergroundBiomesConstructs
And an example of the design pattern I replaced (it showed up about three times and each time I did the same thing to change it):
https://github.com/NotGyro/UndergroundBiomesConstructs/commit/3ba309366f6406f49b6013bc6c73f710ce556840#diff-61959589a85b1873355adecf41c88f4aR303
Oh hey, neat. I'll give this a look.
First, Ignatius used the rock.
Then Billy asked Harry if he wanted to read his BDSM blog. Harry was so surprised that his pants flew right off. He was wearing women's underpants. The inquisitors were wearing them, too.
They realized that they were all men of the lord.
- 30 Hs
Ahh, neat, sure! It sounds like the deobfuscated environment stuff will end up getting pushed upstream as soon as I can verify that a pull request from me wouldn't break Zeno's development environment by giving him Gradle twice or something equally silly. Also so that I can be sure my reflection fixes weren't actually terrible for some hidden reason I'm not aware of - reflection can be unpredictable.
Neato, yeah. Where should I toss bug reports? I've got one already so I'll just PM it to you for lack of a bug tracker.
First, Ignatius used the rock.
Then Billy asked Harry if he wanted to read his BDSM blog. Harry was so surprised that his pants flew right off. He was wearing women's underpants. The inquisitors were wearing them, too.
They realized that they were all men of the lord.
- 30 Hs
hmm GREAT MOD like it!!
but im afraid ... eternal problems, irrational bugs..chunk gen crashes.. performance downfall.. mods incompability.. rendering problems, config issuess.. its endless list... ***beats head against the wall***
IM TERRIFIED of adding new alpha mods to the pack
GOD save me aaaaaaaa ***hid under the bed***
(its joke just joke, really, i like mc, amazing mc )
i think its full match mc and ubc idea - creating great undeground adventures
Zeno, could recreating the ores work? As in, run multiple checks for ore generation, which checks for a specified rock type, then calculates the generation for those ores; for example: chunk A is generated with green schist. Each UBC ore checks to see if the rock type they are is the same as the one in the chunk. Only green schist ores generate in chunk A. Or is the mere IDEA stupid?
Please read THIS before making a suggestion
And support the ability to add paintings and records!
Hello there.
I am kind of new to mod makingand am at a point where I am getting comfortable making my own stuff from scratch.
I thought I would try and have a look at your mod and how it works, maybe try make an add on that works for some of the mods I have installed that as of yet are unsupported. I have an idea of how your mod handles things from looking through the API you have provided in the description.
I am having a bit of trouble understanding how to properly install and reference your libraries in eclipse and was wondering if anyone can push me in the right direction to setting this up.
Sorry for the noobish question =/ I am just really interested and only just starting with all this...
oh yes it will be great if geocraft got ubc support, so we got at end something near PFAA geologica
It's actually not that hard to add stuff that was added 'late' for UBification. Both Project: Red and Magical Crops register their blocks during Init, I was able to successfully (and rather easily truth be told) get their ores to work with UBC.
zeno cany you fix "ubification" for non-vanilla metalls because now custom texturte dont work in all resources pack ( i test faithul, soartex, delta)
and i cant find tin because his colour = ubc block colour
mallrat208 ore registrator work good without problem. i dont have now any-one non-ubify metall undeground in my pack! thx
After HOURS of trying to get COG and UBC to play fine together, I found a fix: listen to CogOreGenEvent (it's in COG's source tree) the same way you listen to OreGenEvent.Post, and it will work perfectly.
(Please add it so I don't have to rely on a hacked version of COG ;_;)
Modder. The poster behind the pre-acquisition post #15000.
If you're trying to reach me, MCF posts/PMs are unlikely to reach me quickly. Try an e-mail instead!
COG and UBC work just fine if COG has a deferred population of 0.
Otherwise, that event is a recent addition to COG, and was intended to solve this issue more generally given that another mod (currently in beta with known show stopper bugs) was also needing that feature in COG.
* 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?
They don't. I tested it for 6 hours live and they don't. Maybe it's because I added in RWG as well, but even otherwise it's very finicky - just Google around and read the last few pages.
Modder. The poster behind the pre-acquisition post #15000.
If you're trying to reach me, MCF posts/PMs are unlikely to reach me quickly. Try an e-mail instead!
Listening to COG's ore generation event does, however, make it work in all cases - as CogOreGenEvent is its equivalent of OreGenEvent.Post. No idea why they don't just use the vanilla one.
Modder. The poster behind the pre-acquisition post #15000.
If you're trying to reach me, MCF posts/PMs are unlikely to reach me quickly. Try an e-mail instead!
Odd. It worked for me when I was playing around with dev versions of Mystcraft; I needed (and succeeded) in getting mystcraft to see the raw ore blocks from COG, and then have UBC decorate them after Mystcraft counted them.
I did not have RWG.
* 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?
Okay so I got UBC and UBC Ores Register working in eclipse and I am looking at how these mods reference the blocks found in other mods and UBify them...
Basically it seems my problem is finding the name to reference from other mods i.e. knowing how to use GameRegistry.findBlock() properly I guess
wow this looks neat i liked that mod
I love this mod and wish you make support for Blue Power. http://minecraft.curseforge.com/mc-mods/223099-blue-power