Nice! I really thought with all the changes to 1.7 you'd have a much more difficult time porting over. Looks really good. I have a lot more mods I'm waiting on to update though, so I'll be at 1.6.4 for quite a while yet I'm sure. Two questions for you, one, is the download in the OP for 1.6.4 the final super-ultra-mega-fast world gen release or are you still working on that? And two, its really early to ask this i know but I was curious, what plans do you have, if any, for Minecraft 1.8 with the new stone it adds to world gen in vanilla? Think you'll just rip it out and replace it with UB equivalents? Thanks Zeno!
The OP 1.6.4 is the "medium speed" version. I wanted to hammer out what I can of the bugs reported. The 1.6.4 "high speed" version is available a page or two back on the beta. I may go into my ExplorerCraft mod first though - it needs to be updated to 1.7, and I was thinking about a map marker system. The UB threads have gotten quiet and there's not been much downloading (only 77 downloads for the 1.7 version so far)- it seems like there's not much demand for changes right now.
I'll probably just put in a config option to zap the new stones and let the users decide. Programmatically they can coexist with no problem (I have to change one line in each of two procedures). The main problem I see is having two "andesites" (problem for user perception; inside the game they're "Minecraft: andesite" and "UndergroundBiomes:andesite"). I like having more stones, of course, but I'm not happy with the textures, especially the unpolished version, and the placement is geologically goofy and something of a game pain as well (occupying extra slots when mining.) Programmatically, I think it was a mistake to use the same block code but have different behaviors - they should have made the new stones work like smoothstone (and the UB stones) or given them a new block code.
I am thinking about using the "polished/unpolished" distinction. Most of the UB textures are based on real-world polished stone and they look good in buildings but a little iffy in mountains. It would be nice to have two kinds. Splitting the stone in the world is a problem; but actually due to internal coding stone placed by the generator has a different set of metadatas than that placed by the player. So I could make player-placed stone polished and generator-placed stone unpolished. There would sometimes be a problem where player put back mountain rocks they'd accidentally knocked down but that wouldn't be too bad, I think. But I need an artist!
An idea: Let the current system define, not natural versus player placed, but rough versus polished -- so you have existing user placed stone as polished, existing natural as rough. Newly mined stuff stays as rough; polishing can be as simple as ... hmm...
You mine the cobble variant. You cook, and wind up with smooth (and polished). So a way to get the unpolished version from cobble.
...
Maybe take the smooth/polished stone, and mix it with gravel to represent "roughing" it back to natural?
(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?
An idea: Let the current system define, not natural versus player placed, but rough versus polished -- so you have existing user placed stone as polished, existing natural as rough. Newly mined stuff stays as rough; polishing can be as simple as ... hmm...
You mine the cobble variant. You cook, and wind up with smooth (and polished). So a way to get the unpolished version from cobble.
Maybe take the smooth/polished stone, and mix it with gravel to represent "roughing" it back to natural?
I think we're saying the same thing about what existing stones will be polished and which will be rough.
Yeah, cooking should make polished - keeps things as similar as possible.
I'd like to keep the vanilla idea of free interconversions between smooth and polished. Maybe a four-stone recipe, but with the four stones in the corners rather than together? The same recipe could be for both polishing and roughing.
One small - but nagging - problem that it would solve is the problem of Silk Touch producing a different kind of stone. I wrote some contortionistic patches to try to fix that. With polished/rough if you Silk Touch rough stone of course you get rough stone and of course it's different from polished. Actually, that's what's happening now (or used to), really, it's just that the "polished" and "rough" stones have exactly the same name and texture, so you can't see why you have two different kinds of Rhyolite in your inventory that won't stack.
All the programmatic stuff for this would be surprisingly easy. I wouldn't even need new blocks for stones (which have "extra" metadatas) or the constructs, which use Tile Entities. Only slabs would need new blocks. A few days, tops. The hard part is the art, because I have no artistic skills.
Myself and a friend have been using this mod on a server, and we've found a couple bugs.
The first is that placed stairs, no matter which kind, always have the same ID, depending on which way they're facing, and whether they're upside-down or not. For example, every placed stair that faces north has the ID of marble stairs, and upside-down stairs that face north come up as soapstone stairs. Screenshots
The second bug we found is that whenever we move (or copy and paste) anything built using stuff from this mod, all the stairs change their types (probably related to the first bug), and there are random patches of dirt, gravel, and ores in the walls
I wasn't sure if you were aware of this, and I thought I should let you know
Myself and a friend have been using this mod on a server, and we've found a couple bugs.
The first is that placed stairs, no matter which kind, always have the same ID, depending on which way they're facing, and whether they're upside-down or not. For example, every placed stair that faces north has the ID of marble stairs, and upside-down stairs that face north come up as soapstone stairs. Screenshots
The second bug we found is that whenever we move (or copy and paste) anything built using stuff from this mod, all the stairs change their types (probably related to the first bug), and there are random patches of dirt, gravel, and ores in the walls
I wasn't sure if you were aware of this, and I thought I should let you know
The first issue is not a bug. Because of the way metadata works in Minecraft, it would take too many blocks to do the stairs as individual blocks. So the stairs are saved with Tile Entities. The ID program doesn't understand these blocks, so it's coming up with the wrong block (I think it's using the metadata, which indicates placement for stairs, to do a lookup in the list for the creative tab.) Same story for buttons. I also use the same system for walls, but that I *could* change, although there might be compatibility issues for converted worlds.
The second is a bug, but with your cut'n'paste program. Somehow it's running ore generation after the paste. I might be able to do a workaround, though. What kinds of blocks does it happen with, e.g. cobblestone, brick, stairs, walls? There's a "do not replace with ore generation" flag I could set that might stop it. I can't help with stuff made of UB smoothstone, because that *does* have to get replaced during ore generation.
The first issue is not a bug. Because of the way metadata works in Minecraft, it would take too many blocks to do the stairs as individual blocks. So the stairs are saved with Tile Entities. The ID program doesn't understand these blocks, so it's coming up with the wrong block (I think it's using the metadata, which indicates placement for stairs, to do a lookup in the list for the creative tab.) Same story for buttons. I also use the same system for walls, but that I *could* change, although there might be compatibility issues for converted worlds.
Even Creative mode's pick block feature gives the wrong type of stairs, so it's not a problem with WAILA/NEI
The second is a bug, but with your cut'n'paste program. Somehow it's running ore generation after the paste. I might be able to do a workaround, though. What kinds of blocks does it happen with, e.g. cobblestone, brick, stairs, walls? There's a "do not replace with ore generation" flag I could set that might stop it. I can't help with stuff made of UB smoothstone, because that *does* have to get replaced during ore generation.
My friend says it happened with smooth, cobble, and brick variants. Also with stairs, but that one only happened once. We're also using WorldEdit, and have never encountered a similar problem when moving blocks and stairs added by other mods
Even Creative mode's pick block feature gives the wrong type of stairs, so it's not a problem with WAILA/NEI
My friend says it happened with smooth, cobble, and brick variants. Also with stairs, but that one only happened once. We're also using WorldEdit, and have never encountered a similar problem when moving blocks and stairs added by other mods We're using the latest 1.6.4 version
You are right that I have a bug re: pick block and it will be fixed in a few days.
I've set the donotreplace flag for most of the blocks, so they won't get ore-generated. I can't do that for smoothstone. Can you copy regular smoothstone without it getting replaced? Seriously, though, the copy program shouldn't set off ore generation.
Hey, I just have a few questions about this mod. I want to use this instead of UB, since the dev has been quiet for a while. Firstly, if ever this mod merged with UB (I know there were talks of it, but again, the developer has been quiet), would the world be compatible? Would there be any complications? Secondly, why did this mod take very little time to update to 1.7, but UB is still on 1.6, and has less features (again, possibly due to the quiet developer)?
Constructs updated first presumably because GromPE isn't working on an update. You're right that UB alone would be much easier; it would have taken me less than half as long, because the regular stones have fairly simple programming while the constructs need tricky programming to work right.
Grom had already asked that all of the non-slab constructs go in UB itself. Most of the other changes couldn't be controversial IMO (who minds faster generation?). The only thing I can think of is changing the stone hardnesses for 1.7 (but, really, the sedimentary stones were just ridiculously soft). Just on a practical level I doubt Grom would go to the trouble of doing his own port over any disagreements we might have. Almost certainly, if Grom gets active again, there will be a few relatively minor changes - possibly just config defaults - and the current UB Constructs will be released as UB proper.
Hm, are the stones properly added to the ore dictionary? I haven't been able to use the limestone and marble from the mod in other mods, and yes I have the "oreDictifyStone" enabled, assuming that is what its supposed to do.
Also, I had to disable "InChunkGeneration" or I would have absolutely no ores that were supposed to be in stone anywhere. Unfortunately disabling that seems to have slowed down generation a bit, but it was kind of necessary.
Other than those 2 though(which are honestly pretty minor, I can enable other mods generation of the stones, they look different enough to stand out, and the world still generates), the mod works great Thank you for this, when setting up a 1.7.2 pack for me and a friend, I wanted the mod, and thought I wouldnt get the chance due to UB not being updated yet.
Hm, are the stones properly added to the ore dictionary? I haven't been able to use the limestone and marble from the mod in other mods, and yes I have the "oreDictifyStone" enabled, assuming that is what its supposed to do.
Also, I had to disable "InChunkGeneration" or I would have absolutely no ores that were supposed to be in stone anywhere. Unfortunately disabling that seems to have slowed down generation a bit, but it was kind of necessary.
Other than those 2 though(which are honestly pretty minor, I can enable other mods generation of the stones, they look different enough to stand out, and the world still generates), the mod works great Thank you for this, when setting up a 1.7.2 pack for me and a friend, I wanted the mod, and thought I wouldnt get the chance due to UB not being updated yet.
They are added to the oredictionary, but as stone. "Limestone" or "marble" from another mod isn't going to be the same as "limestone" or "marble" in UB. I looked at adding UB "limestone" to Mariculture as "limestone" but it didn't seem to be possible (the internal references were hard-coded). It might be possible for other mods, if you tell me what they are.
With no other mods, ores generate - I just checked. What mods are you running?
They are added to the oredictionary, but as stone. "Limestone" or "marble" from another mod isn't going to be the same as "limestone" or "marble" in UB. I looked at adding UB "limestone" to Mariculture as "limestone" but it didn't seem to be possible (the internal references were hard-coded). It might be possible for other mods, if you tell me what they are.
With no other mods, ores generate - I just checked. What mods are you running?
I don't mind much for Mariculture, the mod I was hoping it would work with was Chisel, so that the blocks could be used to make the decorative blocks from that mod. It checks the ore dictionary and adds it to that block's list of variations. Is it not possible for items/blocks to be in multiple ore dictionary entries? Or can that cause issues?
Thinking about it, the mod breaking the generation is probably Biomes O Plenty, its the only other mod that I have that I could see causing problems, considering it uses a separate world type.
EDIT: Also, I just crashed myself so I thought I would point it out. Fossils appear bugged, in craftguide the output is listed as "Error: Item null, damage 15", and trying to put one in the crafting grid crashed my game.
I don't mind much for Mariculture, the mod I was hoping it would work with was Chisel, so that the blocks could be used to make the decorative blocks from that mod. It checks the ore dictionary and adds it to that block's list of variations. Is it not possible for items/blocks to be in multiple ore dictionary entries? Or can that cause issues?
Thinking about it, the mod breaking the generation is probably Biomes O Plenty, its the only other mod that I have that I could see causing problems, considering it uses a separate world type.
I can look at Chisel. But wouldn't it be better to add the UB stones as their own Chisel category?
Ok, the fact that the problem was with BoP told me what to look at. I found the problem with ore generation - I was calling isReplaceableOreGen with the wrong parameters (the 1.6 parameters). I'll put out a patch.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
While you're digging in the internals, I just noticed in my logs that you're generating the following Forge warnings/errors. Probably not related to any bugs you're fixing now, but might want to take a look:
Pick block now gets correct item for stone products
All blocks besides smooth stone now marked "do not replace" for ore generation.
Trying to convert slabs in villages to UB stone now works and does not crash.
Converting village gravel to brick (an option in the config) does not crash; however it makes only Red Granite or Gneiss.
Ore generation now works with Biomes o' Plenty in high-speed generation (probably affected some other mods as well).
Some internal objects now properly cached (improving generation speed, although maybe not enough to notice)
Fossils can be crafted into bone meal (instead of crashing)
"Unknown recipe" message suppressed
Thanks to everybody reporting!
Still looking at some things for 1.6.4 bugfix release
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
This looks awesome! Since 1.8 is adding some new rocks, however, I have an idea to have them fit in:
Stone biomes that have 1.8 stones could be clones of the vanilla stones. This would allow people to remove the mod without it destroying their world. These clone stones will have the same textures and attributes as the vanilla ones, and will drop vanilla granite.
You know how 1.7 changed biome placement, so warm biomes will be near other warm biomes, and cold biomes will be near other cold biomes? The same could be done for the underground biomes from this mod!
Sedimentary rock biomes should generally be near other sedimentary rock biomes, igneous rock biomes should be placed near other igneous rock biomes, and metamorphic rocks should do the same. However, granite/andesite/diorite patches from 1.8 will be replaced with other rocks from the mod, and can be occasionally found anywhere underground. Also, if someone removes the mod, all the patches of rocks will revert to their original rocks. Granite and other vanilla rocks could also be used in new crafting recipes for tools, just like every rock in this mod.
1.6.4 bugfix is out. Adds high-speed generation and fixes the pick block bug and some missing slabs. Also fixes a bug where world seeds aren't properly changed on world unload/load unless you quit Minecraft. I haven't been able to figure out the Forestry backpack bug but I've made some changes that hopefully will prevent crashes and just get the wrong item.
This looks awesome! Since 1.8 is adding some new rocks, however, I have an idea to have them fit in:
Stone biomes that have 1.8 stones could be clones of the vanilla stones. This would allow people to remove the mod without it destroying their world. These clone stones will have the same textures and attributes as the vanilla ones, and will drop vanilla granite.
You know how 1.7 changed biome placement, so warm biomes will be near other warm biomes, and cold biomes will be near other cold biomes? The same could be done for the underground biomes from this mod!
There's actually a config option now to have vanilla stone biomes, so that's already there, just not as a default.
The underground biomes could certainly have more structure to them and that would be a nice add. I'm hoping somebody with a geological background could make some suggestions.
Edit: the seed sticking on world unload affected 1.7 too. Fixed and links updated.
The config setting to affect cobblestone replacement is replaceCobblestone. vanillastonebiomes creates underground biomes, normal size, which have only vanilla stone and none of the UB stones. Put vanillastonebiomes back if it's an ongoing world, as otherwise you'll get a mess from mixing on and off.
The replacement of cobblestones with dirt/gravel/rock is fixable (and fixed) and shouldn't happen with any current version. The mixture of vanilla and UB cobble is due to complicated interactions when creating multi-chunk functions and isn't fixable on UB's end. If you use the high-speed generation no cobbles get changed by UB except village stones (which now seem to work really well). If you don't use high-speed but you do replacecobblestone you'll still get the mix.
Basically, if some mod wants to convert cobble to UB cobble it has to use the API. I really tried to do it on UB's end, really, really tried, and it can't be done.
Those scattered rocks in the Highland cliffs biomes and the big rock mountains were the reason I wanted to do replacecobble in the first place because I *so* wanted them in UB stone. I *did* eventually manage it, by writing the API and then modding Highlands itself (and they do indeed look great). I can email you the modded Highlands zip (it also greatly reduces the crash rate around the big rock biomes although it doesn't completely stop them).
Edit (in response to yours) Plain UB had the same vanilla stone system as Constructs. I haven't changed that at all. No vanilla with defaults, about 1 in 7 biomes vanilla with the flag on.
I'm working alone; Grom has made one forum post and no UB coding in the past five months. I haven't tried emailing him; he said in the one post he didn't want to give up the mod, he was just busy with other stuff. I'll be happy to work with him if he get active again. Like I said a few days ago, there isn't much to generate heated disagreement in this mod.
Yes, it's unfortunate mods have to communicate via API but it just reflects reality. You can in theory generalize things, but unless you have some transcendent genius writing things in practice you have to figure out what to do by tackling mod interactions. Mojang really can't do this in advance. An example of how things really work is the biome registries that let biome mods co-exist and other mods generate "forest" stuff in the right Highlands or what-have-you biomes. People struggle with crashes and conflicts, eventually working out an accommodation.
Highlands crashes, or at least used to, around rock biomes. The reason, apparently, is that when Highlands plopped down those big rock mountains if it replaced something that was using world ticks (like falling sand) the world would crash when it tried to tick (update) those blocks. (A minecraft bug, IMO). I set it to not replace sand and the crashes become much less frequent but not "never". I think Highlands has updated since I effectively forked off my version so maybe they've fixed it. If you get a crash in my version around rock mountains email me the log and maybe I'll be able to fix it.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Ah right, I was starting to wonder if you meant the highlands rock mountain biome(possibly sandstone mountain which i also have off)
as i finished my last post. I have them both disabled as I dont like the cobble/sandstone covering so I may have dodged that particular bug.
You no likey?
I actually liked the cobble covering, even in vanilla stone- I thought it was a good way to add texture to what would otherwise be a bland expanse. The fact that the vanilla cobble sometimes looks goofy on a UB'd Rock Mountain was the specific thing that got me to try the whole replaceCobble business.
Im not a coder so my dig at mojang may be a little flipant, but I feel (without knowing) that a lot of what forge does could/should have been done by mojangs API a year ago let alone all the things forge doesnt do yet but maybe mojangs should.
<snip>
I think those things have/should empower forge also but thats coincidental. Mojang have also inferred that their API will facilitate only simplistic modding and I have inferred that it will never replace forge for serious modding.
OK, I have to agree that Mojang could have been doing a lot more for modders for a long time now. Based on some old comments dug up during a hot recent thread on the possible API, you're right that the official API will probably be very limited. Mojang wants it to be server-side only, and while there are actually good security reasons for that, it's going to make a lot of mods impossible (although, UB will probably work).
could mojangs API not have a framework for adding say food, that allowed food added from mod a to be useable generically by mod b whose soldiers are required to eat food (where without an API only vanilla food is useable). Or jammys furniture cooker working on mod added food and their associated recipes (which mr crayfish;s cooker now does)
<snip>
They are the kind of things ive asked for from modders in the past and have often received the response "theyll have to code for my API" or im not interested in expending the effort in explicit suport", which are totally understandable responses. And ive read and heard plenty of stories about wrong API versions causing troublesome troubleshooting.
Oh yes, there's lots of mini-APIs that should have been out there. I won't ding them for a stone replacement API, but food and ores/metal have been obvious needs for a long time. And some internal ones, like an API for the crafting grid. You have no idea how much I suffered struggling with getting those Explorercraft map recipes to work (and they're still a little wonky). It's been changed for 1.7, and I suspect it's better, but since there's no API and no docs I'll have to do experiments to find out how it works AGAIN. Whee!
Hmm, API versioning. Now that's something I can poka-yoke against. Thx for the tip.
Nice! I really thought with all the changes to 1.7 you'd have a much more difficult time porting over. Looks really good. I have a lot more mods I'm waiting on to update though, so I'll be at 1.6.4 for quite a while yet I'm sure. Two questions for you, one, is the download in the OP for 1.6.4 the final super-ultra-mega-fast world gen release or are you still working on that? And two, its really early to ask this i know but I was curious, what plans do you have, if any, for Minecraft 1.8 with the new stone it adds to world gen in vanilla? Think you'll just rip it out and replace it with UB equivalents? Thanks Zeno!
I'll probably just put in a config option to zap the new stones and let the users decide. Programmatically they can coexist with no problem (I have to change one line in each of two procedures). The main problem I see is having two "andesites" (problem for user perception; inside the game they're "Minecraft: andesite" and "UndergroundBiomes:andesite"). I like having more stones, of course, but I'm not happy with the textures, especially the unpolished version, and the placement is geologically goofy and something of a game pain as well (occupying extra slots when mining.) Programmatically, I think it was a mistake to use the same block code but have different behaviors - they should have made the new stones work like smoothstone (and the UB stones) or given them a new block code.
I am thinking about using the "polished/unpolished" distinction. Most of the UB textures are based on real-world polished stone and they look good in buildings but a little iffy in mountains. It would be nice to have two kinds. Splitting the stone in the world is a problem; but actually due to internal coding stone placed by the generator has a different set of metadatas than that placed by the player. So I could make player-placed stone polished and generator-placed stone unpolished. There would sometimes be a problem where player put back mountain rocks they'd accidentally knocked down but that wouldn't be too bad, I think. But I need an artist!
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.
You mine the cobble variant. You cook, and wind up with smooth (and polished). So a way to get the unpolished version from cobble.
...
Maybe take the smooth/polished stone, and mix it with gravel to represent "roughing" it back to natural?
* 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?
I think we're saying the same thing about what existing stones will be polished and which will be rough.
Yeah, cooking should make polished - keeps things as similar as possible.
I'd like to keep the vanilla idea of free interconversions between smooth and polished. Maybe a four-stone recipe, but with the four stones in the corners rather than together? The same recipe could be for both polishing and roughing.
One small - but nagging - problem that it would solve is the problem of Silk Touch producing a different kind of stone. I wrote some contortionistic patches to try to fix that. With polished/rough if you Silk Touch rough stone of course you get rough stone and of course it's different from polished. Actually, that's what's happening now (or used to), really, it's just that the "polished" and "rough" stones have exactly the same name and texture, so you can't see why you have two different kinds of Rhyolite in your inventory that won't stack.
All the programmatic stuff for this would be surprisingly easy. I wouldn't even need new blocks for stones (which have "extra" metadatas) or the constructs, which use Tile Entities. Only slabs would need new blocks. A few days, tops. The hard part is the art, because I have no artistic skills.
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.
The first is that placed stairs, no matter which kind, always have the same ID, depending on which way they're facing, and whether they're upside-down or not. For example, every placed stair that faces north has the ID of marble stairs, and upside-down stairs that face north come up as soapstone stairs. Screenshots
The second bug we found is that whenever we move (or copy and paste) anything built using stuff from this mod, all the stairs change their types (probably related to the first bug), and there are random patches of dirt, gravel, and ores in the walls
I wasn't sure if you were aware of this, and I thought I should let you know
The first issue is not a bug. Because of the way metadata works in Minecraft, it would take too many blocks to do the stairs as individual blocks. So the stairs are saved with Tile Entities. The ID program doesn't understand these blocks, so it's coming up with the wrong block (I think it's using the metadata, which indicates placement for stairs, to do a lookup in the list for the creative tab.) Same story for buttons. I also use the same system for walls, but that I *could* change, although there might be compatibility issues for converted worlds.
The second is a bug, but with your cut'n'paste program. Somehow it's running ore generation after the paste. I might be able to do a workaround, though. What kinds of blocks does it happen with, e.g. cobblestone, brick, stairs, walls? There's a "do not replace with ore generation" flag I could set that might stop it. I can't help with stuff made of UB smoothstone, because that *does* have to get replaced during ore generation.
Oh, and what version? 1.6.4 or 1.7.2?
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.
Even Creative mode's pick block feature gives the wrong type of stairs, so it's not a problem with WAILA/NEI
My friend says it happened with smooth, cobble, and brick variants. Also with stairs, but that one only happened once. We're also using WorldEdit, and have never encountered a similar problem when moving blocks and stairs added by other mods
We're using the latest 1.6.4 version
You are right that I have a bug re: pick block and it will be fixed in a few days.
I've set the donotreplace flag for most of the blocks, so they won't get ore-generated. I can't do that for smoothstone. Can you copy regular smoothstone without it getting replaced? Seriously, though, the copy program shouldn't set off ore generation.
Constructs updated first presumably because GromPE isn't working on an update. You're right that UB alone would be much easier; it would have taken me less than half as long, because the regular stones have fairly simple programming while the constructs need tricky programming to work right.
Grom had already asked that all of the non-slab constructs go in UB itself. Most of the other changes couldn't be controversial IMO (who minds faster generation?). The only thing I can think of is changing the stone hardnesses for 1.7 (but, really, the sedimentary stones were just ridiculously soft). Just on a practical level I doubt Grom would go to the trouble of doing his own port over any disagreements we might have. Almost certainly, if Grom gets active again, there will be a few relatively minor changes - possibly just config defaults - and the current UB Constructs will be released as UB proper.
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.
Also, I had to disable "InChunkGeneration" or I would have absolutely no ores that were supposed to be in stone anywhere. Unfortunately disabling that seems to have slowed down generation a bit, but it was kind of necessary.
Other than those 2 though(which are honestly pretty minor, I can enable other mods generation of the stones, they look different enough to stand out, and the world still generates), the mod works great Thank you for this, when setting up a 1.7.2 pack for me and a friend, I wanted the mod, and thought I wouldnt get the chance due to UB not being updated yet.
They are added to the oredictionary, but as stone. "Limestone" or "marble" from another mod isn't going to be the same as "limestone" or "marble" in UB. I looked at adding UB "limestone" to Mariculture as "limestone" but it didn't seem to be possible (the internal references were hard-coded). It might be possible for other mods, if you tell me what they are.
With no other mods, ores generate - I just checked. What mods are you running?
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I don't mind much for Mariculture, the mod I was hoping it would work with was Chisel, so that the blocks could be used to make the decorative blocks from that mod. It checks the ore dictionary and adds it to that block's list of variations. Is it not possible for items/blocks to be in multiple ore dictionary entries? Or can that cause issues?
Thinking about it, the mod breaking the generation is probably Biomes O Plenty, its the only other mod that I have that I could see causing problems, considering it uses a separate world type.
EDIT: Also, I just crashed myself so I thought I would point it out. Fossils appear bugged, in craftguide the output is listed as "Error: Item null, damage 15", and trying to put one in the crafting grid crashed my game.
I can look at Chisel. But wouldn't it be better to add the UB stones as their own Chisel category?
Ok, the fact that the problem was with BoP told me what to look at. I found the problem with ore generation - I was calling isReplaceableOreGen with the wrong parameters (the 1.6 parameters). I'll put out a patch.
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.
[13:48:47] [Client thread/INFO] [FML/Forge]: Unknown recipe class! exterminatorJeff.undergroundBiomes.constructs.block.UBStairsGroup$StairsRecipe Modder please refer to net.minecraftforge.oredict.RecipeSorter
[13:48:47] [Client thread/INFO] [FML/Forge]: Unknown recipe class! exterminatorJeff.undergroundBiomes.constructs.block.UBWallGroup$WallRecipe Modder please refer to net.minecraftforge.oredict.RecipeSorter
Thanks! Great work on the mod, by the way.
Pick block now gets correct item for stone products
All blocks besides smooth stone now marked "do not replace" for ore generation.
Trying to convert slabs in villages to UB stone now works and does not crash.
Converting village gravel to brick (an option in the config) does not crash; however it makes only Red Granite or Gneiss.
Ore generation now works with Biomes o' Plenty in high-speed generation (probably affected some other mods as well).
Some internal objects now properly cached (improving generation speed, although maybe not enough to notice)
Fossils can be crafted into bone meal (instead of crashing)
"Unknown recipe" message suppressed
Thanks to everybody reporting!
Still looking at some things for 1.6.4 bugfix release
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.
Stone biomes that have 1.8 stones could be clones of the vanilla stones. This would allow people to remove the mod without it destroying their world. These clone stones will have the same textures and attributes as the vanilla ones, and will drop vanilla granite.
You know how 1.7 changed biome placement, so warm biomes will be near other warm biomes, and cold biomes will be near other cold biomes? The same could be done for the underground biomes from this mod!
Sedimentary rock biomes should generally be near other sedimentary rock biomes, igneous rock biomes should be placed near other igneous rock biomes, and metamorphic rocks should do the same. However, granite/andesite/diorite patches from 1.8 will be replaced with other rocks from the mod, and can be occasionally found anywhere underground. Also, if someone removes the mod, all the patches of rocks will revert to their original rocks. Granite and other vanilla rocks could also be used in new crafting recipes for tools, just like every rock in this mod.
There's actually a config option now to have vanilla stone biomes, so that's already there, just not as a default.
The underground biomes could certainly have more structure to them and that would be a nice add. I'm hoping somebody with a geological background could make some suggestions.
Edit: the seed sticking on world unload affected 1.7 too. Fixed and links updated.
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.
The replacement of cobblestones with dirt/gravel/rock is fixable (and fixed) and shouldn't happen with any current version. The mixture of vanilla and UB cobble is due to complicated interactions when creating multi-chunk functions and isn't fixable on UB's end. If you use the high-speed generation no cobbles get changed by UB except village stones (which now seem to work really well). If you don't use high-speed but you do replacecobblestone you'll still get the mix.
Basically, if some mod wants to convert cobble to UB cobble it has to use the API. I really tried to do it on UB's end, really, really tried, and it can't be done.
Those scattered rocks in the Highland cliffs biomes and the big rock mountains were the reason I wanted to do replacecobble in the first place because I *so* wanted them in UB stone. I *did* eventually manage it, by writing the API and then modding Highlands itself (and they do indeed look great). I can email you the modded Highlands zip (it also greatly reduces the crash rate around the big rock biomes although it doesn't completely stop them).
Edit (in response to yours) Plain UB had the same vanilla stone system as Constructs. I haven't changed that at all. No vanilla with defaults, about 1 in 7 biomes vanilla with the flag on.
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.
Yes, it's unfortunate mods have to communicate via API but it just reflects reality. You can in theory generalize things, but unless you have some transcendent genius writing things in practice you have to figure out what to do by tackling mod interactions. Mojang really can't do this in advance. An example of how things really work is the biome registries that let biome mods co-exist and other mods generate "forest" stuff in the right Highlands or what-have-you biomes. People struggle with crashes and conflicts, eventually working out an accommodation.
Highlands crashes, or at least used to, around rock biomes. The reason, apparently, is that when Highlands plopped down those big rock mountains if it replaced something that was using world ticks (like falling sand) the world would crash when it tried to tick (update) those blocks. (A minecraft bug, IMO). I set it to not replace sand and the crashes become much less frequent but not "never". I think Highlands has updated since I effectively forked off my version so maybe they've fixed it. If you get a crash in my version around rock mountains email me the log and maybe I'll be able to fix it.
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.
You no likey?
I actually liked the cobble covering, even in vanilla stone- I thought it was a good way to add texture to what would otherwise be a bland expanse. The fact that the vanilla cobble sometimes looks goofy on a UB'd Rock Mountain was the specific thing that got me to try the whole replaceCobble business.
OK, I have to agree that Mojang could have been doing a lot more for modders for a long time now. Based on some old comments dug up during a hot recent thread on the possible API, you're right that the official API will probably be very limited. Mojang wants it to be server-side only, and while there are actually good security reasons for that, it's going to make a lot of mods impossible (although, UB will probably work).
Oh yes, there's lots of mini-APIs that should have been out there. I won't ding them for a stone replacement API, but food and ores/metal have been obvious needs for a long time. And some internal ones, like an API for the crafting grid. You have no idea how much I suffered struggling with getting those Explorercraft map recipes to work (and they're still a little wonky). It's been changed for 1.7, and I suspect it's better, but since there's no API and no docs I'll have to do experiments to find out how it works AGAIN. Whee!
Hmm, API versioning. Now that's something I can poka-yoke against. Thx for the tip.
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.