I've got a feature in my WTFTweaksMod- block name getter (Which I know you're already using cause you've posted in my thread). Turn it on in the config, and place the block, and it'll print out to the chat log the unlocalised name, which is what you *should* need. However, it should spit out the "UndergroundBiomes:igneousStone" version. If that isn't working, then deadly caves is doing something slightly odd, or you've setup the config incorrectly.
Oh yes I tried that now, cool utility. Still the same result; plenty of falling stone audio but no actual UBC stonetypes falling.
It's an old mod.
Wouldn't you do it like this?
##########################################################################################################
# Deadly caves
#--------------------------------------------------------------------------------------------------------#
# For Frequencies, the higher the number the more often the event can occur, up to 1000. A frequency below 1 will make the event never occur. For Magnitudes, the higher the number the greater the effect of the event. For example, setting the Cave In Magnitude to 100 will create nearly endless Cave Ins that can make entire cave systems collapse (which is extremely dangerous, but very fun to try to outrun).
##########################################################################################################
"Deadly caves" {
I:"Cave In frequency"=1000
I:"Cave In magnitude"=30
# Range around player(s) where caves events can occur
I:"Chunk range"=1
I:"Eruption frequency"=1000
I:"Eruption magnitude"=5
# Blocks that should fall, by block name
S:"Falling Stones" <
stone
UndergroundBiomes:igneousStone
UndergroundBiomes:metamorphicStone
UndergroundBiomes:sedimentaryStone
>
I:"Falling stone frequency"=1000
I:"Falling stone magnitude"=1
# Blocks that lava can pierce through, by block id
S:"Pierced by lava" <
dirt
stone
>
}
I'll just report an issue between UBC 0.7 and COG (Custom Ore Generator) 1.2.24, or at least COG older than 1.2.18. Whenever I try to use them together no vanilla ores are spawning in UBC rocks. But if I install COG 1.2.18 along with UBC 0.7 the ores are spawning but it doesn't respect UBC ore textures.
I've made the same report in COG forum in case the issue is in the side of COG mod, but I'm replicating it here in case the issue is in UBC.
Using UBC 0.7 along with Custom Ore Generation version later than 1.2.18 doesn't generate any ores at all in UBC stones. With COG 1.2.18 ores are generated but only few have UBC ore textures; the majority of the ores spawned in UBC layers have the default vanilla ore texture.
Now, this UBC textured ores doesn't smelt nor in vanilla's furnace nor in Tinker's Construct 1.8.7 smeltery.
With COG 1.2.18 ores are generated but only few have UBC ore textures; the majority of the ores spawned in UBC layers have the default vanilla ore texture.
Now, this UBC textured ores doesn't smelt nor in vanilla's furnace nor in Tinker's Construct 1.8.7 smeltery.
Thanks in advance for your attention.
i quickly realized that COG and BOG (Geocraft) not compatible with ubc
(as with any mc mods that introducing cutomization in one direction he-he )
COG can work with UBC - Dulciphi got it to work in an online game I was in - but it seems to require quite a project with the COG config files and I'm afraid I can't help with it. I would agree with the WTFores, which is also an ore spawn modifier, but intended from the getgo to be compatible with UBC.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I have an idea for when you update UBC to 1.8. So, you said that in 1.8, there will be no limits to be the number of stones, correct? I'm thinking that maybe there should be a place where people could post their own custom stones and you could download them.
This results in ores with transparent background that when placed act as an xray block. In my case it seems to be UBfied iron ore that does it, but not all variants.
It is dropping as 15:1 which is the ore texture with transparent stone parts. Using any pickaxe seems to cause it. I first tried it with a vanilla iron pick and then used a diamond pick when I was trying to troubleshoot the issue.
I am using Forge 10.13.4.1558 and UBC 1.7.2-07 in MC version 1.7.10
Anybody have a clue to what is going on here and/or how to fix it?
Redid the modpack (removed a lot of mods). It is some sort of conflict it seems. With what, I have no idea. The only thing i came across in the configs is maybe Railcraft was set to generate iron ore. I cannot be sure though as I deleted everything and started from scratch. I have been troubleshooting this issue for over 8 hours and just gave up. Lesser of a modpack but at least it works with UBC now.
What's your plan for dealing with both mods needing the metadatas?
Are you talking to me? because I don't really know what you're talking about. I just copied the code from glassmaker and tried to make it do rocks instead of metals. https://github.com/TeamMetallurgy/MetallurgyChisel
I didn't know asiekierka was working on the exact same thing, I kinda feel like I wasted a bunch of my time making those textures since the ones from asiekierka look just as good.
Are you talking to me? because I don't really know what you're talking about. I just copied the code from glassmaker and tried to make it do rocks instead of metals. https://github.com/TeamMetallurgy/MetallurgyChisel
I didn't know asiekierka was working on the exact same thing, I kinda feel like I wasted a bunch of my time making those textures since the ones from asiekierka look just as good.
Sounds like a good opportunity to collaborate? /shrug
I don't know how you modders in this community roll but I think a UBChisel addon would be pretty cool to have.
Sounds like a good opportunity to collaborate? /shrug
I don't know how you modders in this community roll but I think a UBChisel addon would be pretty cool to have.
",palatino,serif">Stylin' with ma Green Schis",palatino,serif">t~~~~~
I don't know how modders roll either, I just started doing this. And the reason I did it is because I thought it would be pretty cool.
Asiekierka said the project was functional but abandoned, so I think I'll just steal the code (don't worry, the license allows it) and modify it a little and then publish it.
I don't know how modders roll either, I just started doing this. And the reason I did it is because I thought it would be pretty cool.
Asiekierka said the project was functional but abandoned, so I think I'll just steal the code (don't worry, the license allows it) and modify it a little and then publish it.
Sounds good, I'm guessing since the code is functional it shouldn't take long to make a release once you've reviewed it. Be sure to credit Asie though. Thanks for putting it together.
Oh yes I tried that now, cool utility. Still the same result; plenty of falling stone audio but no actual UBC stonetypes falling.
It's an old mod.
Wouldn't you do it like this?
# Deadly caves
#--------------------------------------------------------------------------------------------------------#
# For Frequencies, the higher the number the more often the event can occur, up to 1000. A frequency below 1 will make the event never occur. For Magnitudes, the higher the number the greater the effect of the event. For example, setting the Cave In Magnitude to 100 will create nearly endless Cave Ins that can make entire cave systems collapse (which is extremely dangerous, but very fun to try to outrun).
##########################################################################################################
"Deadly caves" {
I:"Cave In frequency"=1000
I:"Cave In magnitude"=30
# Range around player(s) where caves events can occur
I:"Chunk range"=1
I:"Eruption frequency"=1000
I:"Eruption magnitude"=5
# Blocks that should fall, by block name
S:"Falling Stones" <
stone
UndergroundBiomes:igneousStone
UndergroundBiomes:metamorphicStone
UndergroundBiomes:sedimentaryStone
>
I:"Falling stone frequency"=1000
I:"Falling stone magnitude"=1
# Blocks that lava can pierce through, by block id
S:"Pierced by lava" <
dirt
stone
>
}
Last active Mon, Dec, 5 2011 03:21:09
I have asked GotoLink who updated the mod though
Hi Zeno410.
I'll just report an issue between UBC 0.7 and COG (Custom Ore Generator) 1.2.24, or at least COG older than 1.2.18. Whenever I try to use them together no vanilla ores are spawning in UBC rocks. But if I install COG 1.2.18 along with UBC 0.7 the ores are spawning but it doesn't respect UBC ore textures.
I've made the same report in COG forum in case the issue is in the side of COG mod, but I'm replicating it here in case the issue is in UBC.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1291128-custom-ore-generation-first-revival?page=94#reply
Greetings.
zeno410 idk, but ubc take part in this crash cocktail
who is guilty in this?
http://pastebin.com/SmY1Ra8r
and one more
me and my friends get instant client stop with soartex UBC texture + latest 7.12 buildcraft quarry
its say "invalid frame buffer operation" in log
( without texture pack for ubc - all ok)
i want add UBC stone and WTF-ubc ores support to veinminer list
what oredictionary prefixes they have?
UBC stones are UndergroundBiomes:igneousStone, UndergroundBiomes:metamorphicStone, and UndergroundBiomes:sedimentaryStone
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.
Hi.
I found another issue with UBC ores.
Using UBC 0.7 along with Custom Ore Generation version later than 1.2.18 doesn't generate any ores at all in UBC stones. With COG 1.2.18 ores are generated but only few have UBC ore textures; the majority of the ores spawned in UBC layers have the default vanilla ore texture.
Now, this UBC textured ores doesn't smelt nor in vanilla's furnace nor in Tinker's Construct 1.8.7 smeltery.
Thanks in advance for your attention.
i quickly realized that COG and BOG (Geocraft) not compatible with ubc
(as with any mc mods that introducing cutomization in one direction he-he )
so i recommend WTFores (special for UBC)
COG can work with UBC - Dulciphi got it to work in an online game I was in - but it seems to require quite a project with the COG config files and I'm afraid I can't help with it. I would agree with the WTFores, which is also an ore spawn modifier, but intended from the getgo to be compatible with UBC.
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 have an idea for when you update UBC to 1.8. So, you said that in 1.8, there will be no limits to be the number of stones, correct? I'm thinking that maybe there should be a place where people could post their own custom stones and you could download them.
So a while back somebody posted about ores dropping with odd metadata values as seen here: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1293503-underground-biomes-constructs?comment=940
This results in ores with transparent background that when placed act as an xray block. In my case it seems to be UBfied iron ore that does it, but not all variants.
It is dropping as 15:1 which is the ore texture with transparent stone parts. Using any pickaxe seems to cause it. I first tried it with a vanilla iron pick and then used a diamond pick when I was trying to troubleshoot the issue.
I am using Forge 10.13.4.1558 and UBC 1.7.2-07 in MC version 1.7.10
Anybody have a clue to what is going on here and/or how to fix it?
Redid the modpack (removed a lot of mods). It is some sort of conflict it seems. With what, I have no idea. The only thing i came across in the configs is maybe Railcraft was set to generate iron ore. I cannot be sure though as I deleted everything and started from scratch. I have been troubleshooting this issue for over 8 hours and just gave up. Lesser of a modpack but at least it works with UBC now.
Great mod.
Is an addon for Underground Biome Construct for Chisel 2 in the works? Would really love that.
Actually, I've taken a shot at that: https://github.com/RCXcrafter/UBChisel
but I'm quite a noob at coding so I haven't gotten it to work yet.
Ha, I noticed your github and one by asiekierka. I haven't messed with Java coding, just C# in Unity. :[
I hope you guys can keep developing it. The new stone with the registrar looks incredible, I just wish I could do more with the stone, building-wise.
What's your plan for dealing with both mods needing the metadatas?
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.
Are you talking to me? because I don't really know what you're talking about. I just copied the code from glassmaker and tried to make it do rocks instead of metals.
https://github.com/TeamMetallurgy/MetallurgyChisel
I didn't know asiekierka was working on the exact same thing, I kinda feel like I wasted a bunch of my time making those textures since the ones from asiekierka look just as good.
Sounds like a good opportunity to collaborate? /shrug
I don't know how you modders in this community roll but I think a UBChisel addon would be pretty cool to have.
Stylin' with ma Green Schist~~~~~
I don't know how modders roll either, I just started doing this. And the reason I did it is because I thought it would be pretty cool.
Asiekierka said the project was functional but abandoned, so I think I'll just steal the code (don't worry, the license allows it) and modify it a little and then publish it.
Sounds good, I'm guessing since the code is functional it shouldn't take long to make a release once you've reviewed it. Be sure to credit Asie though. Thanks for putting it together.
Keep me posted on it.