This is one of the best mods ever and I'm very upset that I can't even use it.
If I add this mod into any of my mod packs, the terrain eventually stops loading, with no errors, it just hangs.
If I make a new world and then venture to the edges of the world causing world generation to occur, it always eventually fails and never finishes generating.
I have tried tweaking my mod packs removing 95% of the mods 1 by 1 to narrow it down and it always comes back to UndergroundBiomesConstructs.
I've tested UBC 0.7 and test45, both have the problem.
It's not system or configuration specific, I get the same issue on separate computers. My J8 settings are either Mojang default or 100% correctly configured.
I've never had this problem, even with literally hours of exploration at a time. What Forge version and are you using singleplayer or dedicated server? No other mods at all? How long does it take to hang?
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.
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12/28/2013
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I have a slight issue on my server every once in a while where biomes o plenty and undergroundbiomesconstruct try to decorate the same block at the same time, causing a server crash. Is there a way around this?
- Some seeds seem to freeze up much sooner than others.
- Set sprinting key for 4x speed and fly to the edge of the map so you can see the black edge and wait for the world to load.
- Possibly enable Multi-Core chunk loading in OptiFine so you can cover more ground quickly with faster chunk loading.
- Press F3 and watch the MultiplayerChunkCache.
- After flying around for 10 minutes so you can see the black edge of the map and turning around to watch the world finish loading, one of those times the world will just never finish and the ChunkCache count stops changing.
(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?
Ohh! Any chance you could make a mystcraft symbol to control this per-dimension?
Mystcraft symbols to control the details of UBC would be pretty complex (about 30 symbols, and it would take about 200 to define a default world, and that's assuming you don't have to worry about intrusive stone heights). Do you mean a single symbol to turn on UBMars?
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.
(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?
First of all, let me thank you for your mod, and all the work you put into it.
Next, I should note I'm a complete noob at assembling modpacks (as in, I'm trying to build something for myself for the very first time), so bear with me if I say/assume/fail to notice something completely obviously wrong. I'm using Curse, by the way, to build the pack.
Now, the "fun" part. I'm using UBC with a few tech mods, including Tinker's, Thermal Expansion, Forestry, and Immersive Engineering. I'm having a couple of issues "meshing" those with UBC, and I'd love to know if I'm doing something wrong, or if there's anything I can do to get around them.
The thing is, from what I can tell, UBC tends to re-texture ores to fit whatever material it's around them, blending them into the environment. Which is exactly what I'm looking for. However, Forestry, TE and IE ores do not get re-textured, and for some reason Tinker's ores DO get re-textured, but they end up with the missing texture texture, so they're an eye sore.
For instance, I'm looking at Ecologite Aluminum Ore, which breaks down into Tinker's Aluminum Ore correctly when mined, but its texture in the world, before mining the block, is the black and purple square one. Same thing happens with Tinker's Tin and Copper.
I could disable the Tinker's ores, and still be OK when it comes to oregen (I'll probably end up streamlining oregen, removing duplicates, like IT's Bauxite), but if at all possible, I'd love to keep the re-textured ores, since they're much more immersive.
Anything I could do to get around this issue? Also, while we're at it, any easy way to add support for the ores that currently don't re-texture?
Again, thanks for the work on the mod, and I'm sorry to bug you with this. Thanks in advance for any help!
The texturing has to be done by outside mods- you have the Tinker's because Tinker's supports it, and I guess the others don't. UBC provides the framework, but something else has to provide the artwork. I would suggest trying WTFOres, which adds textures for a huge variety of ore.
The null textures should already be fixed - what version are you using? I actually specifically have Tinker's ores in a world I'm playing now.
I'm actually working on some problems with the buttons and with displaying stairs items and I should have another version out shortly.
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.
New version with some but not all open bugs fixed: test46 This fixes display of stairs items and button blocks, addressing problems in test43-45. Unfortunately changes I had to make to the button system will change the type of most buttons made in test43-45 (buttons made in earlier versions are unaffected). These are all drastically overhauled versions, trying to fix the longstanding problems with stairs and walls changing color or type.
Also, Tinker's ores should show up properly in this version (they're just fine on my computer).
Also, a new feature is added: config options to suppress generation of particular stones. This is world-specific, so you can have different worlds with different stone sets.
Not addressed in this update: ore registration issues, the server crashes, or converting old (pre-test43) constructs to new constructs.
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.
Hey Zeno, there are a lot of mods out there that add their own ores with the vanilla stone texture of minecraft in it. Whenever i'm finding one of this ores next to the UBC stone types it looks ugly, so i'm wondering if there's a way overlap the ore with one of the UBC stone textures?
Yes, I provided a framework for this although I'm not an artist so I didn't do it for many ores. However, WTFOres and UBC Ore Registrar can both convert large sets of ores to UBC types.
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.
Okay, so I've been working with mallrat208 to update UBC Ore Registrar so I can include it in my pack with UBC, but I just noticed that with only UBC installed, I'm still getting loads of vanilla ores. What do you need me to do to help you find out why?
Okay, so I've been working with mallrat208 to update UBC Ore Registrar so I can include it in my pack with UBC, but I just noticed that with only UBC installed, I'm still getting loads of vanilla ores. What do you need me to do to help you find out why?
What do you mean by vanilla ores? Ores still in standard stone? If so, what other mods are in your pack and do you see it with a very stripped-down set?
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.
What do you mean by vanilla ores? Ores still in standard stone? If so, what other mods are in your pack and do you see it with a very stripped-down set?
So, anticipating this, I made a pack with only UBC and COFH Core (for the clearblocks command). I was able to find instances of every vanilla ore except Emerald in standard "smooth" stone. In the full pack, I was able to find mod ores this way, too.
In the attached picture, you should see instances of every ore (except Emerald), both on Black Granite and on vanilla "smooth" stone.
It needs to be done with a mod. I made a demo mod UBMars as an example (it replaces the default stone sets and layers with Marsy-looking ones).
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 is one of the best mods ever and I'm very upset that I can't even use it.
If I add this mod into any of my mod packs, the terrain eventually stops loading, with no errors, it just hangs.
If I make a new world and then venture to the edges of the world causing world generation to occur, it always eventually fails and never finishes generating.
I have tried tweaking my mod packs removing 95% of the mods 1 by 1 to narrow it down and it always comes back to UndergroundBiomesConstructs.
I've tested UBC 0.7 and test45, both have the problem.
It's not system or configuration specific, I get the same issue on separate computers. My J8 settings are either Mojang default or 100% correctly configured.
In thread dumps, the server thread is sleeping.
I've never had this problem, even with literally hours of exploration at a time. What Forge version and are you using singleplayer or dedicated server? No other mods at all? How long does it take to hang?
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 a slight issue on my server every once in a while where biomes o plenty and undergroundbiomesconstruct try to decorate the same block at the same time, causing a server crash. Is there a way around this?
Zeno410,
Thanks for your response, here's more specifics.
Versions:
Java 8u92
Forge 10.13.4.1614
1.7.10/CodeChickenLib-1.7.10-1.1.3.127-universal.jar
BetterSprinting MC-1.7.10 v1.1.3.jar
BiomesOPlenty-1.7.10-2.1.0.1889-universal.jar
fastcraft-1.23.jar
ForgeMultipart-1.7.10-1.2.0.345-universal.jar
OptiFine_1.7.10_HD_U_D4.jar
UndergroundBiomesConstructs-1.7.2-0.7.jar
And:
- Create a SSP game using the seed 86952.
- Some seeds seem to freeze up much sooner than others.
- Set sprinting key for 4x speed and fly to the edge of the map so you can see the black edge and wait for the world to load.
- Possibly enable Multi-Core chunk loading in OptiFine so you can cover more ground quickly with faster chunk loading.
- Press F3 and watch the MultiplayerChunkCache.
- After flying around for 10 minutes so you can see the black edge of the map and turning around to watch the world finish loading, one of those times the world will just never finish and the ChunkCache count stops changing.
Post the crash logs and I can look.
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.
It never crashes, so I have no crash logs.
The chunk generation freezes up and the server becomes partially functional, thread dumps show it's idle.
I have tested the steps in the previous post on two computers and get same results.
Ohh! Any chance you could make a mystcraft symbol to control this per-dimension?
* 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?
Mystcraft symbols to control the details of UBC would be pretty complex (about 30 symbols, and it would take about 200 to define a default world, and that's assuming you don't have to worry about intrusive stone heights). Do you mean a single symbol to turn on UBMars?
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.
Yea, I was thinking of a single "This is a mars world" symbol.
* 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?
Hello.
First of all, let me thank you for your mod, and all the work you put into it.
Next, I should note I'm a complete noob at assembling modpacks (as in, I'm trying to build something for myself for the very first time), so bear with me if I say/assume/fail to notice something completely obviously wrong. I'm using Curse, by the way, to build the pack.
Now, the "fun" part. I'm using UBC with a few tech mods, including Tinker's, Thermal Expansion, Forestry, and Immersive Engineering. I'm having a couple of issues "meshing" those with UBC, and I'd love to know if I'm doing something wrong, or if there's anything I can do to get around them.
The thing is, from what I can tell, UBC tends to re-texture ores to fit whatever material it's around them, blending them into the environment. Which is exactly what I'm looking for. However, Forestry, TE and IE ores do not get re-textured, and for some reason Tinker's ores DO get re-textured, but they end up with the missing texture texture, so they're an eye sore.
For instance, I'm looking at Ecologite Aluminum Ore, which breaks down into Tinker's Aluminum Ore correctly when mined, but its texture in the world, before mining the block, is the black and purple square one. Same thing happens with Tinker's Tin and Copper.
I could disable the Tinker's ores, and still be OK when it comes to oregen (I'll probably end up streamlining oregen, removing duplicates, like IT's Bauxite), but if at all possible, I'd love to keep the re-textured ores, since they're much more immersive.
Anything I could do to get around this issue? Also, while we're at it, any easy way to add support for the ores that currently don't re-texture?
Again, thanks for the work on the mod, and I'm sorry to bug you with this. Thanks in advance for any help!
The texturing has to be done by outside mods- you have the Tinker's because Tinker's supports it, and I guess the others don't. UBC provides the framework, but something else has to provide the artwork. I would suggest trying WTFOres, which adds textures for a huge variety of ore.
The null textures should already be fixed - what version are you using? I actually specifically have Tinker's ores in a world I'm playing now.
I'm actually working on some problems with the buttons and with displaying stairs items and I should have another version out shortly.
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.
New version with some but not all open bugs fixed: test46 This fixes display of stairs items and button blocks, addressing problems in test43-45. Unfortunately changes I had to make to the button system will change the type of most buttons made in test43-45 (buttons made in earlier versions are unaffected). These are all drastically overhauled versions, trying to fix the longstanding problems with stairs and walls changing color or type.
Also, Tinker's ores should show up properly in this version (they're just fine on my computer).
Also, a new feature is added: config options to suppress generation of particular stones. This is world-specific, so you can have different worlds with different stone sets.
Not addressed in this update: ore registration issues, the server crashes, or converting old (pre-test43) constructs to new constructs.
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 new version also is working with UBC Ore Registrar again, stuff is showing up nice and properly. Thanks for all the work you've put into this mod
Yes, I provided a framework for this although I'm not an artist so I didn't do it for many ores. However, WTFOres and UBC Ore Registrar can both convert large sets of ores to UBC types.
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.
Okay, so I've been working with mallrat208 to update UBC Ore Registrar so I can include it in my pack with UBC, but I just noticed that with only UBC installed, I'm still getting loads of vanilla ores. What do you need me to do to help you find out why?
What do you mean by vanilla ores? Ores still in standard stone? If so, what other mods are in your pack and do you see it with a very stripped-down set?
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.
So, anticipating this, I made a pack with only UBC and COFH Core (for the clearblocks command). I was able to find instances of every vanilla ore except Emerald in standard "smooth" stone. In the full pack, I was able to find mod ores this way, too.
In the attached picture, you should see instances of every ore (except Emerald), both on Black Granite and on vanilla "smooth" stone.
Oh, and what version of 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.
Latest. When mallrat told me it was updated, I immediately got the most recent version. In other words, test46.