According to my players it is all ores and I have verified this. The only other thing I have noticed that it does affect is Iguana's Tinkers Tweaks as a tool can still break a UBC block even though it shouldn't be able to harvest the ore inside it. I am unsure if this is intended, but my only other option would be to remove UBC from my mining world.
An example with the Miner is when the block is placed in the Miner it shows no name. This would be blocks with names like gabbro Tin Ore. It os almost like UBC blocks have no Oredict name.
An example for Iguana's would be, a copper Tinkers Tool while using Iguana's Tinkers Tweaks should not be able to mine a Tin block. A Tin block with the name gabbro Tin Ore is able to be broken with the Tinkers tool, but should not be.
As a counterpoint to Redlotus999's issue, when playing with Blood Magic and the Sanguimancy add-on it lists every single UBC-ed ore as a separate recipe entry for its ore lumps, so I end up with 90-something recipes when I only have 30-something ores. This happens even when I use MineTweaker to hide them from NEI. I'm assuming the issue is a combination of allowing UBC stone to be used in all recipes that use vanilla stone and a lack of ore dictionary usage. I haven't tried adding the UBC ores to their respective ore dictionaries with MineTweaker just yet, but that will be my next step.
As a counterpoint to Redlotus999's issue, when playing with Blood Magic and the Sanguimancy add-on it lists every single UBC-ed ore as a separate recipe entry for its ore lumps, so I end up with 90-something recipes when I only have 30-something ores. This happens even when I use MineTweaker to hide them from NEI. I'm assuming the issue is a combination of allowing UBC stone to be used in all recipes that use vanilla stone and a lack of ore dictionary usage. I haven't tried adding the UBC ores to their respective ore dictionaries with MineTweaker just yet, but that will be my next step.
Let me know how the adding of ores to the dictionaries via MineTweaker works.
Try this patch. Very odd that it would throw a NPE during getChunkSaveLocation (getting the world save location)- some other mod must be doing something strange.
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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.
According to my players it is all ores and I have verified this. The only other thing I have noticed that it does affect is Iguana's Tinkers Tweaks as a tool can still break a UBC block even though it shouldn't be able to harvest the ore inside it. I am unsure if this is intended, but my only other option would be to remove UBC from my mining world.
An example with the Miner is when the block is placed in the Miner it shows no name. This would be blocks with names like gabbro Tin Ore. It os almost like UBC blocks have no Oredict name.
An example for Iguana's would be, a copper Tinkers Tool while using Iguana's Tinkers Tweaks should not be able to mine a Tin block. A Tin block with the name gabbro Tin Ore is able to be broken with the Tinkers tool, but should not be.
I hope this helps.
What I have found out are blocks with ID numbers like 2323 seem to work fine for Igunanas Tinkers Tweaks, but ones with 2323:1 or 2323:2 etc....seem to be breakable via any pick, but it just destroys the block completely with no drops, when the block should just not be breakable at all.
I've got a weird issue. I'm using Agricraft and when I place a set of crops (like the IC2 crops for planting seeds) on tiled soil, the block placed is Red Granite Slab (although it's not a slab it's a full block visually). Punching said 'slab' drops the crops item. I'm also able to place seeds on the crops, even though they look to be a block of stone. Waila is showing the block as Red Granite Slab, fyi.
I assumed this meant a problem between IDs on the client and server, so I replaced the config file on the client with the same one on the server. Didn't fix it.
I then logged into single player and the crops, when placed, are crops. Looking at the IDs for Red Granite Slab in SSP it shows as 2342. When I log in to SMP, the ID is 215 (the crops are 4205 on both client and server).
Any idea why there would be different IDs? I was under the assumption that block/item IDs were a thing of the past in 1.7. I did check the config file on the server and client and it shows I:"Igneous Stone Slab ID (half):"=215.
Update:
I just tried your dev build, #32 and I don't seem to have the problem. Perhaps you fixed this already. =)
Try my development version. I've done some things to try to fix that since the last release.
Perfect fixed all my issues! Digital Miner from Mekanism now recognizes all Ubified Ores and Tinkers Tools now work as intended. Awesome mod and awesome Dev...thanks Zeno for this patch.
Edit: After testing functionally everything works great. I did notice that some stone....like Black Granite Redstone Ore when hit with a pick changed textures to Minecraft Redstone Ore. I did not verify this for all UBC stone, but tested a few and it was not all of them. Just wanted to give a heads up.
Like a few others I am using this mod (or wanting to) with Ted80s Realistic World Gen. I am getting "holes" in my stone. Took it to Ted first here is his response.
"the Underground Biomes Construct mod doesn't change the metadata back to 0 when replacing a block."
Could the stones be added to the Ore Dictionary so they can be changed using mods like that with similar stones (Like Marble from Project Red, Blue Power or Chisel)? Would be interesting because them i would be able to only generate on variety of each one of those.
Like a few others I am using this mod (or wanting to) with Ted80s Realistic World Gen. I am getting "holes" in my stone. Took it to Ted first here is his response.
"the Underground Biomes Construct mod doesn't change the metadata back to 0 when replacing a block."
The stones are already in the ore dictionary. There's currently no entry for Marble/Limestone or other specific stones. I do have the hooks to rather easily write an add-on mod that swaps some other "marble" in for the UBC marble.
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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.
The stones are already in the ore dictionary. There's currently no entry for Marble/Limestone or other specific stones. I do have the hooks to rather easily write an add-on mod that swaps some other "marble" in for the UBC marble.
That could be interesting.
I was asking about Ore Dictionary because Chisel adds Marble, Limestone, Andesite, Granite and Diorite but they spawn on small cluters, kinda like the new stone types on 1.8. The Chisel that gives the name to the mod has the ability to make the blocks into their OreDict variants (and many variants that come with it), so i can have only one of them generate on the world and if i want to use another one's texture i can just change it on the chisel.
Marble, Limestone and Basalt (this last one from Blue Power) have oreDict entries as "marble", "limestone" and "basalt" according to a oreDict dump i just made using NEI. It seems they don't have it yet for andesite, granite and diorite. But i guess it something i can ask them about.
Technically i could fix all of this with MineTweaker but i use RotaryCraft and other mods by Reika and they disable themselves if they detect MineTweaker is installed.
EDIT: On a completely unrelated note, i'm trying to make Faithful 32x32 textures for the ore overlays that Underground Biomes uses. Does compatibility depends on the author including code on his mod or is it possible to do it otherwise if you have the textures?
Obviously I'm behind the times. I'll add oredicts for the specialized stones, although that won't alter their spawning. I'm not sure if the chisel texture changing will work on the UBC stones, though.
The textures that UB uses for overlays are just ordinary textures and can be changed through resource packs, etc. You can rename the UBC mod to .zip and unzip it to see the names for the textures. If it's another mod, it may provide its own textures (for example, Metallurgy) in which case you'd need to find out the name from them or their mod. Almost certainly they'll just use an ordinary texture in their own files and you can change those through all the usual methods too.
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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.
I believe the system can handle up to 4092 block IDs but there might be additional limits. The item ID does look too large. I have no experience with what happens when you have too many blocks or items but I'm sure it's not good. UBC does add quite a few blocks if you have a lot of ores being overlaid, so it's likely part of the problem, although there have to be many others as well. It basically adds 3 blocks for every overlaid ore, and that can add up to a couple hundred.
The specific crash you're getting is, I think, here:
java.lang.ArrayIndexOutOfBoundsException: 2
at codechicken.chunkloader.BlockChunkLoader.func_149691_a(BlockChunkLoader.java:81)
I would actually suspect that's a corrupted world issue and the original problem was in an earlier crash. Do you have an earlier save?
Zeno, i'm almost finished with the Faithful textures but i noticed something. Inside the .jar for UBC there are some overlays that afaik are unused like Amber, Quicksilver and Uranium. Are those left overs from earlier versions, things to be added in the future or just something you made and decided to include? If they are at all used i'll make the textures for them too.
The overlays are from BBoldt and I think he just did what was available for him. I went ahead and included ones I wasn't using because some other mod might want to use them to texture there ore - it's not like an extra KB or so in the compressed mod files is a problem. Actually when I sent it out there wasn't any textured ore for any mod ore, including copper and tin, and I think there some other mods did indeed use them and so they definitely served a purpose. I'm actually using the amber and quicksilver textures in an add-on I'm working on to impose ore texturing on some mods that haven't done 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.
An example with the Miner is when the block is placed in the Miner it shows no name. This would be blocks with names like gabbro Tin Ore. It os almost like UBC blocks have no Oredict name.
An example for Iguana's would be, a copper Tinkers Tool while using Iguana's Tinkers Tweaks should not be able to mine a Tin block. A Tin block with the name gabbro Tin Ore is able to be broken with the Tinkers tool, but should not be.
I hope this helps.
My modpacks:
Brave New Worlds (exploration-based, FTB Launcher, pack code: BraveNewWorlds)
Song of the Earth (JamPacked 2, in development)
Let me know how the adding of ores to the dictionaries via MineTweaker works.
Also, did you change the configs in the worldspecificfolder in the game save directory?
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.
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 I have found out are blocks with ID numbers like 2323 seem to work fine for Igunanas Tinkers Tweaks, but ones with 2323:1 or 2323:2 etc....seem to be breakable via any pick, but it just destroys the block completely with no drops, when the block should just not be breakable at all.
I was trying to use Minetweaker to adjust this but I am having no luck, Zeno can you take a look here http://minetweaker3.powerofbytes.com/forum/viewtopic.php?f=4&t=511 as I have described the issue I am having with some screenshots.
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 assumed this meant a problem between IDs on the client and server, so I replaced the config file on the client with the same one on the server. Didn't fix it.
I then logged into single player and the crops, when placed, are crops. Looking at the IDs for Red Granite Slab in SSP it shows as 2342. When I log in to SMP, the ID is 215 (the crops are 4205 on both client and server).
Any idea why there would be different IDs? I was under the assumption that block/item IDs were a thing of the past in 1.7. I did check the config file on the server and client and it shows I:"Igneous Stone Slab ID (half):"=215.
Update:
I just tried your dev build, #32 and I don't seem to have the problem. Perhaps you fixed this already. =)
Perfect fixed all my issues! Digital Miner from Mekanism now recognizes all Ubified Ores and Tinkers Tools now work as intended. Awesome mod and awesome Dev...thanks Zeno for this patch.
Edit: After testing functionally everything works great. I did notice that some stone....like Black Granite Redstone Ore when hit with a pick changed textures to Minecraft Redstone Ore. I did not verify this for all UBC stone, but tested a few and it was not all of them. Just wanted to give a heads up.
Like a few others I am using this mod (or wanting to) with Ted80s Realistic World Gen. I am getting "holes" in my stone. Took it to Ted first here is his response.
"the Underground Biomes Construct mod doesn't change the metadata back to 0 when replacing a block."
And a lovely photo...
[quote=access_denied_;/members/access_denied_;/forums/mapping-and-modding/minecraft-mods/1293503-underground-biomes-constructs?comment=1071]Dear Zeno410,
I see you a lot have to do, but I have sadly another issue for you I updated one of my mods and got a world mapping issue again...here is the specific part of my console output.
Sadly I guess this issue is part of your awesome mod,
I hope you can help me because If I would load the world all world-gen blocks would be mixed...
thankful,
access_denied
To both of you: does this still happen with the development version.
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.
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.
That could be interesting.
I was asking about Ore Dictionary because Chisel adds Marble, Limestone, Andesite, Granite and Diorite but they spawn on small cluters, kinda like the new stone types on 1.8. The Chisel that gives the name to the mod has the ability to make the blocks into their OreDict variants (and many variants that come with it), so i can have only one of them generate on the world and if i want to use another one's texture i can just change it on the chisel.
Marble, Limestone and Basalt (this last one from Blue Power) have oreDict entries as "marble", "limestone" and "basalt" according to a oreDict dump i just made using NEI. It seems they don't have it yet for andesite, granite and diorite. But i guess it something i can ask them about.
Technically i could fix all of this with MineTweaker but i use RotaryCraft and other mods by Reika and they disable themselves if they detect MineTweaker is installed.
EDIT: On a completely unrelated note, i'm trying to make Faithful 32x32 textures for the ore overlays that Underground Biomes uses. Does compatibility depends on the author including code on his mod or is it possible to do it otherwise if you have the textures?
The textures that UB uses for overlays are just ordinary textures and can be changed through resource packs, etc. You can rename the UBC mod to .zip and unzip it to see the names for the textures. If it's another mod, it may provide its own textures (for example, Metallurgy) in which case you'd need to find out the name from them or their mod. Almost certainly they'll just use an ordinary texture in their own files and you can change those through all the usual methods too.
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 specific crash you're getting is, I think, here:
I would actually suspect that's a corrupted world issue and the original problem was in an earlier crash. Do you have an earlier save?
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.
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.
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.
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.