most of contrent in this page http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1293751-per-fabrica-ad-astra-geologica?page=28
I want you to know that I see youre wonderfull PFAA in close connection with wonderfull GT5
1. KCl generates instead NaCl as you say that is abnormal
2. OilSand and etc oredict names problems (especialy with GT5)
3. Texture blending problem, it stops me in the work on 32x32 texturepack
4. We need to get metalls from platinum group (Pt, Os, Pd, Ir) in overworld somehow, possible in very small quantities. At now i generate Pt veins on GC planets with Galactigreg mod.
That is all i can remember)))
My server's map is 1,5 year old and we still play there. Thank you for your greate job.
2. OilSand and etc oredict names problems (especialy with GT5)
Fixed.
3. Texture blending problem, it stops me in the work on 32x32 texturepack
Fixed.
4. We need to get metalls from platinum group (Pt, Os, Pd, Ir) in overworld somehow, possible in very small quantities. At now i generate Pt veins on GC planets with Galactigreg mod.
This is not really a bug fix. GT already generates its ores in the Nether and some in the End. Since those are rare and valuable metals, I'm worried about balance issues. Can we hold off on this one for now? In the next (non-bug fix) version, Pt is obtainable in small quantities, but I have not even worked out how to obtain the others.
Anyway, if fixing the first 3 is good enough, let me know, and I'll release a patched version.
first 3 is good enough for patched version! Generated distribution of Rock Salt will be changed automaticaly or not?
Will release the patched version tomorrow. Existing "rock salt" blocks will be fixed, since they are now registered as "oreSalt" instead of "oreRockSalt" in the ore dictionary.
Release 0.2.28. This fixes a few bugs. It contains none of the new features that have been in the works over the last six months. Still a lot of work to do.
I am currently building a Modpack, using it as my own, private modpack.
Although, I am having a problem with the latest PFAA-1.7.10-0.2.28
As you can see[On first image inside the Spoiler], the leafs and grass are not rendering the blocks behind them at a distance.
Second image shows the same picture but PFAA-1.7.10-0.2.27 loaded, without any graphics glitch.
I have No idea what causes this, thought you might want to know.
I can provide any info you need.
And oh by the way; Thanks for an awesome mod!
Having a hard time seeing the difference in those screenshots. But if there is a rendering glitch, it's most likely due to the change to render block overlays using alpha blending. Not sure why that would cause a problem but I'll look into it.
Having a hard time seeing the difference in those screenshots. But if there is a rendering glitch, it's most likely due to the change to render block overlays using alpha blending. Not sure why that would cause a problem but I'll look into it.
I'm getting this kind of weird rendering glitch too since I updated to 2.28.
It appears to be any leaf and grass blocks, and you can see all sorts of strange things you shouldn't be able to see from where you are standing, like water on the other side of a hill occasionally, transparent tree canopy top centres etc. Stripped it down to just PFAA and Custom Ore Gen and its definitely just the latest version causing the problem.
Any luck recreating the problem / finding a solution?
Attached a pic to illustrate better what happens but its difficult to capture it completely without video
Yea, I will just have to rollback that rendering change. Will get something out tomorrow probably. Hopefully the rendering works better in 1.8. Will of course require an overhaul.
Maybe create minifix with our problems wich we found last time?
PFAA 32x32 texturepack
https://drive.google.com/file/d/0B3rROac4Sbv4RmIweEFtQU0zT1k/view?usp=sharing
Please remind me of what needs to be fixed.
most of contrent in this page http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1293751-per-fabrica-ad-astra-geologica?page=28
I want you to know that I see youre wonderfull PFAA in close connection with wonderfull GT5
1. KCl generates instead NaCl as you say that is abnormal
2. OilSand and etc oredict names problems (especialy with GT5)
3. Texture blending problem, it stops me in the work on 32x32 texturepack
4. We need to get metalls from platinum group (Pt, Os, Pd, Ir) in overworld somehow, possible in very small quantities. At now i generate Pt veins on GC planets with Galactigreg mod.
That is all i can remember)))
My server's map is 1,5 year old and we still play there. Thank you for your greate job.
PFAA 32x32 texturepack
https://drive.google.com/file/d/0B3rROac4Sbv4RmIweEFtQU0zT1k/view?usp=sharing
I will try this weekend to port these fixes to the old release. For #4, I will probably have chance drops of nuggets from certain ores.
Fixed.
Fixed.
Fixed.
This is not really a bug fix. GT already generates its ores in the Nether and some in the End. Since those are rare and valuable metals, I'm worried about balance issues. Can we hold off on this one for now? In the next (non-bug fix) version, Pt is obtainable in small quantities, but I have not even worked out how to obtain the others.
Anyway, if fixing the first 3 is good enough, let me know, and I'll release a patched version.
first 3 is good enough for patched version! Generated distribution of Rock Salt will be changed automaticaly or not?
PFAA 32x32 texturepack
https://drive.google.com/file/d/0B3rROac4Sbv4RmIweEFtQU0zT1k/view?usp=sharing
Will release the patched version tomorrow. Existing "rock salt" blocks will be fixed, since they are now registered as "oreSalt" instead of "oreRockSalt" in the ore dictionary.
Release 0.2.28. This fixes a few bugs. It contains none of the new features that have been in the works over the last six months. Still a lot of work to do.
just wanted to clarify that this mod is not compatible with the newer versions of custom ore spawner? im getting no pfaa generation.
Having a hard time seeing the difference in those screenshots. But if there is a rendering glitch, it's most likely due to the change to render block overlays using alpha blending. Not sure why that would cause a problem but I'll look into it.
Granitic Mineral Sand can't be mined with shovel/spade in adventure mode.
Do you have prospecting mechanism?
No explicit prospecting mechanism. But the ore distributions do follow predictable patterns. I've filed the shovel in adventure mode issue on github.
Well, in my pack I'm using low chance in spawning but bigger sizes. This is because it's someway strategic.
So prospecting would be awesome. That's why I asked.
I'm getting this kind of weird rendering glitch too since I updated to 2.28.
It appears to be any leaf and grass blocks, and you can see all sorts of strange things you shouldn't be able to see from where you are standing, like water on the other side of a hill occasionally, transparent tree canopy top centres etc. Stripped it down to just PFAA and Custom Ore Gen and its definitely just the latest version causing the problem.
Any luck recreating the problem / finding a solution?
Attached a pic to illustrate better what happens but its difficult to capture it completely without video
That is weird. I removed PFAA for trying BetterGeo, now I put back PFAA (BG removed), but PFAA doesn't generate.
Yea, I will just have to rollback that rendering change. Will get something out tomorrow probably. Hopefully the rendering works better in 1.8. Will of course require an overhaul.
Can you drop 2.28 without last rendering change?
PFAA 32x32 texturepack
https://drive.google.com/file/d/0B3rROac4Sbv4RmIweEFtQU0zT1k/view?usp=sharing
I released 0.2.29 that attempts to fix the rendering issue. Please let me know whether it is any better.
are we looking at a 1.10.2 Version?