Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Best to just use minetweaker and toss in a few recipes if that is your only issues. I thought Better Beginnings strict tool adventure mode enforcement would of clashed more than recipes.
Also the bone pick axe which is the very first pick axe you can get to tier up in that mod doesn't recognize the ores in this mod so it won't mine them.
EDIT: I found a work around for this problem but it's a little cheaty. I installed CreativeMD's Crafting Manager mod which allows you to add or change crafting recipes in game so I made to recipe for the bone pickaxe give a stone pickaxe instead and it now mines your ores just fine.
I have no idea why a bone pick wouldn't mine ores o..O
Not unless that mod did something horribly horribly wrong.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Its because its not mining anything. That mod has a adventure mode type system for blocks. Need the right tool to break X block else it will just destroy it like punching stone with fist. I wouldnt recommend using it. it is really out of date as of now.
Its because its not mining anything. That mod has a adventure mode type system for blocks. Need the right tool to break X block else it will just destroy it like punching stone with fist. I wouldnt recommend using it. it is really out of date as of now.
I like it because it adds a little more difficulty to early game that this mod doesn't. Like it takes out wood and stone tools for example and adds things to make crafting a little harder.
Do not get me wrong I like the idea behind it but really Reasonable Realism nails early game in a great medium. Adding Better beginnings is pretty much TFC at that point and you mine as well just play that.
love the wildlife section of the mod but was wondering if it would be possible to get a config for animal drops, or to disable changed animals. they drop way to much meat. a single group of animals can net you enough food for forever.
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
I am currently in the process of creating a small private modpack that features Reika's Rotarycraft, Reactorcraft, and Electricraft as the main mods. I have always loved Custom Ore gen but I have never been able to find a prospecting feature anywhere until your mod. Any chance support could be added for Electricraft and Reactorcraft's ores?
Try and find ones with both a common name (or at least a pronouncable Latin one) that has a nice, distinctive look (Google Images will work here).
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
No, it's not animated. I probably could animated it, but I haven't really felt the need to do so.
I should probably update the sound so that it works better with the variable grind time...
Ah ok. Im also having an odd problem...Its entirely possible that its because of the 100 other mods i have but im noticing that custom ores isnt spawning harder ores. Anyone else having this problem?
Ah ok. Im also having an odd problem...Its entirely possible that its because of the 100 other mods i have but im noticing that custom ores isnt spawning harder ores. Anyone else having this problem?
I'd say first:
Check your COG configs at worldgen. After that, turn on COG debugging and look and see what's actually generating.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
I am currently in the process of creating a small private modpack that features Reika's Rotarycraft, Reactorcraft, and Electricraft as the main mods. I have always loved Custom Ore gen but I have never been able to find a prospecting feature anywhere until your mod. Any chance support could be added for Electricraft and Reactorcraft's ores?
I got a chance to poke at this. I think I came up with a way to do the indicators without having to replace the blocks (huge hassle, both texturing and for COG distributions). As a side effect I reordered my ore enum--flour, sugar, and limonite, which are the oddballs, are now listed first rather than last so that I can add new items more easily--which will cause issues when you update. Ore chunk and dust items will mutate into other items of the same type (or into invalid items with no texture). This is due to the expected and intended metadata values being different (e.g. limonite was 10 and is now 0). I recommend cataloging counts of what you already have so after updating you can remove ones you didn't have and add the ones you're now missing via creative mode.
Hopefully I won't have to do that again (I left a couple of placeholder spots, in case I want them later).
Back to ReactorCraft:
I've only added a few ores so far--enough to fill up the remaining metadatas I had for flowers. But if it works, I can add more. With the exception of Platinum, which literally has no known accumulators. I almost had to do the same for thorium, but did discover one plant that might be an accumulator. Most of cadmium's are aquatic plants, which I'd love to support, but don't at the moment. But I did find a dry-ground plant for it (downside: its another flower using the peony base, I've got 3 now: Affine (aluminium), malva (cadmium), and primrose (uranium/pitchblend)). There's also now five purple flowers (affine, leadplant (lead), hauman (copper), red clover (zinc), and melastoma (thorium)). You'll notice that most of the varieties of malva are purple too. Except that one that's orange, so that's the one I used.
Also ignore the fact that affine and meastoma are the same plant. I did those too far enough apart that I didn't notice. >..> I could switch aluminum's plant easily enough, there's a couple, but none are flowers.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Easy way to debug COG is open up your logs. FML-3.log Ctrl F search for customoregen. If there is a error you will find it towards the bottom of your log. It will tell you exactly what stopped the XML phrase.
Easy way to debug COG is open up your logs. FML-3.log Ctrl F search for customoregen. If there is a error you will find it towards the bottom of your log. It will tell you exactly what stopped the XML phrase.
Also good stuff draco keep it coming!
Errors are easy.
Figuring out what I want a distribution to look like and then make it look like that is hard.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
I got a chance to poke at this. I think I came up with a way to do the indicators without having to replace the blocks (huge hassle, both texturing and for COG distributions). As a side effect I reordered my ore enum--flour, sugar, and limonite, which are the oddballs, are now listed first rather than last so that I can add new items more easily--which will cause issues when you update. Ore chunk and dust items will mutate into other items of the same type (or into invalid items with no texture). This is due to the expected and intended metadata values being different (e.g. limonite was 10 and is now 0). I recommend cataloging counts of what you already have so after updating you can remove ones you didn't have and add the ones you're now missing via creative mode.
Hopefully I won't have to do that again (I left a couple of placeholder spots, in case I want them later).
Back to ReactorCraft:
I've only added a few ores so far--enough to fill up the remaining metadatas I had for flowers. But if it works, I can add more. With the exception of Platinum, which literally has no known accumulators. I almost had to do the same for thorium, but did discover one plant that might be an accumulator. Most of cadmium's are aquatic plants, which I'd love to support, but don't at the moment. But I did find a dry-ground plant for it (downside: its another flower using the peony base, I've got 3 now: Affine (aluminium), malva (cadmium), and primrose (uranium/pitchblend)). There's also now five purple flowers (affine, leadplant (lead), hauman (copper), red clover (zinc), and melastoma (thorium)). You'll notice that most of the varieties of malva are purple too. Except that one that's orange, so that's the one I used.
Also ignore the fact that affine and meastoma are the same plant. I did those too far enough apart that I didn't notice. >..> I could switch aluminum's plant easily enough, there's a couple, but none are flowers.
Thanks so much for looking into this. In regards to platinum I found an EPA article that suggests that there are some plants that can indicate platinum. The article is here (http://www.epa.gov/aml/news/phytomin.htm), if you would like me to look for more of these plants if you haven't found them yet I would be happy to look for them.
Thanks so much for looking into this. In regards to platinum I found an EPA article that suggests that there are some plants that can indicate platinum. The article is here (http://www.epa.gov/aml/news/phytomin.htm), if you would like me to look for more of these plants if you haven't found them yet I would be happy to look for them.
The ones I haven't looked into yet are indium, ammonium (amonia), calcite, and magnetite.
Magnetite will be tricky, because it basically is iron ore (vanilla iron is closer to hematite).
Also, Alyssum looks damn near identical to tansy to me, and that's from photos (mind, I can tell the difference, but in terms of down-scaling to 16x16 it'd be almost impossible to make them different). Yeesh. Thanks for finding that paper though!
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Minetweaker does wonders.
Also the bone pick axe which is the very first pick axe you can get to tier up in that mod doesn't recognize the ores in this mod so it won't mine them.
EDIT: I found a work around for this problem but it's a little cheaty. I installed CreativeMD's Crafting Manager mod which allows you to add or change crafting recipes in game so I made to recipe for the bone pickaxe give a stone pickaxe instead and it now mines your ores just fine.
I have no idea why a bone pick wouldn't mine ores o..O
Not unless that mod did something horribly horribly wrong.
Not sure. It just takes a long time to mine and just breaks the ore block like you're using the wrong tool and doesn't give you anything.
Its because its not mining anything. That mod has a adventure mode type system for blocks. Need the right tool to break X block else it will just destroy it like punching stone with fist. I wouldnt recommend using it. it is really out of date as of now.
I like it because it adds a little more difficulty to early game that this mod doesn't. Like it takes out wood and stone tools for example and adds things to make crafting a little harder.
Do not get me wrong I like the idea behind it but really Reasonable Realism nails early game in a great medium. Adding Better beginnings is pretty much TFC at that point and you mine as well just play that.
love the wildlife section of the mod but was wondering if it would be possible to get a config for animal drops, or to disable changed animals. they drop way to much meat. a single group of animals can net you enough food for forever.
Noted.
I am currently in the process of creating a small private modpack that features Reika's Rotarycraft, Reactorcraft, and Electricraft as the main mods. I have always loved Custom Ore gen but I have never been able to find a prospecting feature anywhere until your mod. Any chance support could be added for Electricraft and Reactorcraft's ores?
I'll see if I can squeeze that in this evening or tomorrow. Ores a pretty time-intensive thing to add, annoyingly. :\
If you could, try and locate some accumulator plants for them, that'd help me out.
This will be a good starting point: https://en.wikipedia.org/wiki/List_of_hyperaccumulators
Try and find ones with both a common name (or at least a pronouncable Latin one) that has a nice, distinctive look (Google Images will work here).
This mod is exactly what Im looking for!
One question: Should the windmill be animated? I can hear it working but its not rotating.
No, it's not animated. I probably could animated it, but I haven't really felt the need to do so.
I should probably update the sound so that it works better with the variable grind time...
Ah ok. Im also having an odd problem...Its entirely possible that its because of the 100 other mods i have but im noticing that custom ores isnt spawning harder ores. Anyone else having this problem?
I'd say first:
Check your COG configs at worldgen. After that, turn on COG debugging and look and see what's actually generating.
I got a chance to poke at this. I think I came up with a way to do the indicators without having to replace the blocks (huge hassle, both texturing and for COG distributions). As a side effect I reordered my ore enum--flour, sugar, and limonite, which are the oddballs, are now listed first rather than last so that I can add new items more easily--which will cause issues when you update. Ore chunk and dust items will mutate into other items of the same type (or into invalid items with no texture). This is due to the expected and intended metadata values being different (e.g. limonite was 10 and is now 0). I recommend cataloging counts of what you already have so after updating you can remove ones you didn't have and add the ones you're now missing via creative mode.
Hopefully I won't have to do that again (I left a couple of placeholder spots, in case I want them later).
Back to ReactorCraft:
I've only added a few ores so far--enough to fill up the remaining metadatas I had for flowers. But if it works, I can add more. With the exception of Platinum, which literally has no known accumulators. I almost had to do the same for thorium, but did discover one plant that might be an accumulator. Most of cadmium's are aquatic plants, which I'd love to support, but don't at the moment. But I did find a dry-ground plant for it (downside: its another flower using the peony base, I've got 3 now: Affine (aluminium), malva (cadmium), and primrose (uranium/pitchblend)). There's also now five purple flowers (affine, leadplant (lead), hauman (copper), red clover (zinc), and melastoma (thorium)). You'll notice that most of the varieties of malva are purple too. Except that one that's orange, so that's the one I used.
Also ignore the fact that affine and meastoma are the same plant. I did those too far enough apart that I didn't notice. >..> I could switch aluminum's plant easily enough, there's a couple, but none are flowers.
Easy way to debug COG is open up your logs. FML-3.log Ctrl F search for customoregen. If there is a error you will find it towards the bottom of your log. It will tell you exactly what stopped the XML phrase.
Also good stuff draco keep it coming!
Errors are easy.
Figuring out what I want a distribution to look like and then make it look like that is hard.
Thanks so much for looking into this. In regards to platinum I found an EPA article that suggests that there are some plants that can indicate platinum. The article is here (http://www.epa.gov/aml/news/phytomin.htm), if you would like me to look for more of these plants if you haven't found them yet I would be happy to look for them.
The ones I haven't looked into yet are indium, ammonium (amonia), calcite, and magnetite.
Magnetite will be tricky, because it basically is iron ore (vanilla iron is closer to hematite).
Also, Alyssum looks damn near identical to tansy to me, and that's from photos (mind, I can tell the difference, but in terms of down-scaling to 16x16 it'd be almost impossible to make them different). Yeesh. Thanks for finding that paper though!