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.
Hey, this is a great mod; keep it up man! In addition to windmills, it'll be cool to also see watermills in the future Also, the sluice seems like a common crafting recipe, you should consider a recipe that might be more unique to your mod.
I have discovered an entertaining (and exploitable) interaction between harder wildlife and Thaumcraft. I'm not sure if you've ever used Thaumcraft before, but in that mod, the player can acquire 'warp' through doing various things. Warp has a lot of effects, like causing negative status and causing monsters to spawn around the player. One of the effects causes a large (~16-24, I think) number of 'mind spiders' to spawn. They rush at the player, but can do no damage and have 1 HP. Normally they don't drop any items, but because of the increase in string drops from spider type enemies, the mind spiders each drop string.
Isn't this because you check the entity as an instanceof EntitySpider?
Hey, this is a great mod; keep it up man! In addition to windmills, it'll be cool to also see watermills in the future Also, the sluice seems like a common crafting recipe, you should consider a recipe that might be more unique to your mod.
Water mills will never be a thing. There is no way to restrict them to the surface like the wind mill and I don't want ore refining to occur inside the mines.
Isn't this because you check the entity as an instanceof EntitySpider?
It precisely is. The problem is trying to know that a subclass of Spider shouldn't drop string.
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.
(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?
Can you ask an entity what it would normally drop?
Not really, I'm only given what it DID drop. And a list without string in it isn't indicative of anything.
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.
Hi, I'm trying to setup a modded server, and I have special requirements for the ore generation.
Your mod is the only ore distribution scheme that actually works out of the box without missing ores, or double spawns and such.
I want to create patchy areas of approximately 16x16 chunks with Dense (mostly solid) veins, some areas definitely contain more ore than others, and i want to use the distribution to drive landclaim based PvP competition.
How do I easily configure the veins to be larger, denser, but more rare?
How do I easily configure the veins to be larger, denser, but more rare?
I'm presuming that altering the
<Setting name='MotherlodeFrequency'
and
<Setting name='OreDensity'
for each ore will do this.
I'll halve the first, and double the second.
You'll have to fiddle with it. Iron, gold, and copper are already really rare (I wouldn't touch it). Tin could be reduced by half without much work (halve the frequency). Ore density is the probability that a given block inside the distribution is left alone or turned into ore. Don't fiddle with that, you'd want distribution size.
Diamond is kinda everywhere, but in small amounts, you could cut it hard as long as the size went up. Redstone is mind boggling common, but so hard to actually locate.
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.
Maybe we should look at what Retro did for redstone in COG. As I understand it, he grouped several veins close together, and made the plops less frequent -- giving a clumping/grouping effect.
(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?
New random request. Is it possible to make a config option that disables initial worldgen cave-ins ? My puny CPU gets really laggy as I move around. Could it be tied to a block update?
At least, if for sand, it would help with the sinking shorelines.
Oh ok, I already spent over an hour fiddling with a whole bunch of settings for all the ores up to lead, where I frankly, gave up.
What is the maximum density which actually makes a difference?
I was in some cases I increased it to as high as 3.5, but perhaps it caps before that?
Maybe we should look at what Retro did for redstone in COG. As I
understand it, he grouped several veins close together, and made the
plops less frequent -- giving a clumping/grouping effect.
Yes, I definitely want a clumping effect, where some areas have a local monopoly on one (or several!) resource(s)
In my current server map, I've located a nice area with a gold motherload, iron motherload BC Oil and above ground structure within ~8 connected chunks. I'd like more of this, with fewer resources spread out between.
OreDensity
1
A per-block density multiplier. This setting multiplies the weight
of each ore block to determine the overall probability that that block
will be placed. It can vary from 0 (no ore blocks placed) to 1 (all ore
blocks placed).
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.
New random request. Is it possible to make a config option that disables initial worldgen cave-ins ? My puny CPU gets really laggy as I move around. Could it be tied to a block update?
At least, if for sand, it would help with the sinking shorelines.
Current code doesn't cause collapses during generation, only with block update ticks.
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.
(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?
Actually, all I did was reduce the frequency of vertical veins, and give them a child distribution at a higher frequency. Sprocket Advanced generates vertical veins like this by default.
If you want to clump different resources together, you can generate the initial XML using Sprocket, but you'll need to edit the XML afterwards to add the child distributions.
How do I properly deactivate seasons on a world that had them active? Setting doSeasons to false didn't seem to get rid of the applied seasonal changes.
It didn't? That's super weird, as if that setting is false, it can't set the offsets. "Existing offsets" don't exist because it always starts from the original values on startup.
Edit:
Oh, I think you're seeing the "staticRainModifier" and "staticTempModifier."
There's not really a good way to "set things back to vanilla" as there are some offsets (that even if you set those two values to 0) you'd still see. But I'm not going to put in a disable-block on those, because they attempt to normalize the temp/rain values to be more sensible (such as making the nether 300°F and deserts only 120°) which are still important for the crop growth things.
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.
New random request. Is it possible to make a config option that disables initial worldgen cave-ins ? My puny CPU gets really laggy as I move around. Could it be tied to a block update?
At least, if for sand, it would help with the sinking shorelines.
Perhaps the best solution for this (when it comes to changing the mod) is to alter underground terrain generation altogether. I know that's not the easiest change to make (that's the understatement of the epoch) but one of the implied ideas of Reasonable Realism is that the added features (seasons, underground gas, structural integrity, etc) existed since the dawn of the Minecraft world, before the player stepped foot inside and started generating it one chunk at a time. So it's only natural that terrain features would generate in a way that follows these rules. The only rule that seems tough to apply in that manner is structural integrity. You'd have to add some very specific qualifications to the code for cave generation (no huge chambers, etc.) in order to force Minecraft to stick to Harder Underground's structural integrity physics.
But, as I said, that's a really tough change to make. And to be fair, in the real world, there are some pretty 'impossible' caves and geological formations where the alteration of a 3'x3' chuck of stone would cause them to change from "perfectly stable" to something reminiscent of "the rubble formerly known as the Old Man of the Mountain." So all-in-all it seems like the current system is preferable to spending weeks/months trying to completely redefine terrain generation. But, if you ever feel inspired, Draco (and have a ton of spare time) it's an idea :P.
It looks like Pam's fruits doesn't care about the seasons.
One cannot simply design a mod that is compatible with every other mod. This does make me wish Minecraft would have object categories for other things like they do for ores, though ^_^. It would make the work of a lot of mod authors much easier. Anyways, the difficulty with cross-mod compatibility is that both mod authors kind of have to work together. If one author makes even a small change to their code, it could cause issues with the other. So say Draco added definitions and stuff for all of the Pam's fruits...-bushes? tress? IDK-and then the author of Pam's Fruits changes the name of a fruit, or alters it in some other way, it could lead Draco's code to behave in unusual ways. It's a bit better now that item references require named IDs rather than just numbers (some crazy stuff could happen back in the day...) but, still, it's very difficult (and time consuming) for a mod author to try to add cross-mod compatibility with more than just a few mods.
The exception to that rule is with API based modding and other instances where mods have very specific, solid rules that won't change. Like how Draco's other mod, Unique Artifacts, uses Baubles. Baubles might have little changes here and there, but the core mechanics will stay the same, so even if Baubles changes, mods designed to interact with it don't have to (except when there's a Minecraft version change, of course). Also, Baubles itself has a very limited feature set. It's designed as a tool for other modders to use in making their own mods.
BTW, I'm writing this post while I'm really tired, and I say stupid stuff when I'm tired. I almost had the good sense to delete this whole post, but I liked my bit about the Old Man of the Mountain (because I'm a horrible person?) so I kept writing against my better judgement. I'll probably look back on this whole mess of a post with regret someday...
I don't know what I'd do to fix that.
Isn't this because you check the entity as an instanceof EntitySpider?
Remember to watch your back.
Water mills will never be a thing. There is no way to restrict them to the surface like the wind mill and I don't want ore refining to occur inside the mines.
It precisely is. The problem is trying to know that a subclass of Spider shouldn't drop string.
Can you ask an entity what it would normally drop?
* 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?
Not really, I'm only given what it DID drop. And a list without string in it isn't indicative of anything.
Harder Undergrounds config doesn't generate til after it tries to register its Stress Analyser enchantment id.
Which makes it hard to change if there is a conflict because it crashes before it generates.
This mod is pretty fun when combined with Enviromine. Rather like the harder ores mod too.
Hi, I'm trying to setup a modded server, and I have special requirements for the ore generation.
Your mod is the only ore distribution scheme that actually works out of the box without missing ores, or double spawns and such.
I want to create patchy areas of approximately 16x16 chunks with Dense (mostly solid) veins, some areas definitely contain more ore than others, and i want to use the distribution to drive landclaim based PvP competition.
How do I easily configure the veins to be larger, denser, but more rare?
I'm presuming that altering the
<Setting name='MotherlodeFrequency'
and
<Setting name='OreDensity'
for each ore will do this.
I'll halve the first, and double the second.
I'll see about tweaking that.
You'll have to fiddle with it. Iron, gold, and copper are already really rare (I wouldn't touch it). Tin could be reduced by half without much work (halve the frequency). Ore density is the probability that a given block inside the distribution is left alone or turned into ore. Don't fiddle with that, you'd want distribution size.
Diamond is kinda everywhere, but in small amounts, you could cut it hard as long as the size went up. Redstone is mind boggling common, but so hard to actually locate.
Maybe we should look at what Retro did for redstone in COG. As I understand it, he grouped several veins close together, and made the plops less frequent -- giving a clumping/grouping effect.
* 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?
New random request. Is it possible to make a config option that disables initial worldgen cave-ins ? My puny CPU gets really laggy as I move around. Could it be tied to a block update?
At least, if for sand, it would help with the sinking shorelines.
Oh ok, I already spent over an hour fiddling with a whole bunch of settings for all the ores up to lead, where I frankly, gave up.
What is the maximum density which actually makes a difference?
I was in some cases I increased it to as high as 3.5, but perhaps it caps before that?
Yes, I definitely want a clumping effect, where some areas have a local monopoly on one (or several!) resource(s)
In my current server map, I've located a nice area with a gold motherload, iron motherload BC Oil and above ground structure within ~8 connected chunks. I'd like more of this, with fewer resources spread out between.
This is why there is documentation.
Current code doesn't cause collapses during generation, only with block update ticks.
Actually, if I understand what he is saying, stone that is above air during worldgen should stay stone, and not become collapsing.
COG now supports adjacency testing. So it would be possible to change stone above air to stone:1.
... It might be a little slow, just a tad, not too bad, maybe ...
* 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?
Actually, all I did was reduce the frequency of vertical veins, and give them a child distribution at a higher frequency. Sprocket Advanced generates vertical veins like this by default.
If you want to clump different resources together, you can generate the initial XML using Sprocket, but you'll need to edit the XML afterwards to add the child distributions.
It didn't? That's super weird, as if that setting is false, it can't set the offsets. "Existing offsets" don't exist because it always starts from the original values on startup.
Edit:
Oh, I think you're seeing the "staticRainModifier" and "staticTempModifier."
There's not really a good way to "set things back to vanilla" as there are some offsets (that even if you set those two values to 0) you'd still see. But I'm not going to put in a disable-block on those, because they attempt to normalize the temp/rain values to be more sensible (such as making the nether 300°F and deserts only 120°) which are still important for the crop growth things.
It looks like Pam's fruits doesn't care about the seasons.
Perhaps the best solution for this (when it comes to changing the mod) is to alter underground terrain generation altogether. I know that's not the easiest change to make (that's the understatement of the epoch) but one of the implied ideas of Reasonable Realism is that the added features (seasons, underground gas, structural integrity, etc) existed since the dawn of the Minecraft world, before the player stepped foot inside and started generating it one chunk at a time. So it's only natural that terrain features would generate in a way that follows these rules. The only rule that seems tough to apply in that manner is structural integrity. You'd have to add some very specific qualifications to the code for cave generation (no huge chambers, etc.) in order to force Minecraft to stick to Harder Underground's structural integrity physics.
But, as I said, that's a really tough change to make. And to be fair, in the real world, there are some pretty 'impossible' caves and geological formations where the alteration of a 3'x3' chuck of stone would cause them to change from "perfectly stable" to something reminiscent of "the rubble formerly known as the Old Man of the Mountain." So all-in-all it seems like the current system is preferable to spending weeks/months trying to completely redefine terrain generation. But, if you ever feel inspired, Draco (and have a ton of spare time) it's an idea :P.
One cannot simply design a mod that is compatible with every other mod. This does make me wish Minecraft would have object categories for other things like they do for ores, though ^_^. It would make the work of a lot of mod authors much easier. Anyways, the difficulty with cross-mod compatibility is that both mod authors kind of have to work together. If one author makes even a small change to their code, it could cause issues with the other. So say Draco added definitions and stuff for all of the Pam's fruits...-bushes? tress? IDK-and then the author of Pam's Fruits changes the name of a fruit, or alters it in some other way, it could lead Draco's code to behave in unusual ways. It's a bit better now that item references require named IDs rather than just numbers (some crazy stuff could happen back in the day...) but, still, it's very difficult (and time consuming) for a mod author to try to add cross-mod compatibility with more than just a few mods.
The exception to that rule is with API based modding and other instances where mods have very specific, solid rules that won't change. Like how Draco's other mod, Unique Artifacts, uses Baubles. Baubles might have little changes here and there, but the core mechanics will stay the same, so even if Baubles changes, mods designed to interact with it don't have to (except when there's a Minecraft version change, of course). Also, Baubles itself has a very limited feature set. It's designed as a tool for other modders to use in making their own mods.
BTW, I'm writing this post while I'm really tired, and I say stupid stuff when I'm tired. I almost had the good sense to delete this whole post, but I liked my bit about the Old Man of the Mountain (because I'm a horrible person?) so I kept writing against my better judgement. I'll probably look back on this whole mess of a post with regret someday...
Trees.
Get some sleep.
