(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?
I'm actually waiting on O.R.E. The folks working on it actually reached out to me to ask what it was that I would need in order to be able to do what I want/need.
DrCyano's Orespawn does vanilla-style blobs (and only vanilla style blobs?), which isn't what I want and Cofh I've never really been a fan of, not sure why. Looking over the options now, I'm not seeing the types of paramters that I would like to have.
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'm pretty sure this mod is causing the crash, I've never had an issue like this before and this is the only mod I can think of that would be using the functions in the stacktrace. Is there a solution to this so I can avoid having to remove this mod? If not, is it safe to remove the mod from an existing world or will it mess things up?
It's a known issue, Twilight Forest actually has to fix their code. I've reported it to them before, as has at least one other person. It's a very easy fix for them, they just haven't done it.
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?
Just another bug report: Looks like I can "milk" mooshrooms infinitely without having to wait
I should look into that; I'd have thought it used the same logic path as cows.
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.
If I do anything with the result it will likely be "which I develop first." Originally I developed the container sluice because it was "easy" and later made the non-container sluice because the original didn't satisfy my own desires. But if most people prefer the non-container solution then I can develop that one first and satisfy the larger portion of my audience.
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've also come across the ocean permafreeze issue that was reported back in September. I'm by the ocean in a plains biome, and the ocean next to me froze over in winter. That was cool! Unfortunately, it never unfroze, even through a full summer cycle.
I've attached an image of me on my iceflow, in summer with the thermometer and F3 output. Also of a still frozen block of water in an agricultural field, with a temp of 120deg outside (plains).
I'm using version 15.26.1b (Harder Wildlife) and 15.26.1a (HardLib). I'm using this in the Revolution 3.1.1 pack.
The config changes I've made is that during the course of this game, I changed from imperial to metric. I've since changed it back. I don't know if this could be a cause, I assumed it would be purely cosmetic?
Let me know if I can give anything else that may help.
Cheers. And btw, these mods are great - even with a permafrost ocean!
As I haven't managed to reproduce it myself, it's very hard to figure out what the logic is doing wrong. Hopefully I can fix this issue by revisiting the mechanic in 1.10.
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.
As I haven't managed to reproduce it myself, it's very hard to figure out what the logic is doing wrong. Hopefully I can fix this issue by revisiting the mechanic in 1.10.
Cool fair enough, focusing on future versions sounds sensible. Thanks for the info!
For others that come across this, I haven't found a solution that will result in seasons. My work around was to disable seasons, and then add WorldEdit and run the /thaw command in the affected areas (In my case, it was around spawn, and an area that I had explored in deep winter).
It's kind of a bummer not having the seasons which are awesome, but better than the map eventually being in the grips of an ice age.
Consider it incentive to find a great 1.10 modpack with reasonable realism someday in the future. Or, just be luckier than me and never find this little quirk in your play through
Yeah, I'm such a large pack I couldn't say what the problem was.
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.
Your mod ideas are overall great but i had to remove all because ingame compatibility problems.
Harder ores = love the mill / sluice idea but if i turn on this mod i can't found anymore gold, iron, coal etc. so i removed this mod
Harder underground = overall compatibility problems i removed it aswell
Harder wildlife = had some problems while cutting down wood (gamecrash) so i removed this mod aswell and installed an equal mod
The other mods i don't used from you.
I have no clue why i got all this problems with your mods. But i'm also running 242 mods...
Welcome to the world of modpack assembly and trouble hunting.
Possible ideas:
1. Harder Ores is using COG to change the ore generations. If you have something else changing ore generation, this might be an issue.
Did you accidentally destroy the COG files?
Normally, COG runs really late in world decoration (As in, one full chunk after everything else); UBC is the only other mod I've come across that tries to run that late as well, but in theory, any mod that attempts to hide ore in colored stone will need to run at the same time that COG does.
2. Harder Underground: Well, with ground falling down/unstable stone, potentially anything looking for "minecraft:stone" will have trouble. Again, HU runs COG-late -- most things will have already done their thing by the time HU runs.
Do you have enviromine, or something similar?
3. Harder wildlife, and wood-cutting crash: !?!?
You mean you are using an axe, or your hands, on a wood block and it crashes?!?
(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?
(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?
Nature Overhaul is probably the most likely "we're changing the same stuff" issue.
This is why coremods are "bad." * I did what I could to avoid making incompatible changes, but depending on what Nature Overhaul is doing things could conflict (i.e. if it gets there first and modifies a method in a way I don't expect--that is to say, the Bad Way--then my modifications will cause a problem; the reverse is also potentially true as well).
But yeah, without a crash log there's nothing I can do (and with it's questionable).
*It'll be problematic trying to get forge PRs done, as submitting changes to Forge is something I don't understand how to do and coremods are "bad."
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?
Overall i don't use both mods at the same time of course. Also i don't like to have "unrealistic" flower where i can find / craft iron or other stuff out of it. I was checking around 6-10 chunks area at my main map and also starting new worlds for any iron, gold or diamond. No success (even when i set 5x times more find and size chance) at COG.
It's not unrealistic. I actually got the idea from my uncle who used to be a geologist.
As long i have other opportunities (equal mods) i wouldn't share the crash log because in that case u guys can save time.
That's the opposite of saving me time. I'd rather see the crash log and go "I know exactly what the problem is."
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.
Ok didn't thought that there is something like that. Atleast it's close to realistic. I don't think that the plants will grow even when the gold is 300m below them or!?
There's some abstraction so that it works in Minecraft. It was easy to program (or at least, it seemed like it at the time!) and had very satisfactory results. That is, I wanted the player to have to search for their ores, but be able to do so in a directed fashion (i.e. not blind) without providing 100% accurate information (i.e. "go to point (x,y,z), that block is iron ore") but still repeatable, as well as for it to be easy for the player to understand and make decisions based on the information they get.
TFC's prospector pick satisfied 1 and 2, but failed 3. The triangulation involved from the inaccurate cuboid scans it did was so complex I actually went and found real, actual geological sampling software to map it. I've forgotten what it was called (as well as the specific scientific name for the process). And no, the software didn't help much.
The way the system I have set up works is:
1) Find natural occurrence of the flowers. These flowers will be anywhere from 0 to 30 blocks away from the ore, in any direction.
2) Bonemeal the area until you locate a chunk that spawns the flowers when bonemealed
3) Dig down. Every 8 or so blocks downards, bonemeal again (you will need to bring your own grass). Getting no flowers tells you the ore is above you.
For deeper ores (diamond) you need to start deeper down, as the bonemeal can only "see" ~42 blocks down, so step 2 needs to be conducted underground, but step 1 remains on the surface.
This method is very directed: step 1 is scouting. step 2 narrows the search. step 3 narrows it further.
This method is very repeatable: no flowers, no ore. flowers, ore.
This method is inaccurate: flowers do not mark a specific location, just an area.
This method is easy to understand: compared to the prospectors pick, I'd say it is.
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.
hello Draco! first time posting here so i'll start by saying that reasonable realism is awesome and i'm really appreciative of your hard work. i'm testing out mod compatibility between RR (specifically harder ores) and several geology mods. PFAA (geologica) seems to be completely incompatible with RR. i've been having some success with RR and underground biome constructs. i threw in WTF's cave biomes as well and it seems to work great too. my only issue is what's up with the silverfish blocks surrounding diamond ore? is that a RR thing or is it one of the other mods? is there any way to disable that? i combed the configs and can't find a way to turn off the silverfish blocks.... ?
have you checked out DrCyano's Orespawn it might work
See if CofhCore's world module's ore options are sufficient. It's basically "COG-Lite".
* 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?
I'm actually waiting on O.R.E. The folks working on it actually reached out to me to ask what it was that I would need in order to be able to do what I want/need.
DrCyano's Orespawn does vanilla-style blobs (and only vanilla style blobs?), which isn't what I want and Cofh I've never really been a fan of, not sure why. Looking over the options now, I'm not seeing the types of paramters that I would like to have.
I've been playing with Harder Wildlife on my current world for quite a while and I really like it, kudos for that.
However, I've been encountering a crash related to the foliage changing color in the Twilight Forest when I'm in the swamp biome:
http://pastebin.com/dHRx7k0z
I'm pretty sure this mod is causing the crash, I've never had an issue like this before and this is the only mod I can think of that would be using the functions in the stacktrace. Is there a solution to this so I can avoid having to remove this mod? If not, is it safe to remove the mod from an existing world or will it mess things up?
It's a known issue, Twilight Forest actually has to fix their code. I've reported it to them before, as has at least one other person. It's a very easy fix for them, they just haven't done it.
Just another bug report: Looks like I can "milk" mooshrooms infinitely without having to wait
The twilight forest bugfix is in their github -- it is fixed, but it's inside a work-in-progress.
You might be able to clone it and compile; I have not tried it. Others have -- there's active forking on it.
* 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?
I should look into that; I'd have thought it used the same logic path as cows.
Purely informational and is not intended as a "what should I do?"
I'm curious which type of sluice people prefer to use.
http://www.strawpoll.me/10915859
If I do anything with the result it will likely be "which I develop first." Originally I developed the container sluice because it was "easy" and later made the non-container sluice because the original didn't satisfy my own desires. But if most people prefer the non-container solution then I can develop that one first and satisfy the larger portion of my audience.
I've also come across the ocean permafreeze issue that was reported back in September. I'm by the ocean in a plains biome, and the ocean next to me froze over in winter. That was cool! Unfortunately, it never unfroze, even through a full summer cycle.
I've attached an image of me on my iceflow, in summer with the thermometer and F3 output. Also of a still frozen block of water in an agricultural field, with a temp of 120deg outside (plains).
I'm using version 15.26.1b (Harder Wildlife) and 15.26.1a (HardLib). I'm using this in the Revolution 3.1.1 pack.
The config changes I've made is that during the course of this game, I changed from imperial to metric. I've since changed it back. I don't know if this could be a cause, I assumed it would be purely cosmetic?
Let me know if I can give anything else that may help.
Cheers. And btw, these mods are great - even with a permafrost ocean!
As I haven't managed to reproduce it myself, it's very hard to figure out what the logic is doing wrong. Hopefully I can fix this issue by revisiting the mechanic in 1.10.
Cool fair enough, focusing on future versions sounds sensible. Thanks for the info!

For others that come across this, I haven't found a solution that will result in seasons. My work around was to disable seasons, and then add WorldEdit and run the /thaw command in the affected areas (In my case, it was around spawn, and an area that I had explored in deep winter).
It's kind of a bummer not having the seasons which are awesome, but better than the map eventually being in the grips of an ice age.
Consider it incentive to find a great 1.10 modpack with reasonable realism someday in the future. Or, just be luckier than me and never find this little quirk in your play through
Yeah, I'm such a large pack I couldn't say what the problem was.
Welcome to the world of modpack assembly and trouble hunting.
Possible ideas:
1. Harder Ores is using COG to change the ore generations. If you have something else changing ore generation, this might be an issue.
Did you accidentally destroy the COG files?
Normally, COG runs really late in world decoration (As in, one full chunk after everything else); UBC is the only other mod I've come across that tries to run that late as well, but in theory, any mod that attempts to hide ore in colored stone will need to run at the same time that COG does.
2. Harder Underground: Well, with ground falling down/unstable stone, potentially anything looking for "minecraft:stone" will have trouble. Again, HU runs COG-late -- most things will have already done their thing by the time HU runs.
Do you have enviromine, or something similar?
3. Harder wildlife, and wood-cutting crash: !?!?
You mean you are using an axe, or your hands, on a wood block and it crashes?!?
* 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?
Nature Overhaul is probably the most likely "we're changing the same stuff" issue.
Beyond that, without knowing the mods? Just guessing.
When you say, "i can't found anymore gold, iron, coal etc. so i removed this mod", do you mean it is not there, or do you mean it is hard to find?
Hard to find: Intentional. That's what the flowers are for. And frankly, I didn't have trouble finding the tendrils.
Iron: That's what the limonite is for -- easy to find and access, for your starting needs.
Harder underground's compatibility: No other guesses.
Harder Wildlife: ... ???
At the least, a crash report when the game crashes is a minimal set of information.
A full log on a pastebin-type site would be better.
* 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?
This is why coremods are "bad." * I did what I could to avoid making incompatible changes, but depending on what Nature Overhaul is doing things could conflict (i.e. if it gets there first and modifies a method in a way I don't expect--that is to say, the Bad Way--then my modifications will cause a problem; the reverse is also potentially true as well).
But yeah, without a crash log there's nothing I can do (and with it's questionable).
*It'll be problematic trying to get forge PRs done, as submitting changes to Forge is something I don't understand how to do and coremods are "bad."
Is forge still taking changes for 1710?
* 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?
Ha, no.
It's not unrealistic. I actually got the idea from my uncle who used to be a geologist.
https://en.wikipedia.org/wiki/Geobotanical_prospecting
That's the opposite of saving me time. I'd rather see the crash log and go "I know exactly what the problem is."
There's some abstraction so that it works in Minecraft. It was easy to program (or at least, it seemed like it at the time!) and had very satisfactory results. That is, I wanted the player to have to search for their ores, but be able to do so in a directed fashion (i.e. not blind) without providing 100% accurate information (i.e. "go to point (x,y,z), that block is iron ore") but still repeatable, as well as for it to be easy for the player to understand and make decisions based on the information they get.
TFC's prospector pick satisfied 1 and 2, but failed 3. The triangulation involved from the inaccurate cuboid scans it did was so complex I actually went and found real, actual geological sampling software to map it. I've forgotten what it was called (as well as the specific scientific name for the process). And no, the software didn't help much.
The way the system I have set up works is:
1) Find natural occurrence of the flowers. These flowers will be anywhere from 0 to 30 blocks away from the ore, in any direction.
2) Bonemeal the area until you locate a chunk that spawns the flowers when bonemealed
3) Dig down. Every 8 or so blocks downards, bonemeal again (you will need to bring your own grass). Getting no flowers tells you the ore is above you.
For deeper ores (diamond) you need to start deeper down, as the bonemeal can only "see" ~42 blocks down, so step 2 needs to be conducted underground, but step 1 remains on the surface.
This method is very directed: step 1 is scouting. step 2 narrows the search. step 3 narrows it further.
This method is very repeatable: no flowers, no ore. flowers, ore.
This method is inaccurate: flowers do not mark a specific location, just an area.
This method is easy to understand: compared to the prospectors pick, I'd say it is.
hello Draco! first time posting here so i'll start by saying that reasonable realism is awesome and i'm really appreciative of your hard work. i'm testing out mod compatibility between RR (specifically harder ores) and several geology mods. PFAA (geologica) seems to be completely incompatible with RR. i've been having some success with RR and underground biome constructs. i threw in WTF's cave biomes as well and it seems to work great too. my only issue is what's up with the silverfish blocks surrounding diamond ore? is that a RR thing or is it one of the other mods? is there any way to disable that? i combed the configs and can't find a way to turn off the silverfish blocks.... ?