The silverfish around diamond should be RR. It would be in the Custom Ore Gen config files -- that's where the ores are actually laid out.
Geologica and RR not working? What happens when you combine them? If it's "ores don't generate", then does Geologica register its ground blocks as an oredict for stone?
(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?
none of geologica's stones spawn at all, at least not in my testing (when combined with RR)...
i'm no coder but i suspect that it has something to do with the fact that both harder ores AND geologica are dependent on COG. either that or just the order that the mods are loaded and one is superceding the other for some reason.
interestingly, with geologica and just hard lib, geologica stones spawn but of course none of RR's ores or other features. combining geologica with harder ores yields no geologica stones. combining geologica with harder underground yields no geologica stones. combining geologica with harder wildlife yields no geologica stones, and of course, combining geologica with RR as a whole yields no geologica stones as i previously stated. didn't try to combine geologica with expanded industry by itself...
my testing modpack doesn't have any world gen or content adding mods really... NEI, journey map, better HUD, fastcraft, better FPS, waila, a few others.....
It's been some months since I touched my pack. Now I have to ask. How the funny looking way can I set the ore spawn in a specified mode?
I know, I can set things in singleplayer for COG, and put it on server. That worked. But my problem is that I can't find any way to limit orespawning to given biomes without changing their shape. I mean: for iron and gold I'd like to set them to spawn in veins, but only mountain biomes. For example. Well, I can't set it, because the "vein" setting will force it to spawn nearly anywhere; the other way is to set them to "strategic clouds", that will limit them to biomes, but that shape exactly what I don't want.
COG gave me a real pain, that's why I gave up RR back then (even the HardLib needed that), with CoFH Core I could set the ores just how I wanted and I was so happy, but based on how rare are my ores (which is the goal for the pack. Resources and fight or trade for it), there was no way to find them... I asked on COG topic, but no answer.
I hope you can undertand what I want to say, and you have idea. Thanks!
I hope you can undertand what I want to say, and you have idea. Thanks!
Copy the config files from /config/customoregen/mods over to /config/customoregen/custom (if I am remembering the folder names correctly) and then dive in. Start with the hard-vanilla.xml file, find the section that handles Iron (there's two halves to the file, the top half is the GUI info, the bottom three quarters are the actual distributions, you want the distributions section), look for a <cloud> tag. Inside it should be the biome restrictions. You'll want to copy (and possibly modify) them over into the <veins> tag (which should be above it), replacing whatever's there.
Do note that the biome names might be in regex (e.g. ".*forest" which means "any biome name that ends with "forest", "Forest" "Birch Forest" etc.) and a weight. If a biome matches multiple entries (e.g. <biome name=".*" weight="1"/> and <biome name="ocean" weight="-1">) the values are cumulative. A weight of 0 or less means "never spawn here" a weight of 1 or more means "always spawn here."
It's not a difficult process, the hard part is knowing what to look for. If you use Notepad++ you can collapse sections to hide away the stuff you don't care about, as well.
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.
none of geologica's stones spawn at all, at least not in my testing (when combined with RR)...
i'm no coder but i suspect that it has something to do with the fact that both harder ores AND geologica are dependent on COG. either that or just the order that the mods are loaded and one is superceding the other for some reason.
Ohh ...
I remember Geologica now. Sigh ...
So, yea, Geologica uses COG to define everything that it does for placement. It's got a long set of rules for the various layers and then ores go into the layers. Etc.
I can think of two possible issues.
One, is that to generate the limonite in Harder Ores, I took some of the geologica distributions, and stripped them down to make limonite only rules. (If I remember, geologica has two different types of limonite, and there's other blocks that can appear in the same area; I simplified this all). It's very possible that doing so broke some of Geologica if both are in use -- if so, it would have broken the surface stuff in rivers, swamps, etc.
But that should not have affected anything deeper.
interestingly, with geologica and just hard lib, geologica stones spawn but of course none of RR's ores or other features. combining geologica with harder ores yields no geologica stones. combining geologica with harder underground yields no geologica stones. combining geologica with harder wildlife yields no geologica stones,
Harder Underground is trying to replace all the normal stone (block 1:0) with a different block. Depending on how Geologica's rules are written, it might not be looking for a stone equivalent, but for stone itself. That would remove all of Geologica's actions.
Harder Wildlife? ... As far as I know, it uses the "COG has done it's work" event to scan for trees and such, and should not have affected COG's actions at all. ... That's the one that I have no possible explanation for.
(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 know, I can set things in singleplayer for COG, and put it on server. That worked. But my problem is that I can't find any way to limit orespawning to given biomes without changing their shape. I mean: for iron and gold I'd like to set them to spawn in veins, but only mountain biomes. For example. Well, I can't set it, because the "vein" setting will force it to spawn nearly anywhere; the other way is to set them to "strategic clouds", that will limit them to biomes, but that shape exactly what I don't want.
Veins can take biome restrictions. I don't remember the syntax offhand. It should be nearly the same as the clouds.
Be aware that the restriction affects where the motherlode itself is, not where the vein tendrils run to. RR uses the SMP "long tendril, large motherlode" distributions as the base, so the tendrils will be found all over the place.
(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?
And again, Keybounce catches several posts/parts of posts that I missed. He's spot on here, knowing almost as much as I do about my mods.
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 been without a dev environment for 6 weeks (I actually just did the math, I ordered my computer exactly 2 months ago and only today have a computer that might be stable enough that I won't have to reinstall everything all over again). So everything's been delayed 21 times longer than I expected.
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 (and users of this mod)! I got some questions!
1. Is this mod compatible with Hungry Animals, R.E.V.A.M.P., Diseasecraft and R.T.G mod?
2. How does the "Season feature" affects my game performance? (lag?)
2.1 Does the biomes of RTG and Biomes O'Plenty get affected by the Season feature?
3. If I don't add "Harder Underground"(I'm using Enviromine), is it going to affect somehow the machines of "Expanded Industry"? (like...the machines of the mod only work with the "Unestable stone" for example?)
*These questions are for everyone, not only the modder.
i have had success in my test builds with RTG and RR, hungry animals seemed to work alongside RR as well. i'm a little less confident on that one but i don't recall noticing any specific issues or crashes with RR and RTG or RR and hungry animals. hungry animals did seem to do strange things when combined with improving minecraft though, if you use that mod.
1. Is this mod compatible with Hungry Animals, R.E.V.A.M.P., Diseasecraft and R.T.G mod?
No idea. RTG seems to work "ok" although there's the occasional "odd biome out" where the biome's statistics don't quite mesh with how RTG uses them (uh, Stone Beach is a natively "cold" biome, having a temp just above MCfreezing but is used along side a warmer biome as an "edge" biome near the ocean).
2. How does the "Season feature" affects my game performance? (lag?)
Minimally. Recalculation of temp/rain occurs only once every few minutes. Crops and such have more processing per block, but not enough to really cause a decrease in TPS.
2.1 Does the biomes of RTG and Biomes O'Plenty get affected by the Season feature?
Yes. Best-guess estimates are made based on biome dictionary type(s), biome temp/rain properties, and name.
3. If I don't add "Harder Underground"(I'm using Enviromine), is it going to affect somehow the machines of "Expanded Industry"? (like...the machines of the mod only work with the "Unestable stone" for example?)
No. Expanded Industry requires none of the other mods and every mod has optional dependencies on each other. Industry only has an @Optional dependency on HardLib for the comparator checking itemframes for output strength (a feature added to vanilla in 1.8), but that's it (without HardLib you just don't get that feature).
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.
R.e.v.a.m.p.? Was that Rivest's mobs/animals/villagers mod that prevented the "bunch up in a corner", as well as expanding the distance that entities were drawn? I thought it was out of date and no longer working due to changes in forge.
(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?
Hey, I tried this out through single player and LOVED the new ore veins and how the nuggets popped out. I started this up on my server with some friends and each ore vein has 3 markings on it, mines as a single block, and smelts down to a single nugget. Any idea what happened? I changed a few things in the configs but looking back through them I didn't see anything that could do this. The only thing I can think of is it running into another mod, but don't think I have any that should cause problems.
Were you using a vanilla tool to mine the block, or a mod added tool?
If it was a mod added tool, was it one that acts like Silk Touch?
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.
But I have problems generating the ores into the world, I use a handful of tech mods which adds copper, tin silver, etc. I have scripted with MineTweaker and changed the configs to have only one type of copper, tin silver, etc. For both ores, ingots, BlocksOf and nuggets. After I installed your mod I disabled all world gens for all the mods to avoid conflicts with double ores.
Any ore I supply, COG will actually remove them from the world.
COG already prevents ore spawn for any ore that it is already aware of. Make sure that COG is set to spawn the hard ores inside the new world menu -> COG config screen.
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 thanks, good to know. But COG still don't prevent ReactorCraft's ores from spawning, I did go throught the COG option when creating a new world. There I set it to only spawn your hard ores and don't spawn anything else (except for Project Red's gems and GalactiCraft's silicon ore). But your ores won't spawn for some reason. Here's a "CustomOreGen_Options" from one of my worlds I made with the options I made. Seems like MF don't like txt files:
My only guess is that the reactor craft distributions aren't looking for the correct block name. Might be an issue with COG that you will have to report at github. https://github.com/lawremi/CustomOreGen
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! I got past my earlier problems (it was another mod doing it).
New question: I can't seem to modify any of the CustomOreGen module configs (specifically wanting to do config/CustomOreGen/modules/mods/HarderLimonite.xml) but whenever I start the server, the xml file is reset to the original settings. Any idea what's doing this and how I can fix it? Specifically, I'm trying to make the limonite pink in the debugger so I can try find some. I've been trying for forever and can't actually find the stuff. After that, I expect I'll want to increase its vein frequency. Thanks!
---
Solution: turns out what I need to do is copy the HarderOre files from the /modules/mods/ folder into the /modules/custom folder, then disable this line near the bottom of the CustomOreGen_Config.xml file: "<OptionalImport file='modules/mods/*.xml'/>" otherwise COG starts going nuts about conflicts between the double files. I'm pretty sure this is not how I'm supposed to be doing this, but it does work for me :).
I've yet to discover how to get limonite pink in the debugger, but I think it's just not displaying a wireframe for it at all. Probably a miss in the limonite config file, and I don't care enough to figure that out, lol. Now that my files are not being overwritten, it was pretty easy to crank up the limonite with higher frequency and deposit size.
New problem: I can't seem to find how to get coal to to do strategic clouds rather than veins. I see a lot of stuff like "<IfCondition condition=':= hardcoalDist = "strategicClouds"'>" but I don't see any way to config those switches in the config files. I've seen them in the UI, but I'm setting up a server.
Suggestion: I'd LOVE it if coal behaved the same way as the other ores where it has a density or meta number or whatever you call it, where you can get multiple pieces from a single block. It strikes me as strange that not all ore-like deposits work the same. That said, I'm loving this mod, and it's breathing new life into our mining
Enchantment ID conflict, with the goggles I assume. Change the IDs in the configs to not share numbers, but i don't know how best to go about that since i've no idea what redpower has there. Ask in that thread, they might know exactly where the conflict is.
The silverfish around diamond should be RR. It would be in the Custom Ore Gen config files -- that's where the ores are actually laid out.
Geologica and RR not working? What happens when you combine them? If it's "ores don't generate", then does Geologica register its ground blocks as an oredict for stone?
* 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?
none of geologica's stones spawn at all, at least not in my testing (when combined with RR)...
i'm no coder but i suspect that it has something to do with the fact that both harder ores AND geologica are dependent on COG. either that or just the order that the mods are loaded and one is superceding the other for some reason.
interestingly, with geologica and just hard lib, geologica stones spawn but of course none of RR's ores or other features. combining geologica with harder ores yields no geologica stones. combining geologica with harder underground yields no geologica stones. combining geologica with harder wildlife yields no geologica stones, and of course, combining geologica with RR as a whole yields no geologica stones as i previously stated. didn't try to combine geologica with expanded industry by itself...
my testing modpack doesn't have any world gen or content adding mods really... NEI, journey map, better HUD, fastcraft, better FPS, waila, a few others.....
Draco, hi!
It's been some months since I touched my pack. Now I have to ask. How the funny looking way can I set the ore spawn in a specified mode?
I know, I can set things in singleplayer for COG, and put it on server. That worked. But my problem is that I can't find any way to limit orespawning to given biomes without changing their shape. I mean: for iron and gold I'd like to set them to spawn in veins, but only mountain biomes. For example. Well, I can't set it, because the "vein" setting will force it to spawn nearly anywhere; the other way is to set them to "strategic clouds", that will limit them to biomes, but that shape exactly what I don't want.
COG gave me a real pain, that's why I gave up RR back then (even the HardLib needed that), with CoFH Core I could set the ores just how I wanted and I was so happy, but based on how rare are my ores (which is the goal for the pack. Resources and fight or trade for it), there was no way to find them... I asked on COG topic, but no answer.
I hope you can undertand what I want to say, and you have idea. Thanks!
Copy the config files from /config/customoregen/mods over to /config/customoregen/custom (if I am remembering the folder names correctly) and then dive in. Start with the hard-vanilla.xml file, find the section that handles Iron (there's two halves to the file, the top half is the GUI info, the bottom three quarters are the actual distributions, you want the distributions section), look for a <cloud> tag. Inside it should be the biome restrictions. You'll want to copy (and possibly modify) them over into the <veins> tag (which should be above it), replacing whatever's there.
Do note that the biome names might be in regex (e.g. ".*forest" which means "any biome name that ends with "forest", "Forest" "Birch Forest" etc.) and a weight. If a biome matches multiple entries (e.g. <biome name=".*" weight="1"/> and <biome name="ocean" weight="-1">) the values are cumulative. A weight of 0 or less means "never spawn here" a weight of 1 or more means "always spawn here."
It's not a difficult process, the hard part is knowing what to look for. If you use Notepad++ you can collapse sections to hide away the stuff you don't care about, as well.
Ohh ...
I remember Geologica now. Sigh ...
So, yea, Geologica uses COG to define everything that it does for placement. It's got a long set of rules for the various layers and then ores go into the layers. Etc.
I can think of two possible issues.
One, is that to generate the limonite in Harder Ores, I took some of the geologica distributions, and stripped them down to make limonite only rules. (If I remember, geologica has two different types of limonite, and there's other blocks that can appear in the same area; I simplified this all). It's very possible that doing so broke some of Geologica if both are in use -- if so, it would have broken the surface stuff in rivers, swamps, etc.
But that should not have affected anything deeper.
Harder Underground is trying to replace all the normal stone (block 1:0) with a different block. Depending on how Geologica's rules are written, it might not be looking for a stone equivalent, but for stone itself. That would remove all of Geologica's actions.
Harder Wildlife? ... As far as I know, it uses the "COG has done it's work" event to scan for trees and such, and should not have affected COG's actions at all. ... That's the one that I have no possible explanation for.
* 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?
Veins can take biome restrictions. I don't remember the syntax offhand. It should be nearly the same as the clouds.
Be aware that the restriction affects where the motherlode itself is, not where the vein tendrils run to. RR uses the SMP "long tendril, large motherlode" distributions as the base, so the tendrils will be found all over the place.
* 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?
And again, Keybounce catches several posts/parts of posts that I missed. He's spot on here, knowing almost as much as I do about my mods.
Ah, but what do either of you know about the possibility of a 1.10 update soon please?
*looks over message*
"That was probably clear enough"
My Mods:
Fool's gold & other dumb things
Placebo Effect
Two others that I am pretending don't exist.
Also, Modding Theory.
I've been without a dev environment for 6 weeks (I actually just did the math, I ordered my computer exactly 2 months ago and only today have a computer that might be stable enough that I won't have to reinstall everything all over again). So everything's been delayed 21 times longer than I expected.
Hello, Draco (and users of this mod)! I got some questions!
1. Is this mod compatible with Hungry Animals, R.E.V.A.M.P., Diseasecraft and R.T.G mod?
2. How does the "Season feature" affects my game performance? (lag?)
2.1 Does the biomes of RTG and Biomes O'Plenty get affected by the Season feature?
3. If I don't add "Harder Underground"(I'm using Enviromine), is it going to affect somehow the machines of "Expanded Industry"? (like...the machines of the mod only work with the "Unestable stone" for example?)
*These questions are for everyone, not only the modder.
Thanks in advanced for your response!
Minecraft Fan! And modder wanna be!
i have had success in my test builds with RTG and RR, hungry animals seemed to work alongside RR as well. i'm a little less confident on that one but i don't recall noticing any specific issues or crashes with RR and RTG or RR and hungry animals. hungry animals did seem to do strange things when combined with improving minecraft though, if you use that mod.
No idea. RTG seems to work "ok" although there's the occasional "odd biome out" where the biome's statistics don't quite mesh with how RTG uses them (uh, Stone Beach is a natively "cold" biome, having a temp just above MCfreezing but is used along side a warmer biome as an "edge" biome near the ocean).
Minimally. Recalculation of temp/rain occurs only once every few minutes. Crops and such have more processing per block, but not enough to really cause a decrease in TPS.
Yes. Best-guess estimates are made based on biome dictionary type(s), biome temp/rain properties, and name.
No. Expanded Industry requires none of the other mods and every mod has optional dependencies on each other. Industry only has an @Optional dependency on HardLib for the comparator checking itemframes for output strength (a feature added to vanilla in 1.8), but that's it (without HardLib you just don't get that feature).
R.e.v.a.m.p.? Was that Rivest's mobs/animals/villagers mod that prevented the "bunch up in a corner", as well as expanding the distance that entities were drawn? I thought it was out of date and no longer working due to changes in forge.
* 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?
Hey, I tried this out through single player and LOVED the new ore veins and how the nuggets popped out. I started this up on my server with some friends and each ore vein has 3 markings on it, mines as a single block, and smelts down to a single nugget. Any idea what happened? I changed a few things in the configs but looking back through them I didn't see anything that could do this. The only thing I can think of is it running into another mod, but don't think I have any that should cause problems.
Mod list:
antiqueatlas-1.7.10-4.2.10.jar
AppleCore-mc1.7.10-1.3.2.jar
Caveworld_1.7.10-v2.3.2.jar
CodeChickenCore-1.7.10-1.0.7.47-universal.jar
CustomOreGen-1.7.10-1.2.26.jar
Et Futurum-1.5.5.jar
FastLeafDecay-1.7.10-1.4.jar
NEIIntegration-MC1.7.10-1.1.2.jar
NotEnoughItems-1.7.10-1.0.5.120-universal.jar
OptiFine_1.7.10_HD_U_D6.jar
Pam's HarvestCraft 1.7.10Lb.jar
Railcraft_1.7.10-9.12.2.0.jar
RealisticTorches-1.7.10-1.6.3.jar
RunicDungeons-1.1.7b.jar
ShadersModCore-v2.3.31-mc1.7.10-f.jar
SpiceOfLife-mc1.7.10-1.3.6.jar
Thaumcraft-1.7.10-4.2.3.5.jar
thaumcraftneiplugin-1.7.10-1.7a.jar
thaumichorizons-1.7.10-1.1.9.jar
twilightforest-1.7.10-2.3.7.jar
Any ideas? I want to go back to popping out nuggets!
Were you using a vanilla tool to mine the block, or a mod added tool?
If it was a mod added tool, was it one that acts like Silk Touch?
Any ore I supply, COG will actually remove them from the world.
COG already prevents ore spawn for any ore that it is already aware of. Make sure that COG is set to spawn the hard ores inside the new world menu -> COG config screen.
My only guess is that the reactor craft distributions aren't looking for the correct block name. Might be an issue with COG that you will have to report at github.
https://github.com/lawremi/CustomOreGen
Hello! I got past my earlier problems (it was another mod doing it).
New question: I can't seem to modify any of the CustomOreGen module configs (specifically wanting to do config/CustomOreGen/modules/mods/HarderLimonite.xml) but whenever I start the server, the xml file is reset to the original settings. Any idea what's doing this and how I can fix it? Specifically, I'm trying to make the limonite pink in the debugger so I can try find some. I've been trying for forever and can't actually find the stuff. After that, I expect I'll want to increase its vein frequency. Thanks!
---
Solution: turns out what I need to do is copy the HarderOre files from the /modules/mods/ folder into the /modules/custom folder, then disable this line near the bottom of the CustomOreGen_Config.xml file: "<OptionalImport file='modules/mods/*.xml'/>" otherwise COG starts going nuts about conflicts between the double files. I'm pretty sure this is not how I'm supposed to be doing this, but it does work for me :).
I've yet to discover how to get limonite pink in the debugger, but I think it's just not displaying a wireframe for it at all. Probably a miss in the limonite config file, and I don't care enough to figure that out, lol. Now that my files are not being overwritten, it was pretty easy to crank up the limonite with higher frequency and deposit size.
New problem: I can't seem to find how to get coal to to do strategic clouds rather than veins. I see a lot of stuff like "<IfCondition condition=':= hardcoalDist = "strategicClouds"'>" but I don't see any way to config those switches in the config files. I've seen them in the UI, but I'm setting up a server.
Suggestion: I'd LOVE it if coal behaved the same way as the other ores where it has a density or meta number or whatever you call it, where you can get multiple pieces from a single block. It strikes me as strange that not all ore-like deposits work the same. That said, I'm loving this mod, and it's breathing new life into our mining
Hi, need some help here, got crash when launching minecraft. Btw the mod looks awesome cant wait to try it.
http://pastebin.com/1R5TmdiR
Enchantment ID conflict, with the goggles I assume. Change the IDs in the configs to not share numbers, but i don't know how best to go about that since i've no idea what redpower has there. Ask in that thread, they might know exactly where the conflict is.