For 1.7 I pretty much hit the point at which I wasn't willing to add more ores. Each one took a lot of work:
- It need a class
- It needed a flower (fantasy metals are particularly annoying, anything not listed in the Wikipedia "list of hyperaccumulators" even more so)
- It needed eighteen+ textures, almost hand-done (I have pre-made layermasks for each, but I still had to import the existing texture--assuming it was vanilla-style--and save out each of the 16 variants, plus a texture or two for the flower and one for the raw ore chunk, possibly a small and large dust, although those two were usually available or just recolors of an existing texture)
- It needed flower spawn data: how many, how far away, how frequently
- And most importantly, it needed a COG distribution. Which is why Ore Flowers can detect ores that Harder Ores doesn't override with "hard" versions.
Creating a single ore could easily be a full two or three days of work. Just a flower might be two or three hours (and its already at the maximum number of flowers I can support without creating a new block, which while minor, did involve having to set things up; not quite copy-paste).
1.10 will probably see the inclusion of a few more ores as the texture problem is simpler (literally I need 1 for the ore and I don't even have to make it), I have easy access to flower possibilities (see aforementioned list of hyperaccumulators), although I can now support two (or more) flowers per ore (by default I make an attempt to supply both a grass-supported flower and a sand-supported [desert] flower), which is a slight increase in custom texturing, but its usually interesting, as well as some additional time researching. There's quite a few water-based hyperaccumulators (water based, meaning like lily pads) which I've been avoiding just because it doesn't fit into the existing design.
Similarly I no longer need a custom class, but I still do need the flower data (which admittedly can use one of several defaults). Maximum number of flowers technically more of a concern in 1.10, but it's far closer to a copy-paste job ("duplicate these 4 files, change some names"). Actually I could probably refactor so I only need to duplicate three files (two blockstate.json descriptors and an enum). That many again for a desert flower. And once I do the duplication I can handle 8 more flowers of the given type.
But I'm still stuck having to hand-write and test COG distributions, so it'll probably only expand by two or three (and not right away: I'd prefer releasing a "Version 1" first). It's also a priority of "what is used by the most mods" with a consideration given for "Mod X is super popular and I already support N out of Y ores."
Seems that hint veins for silver and nickel lacks a ore block descriptor
Oh, good catch.
Simple enough fix to do manually (put the file in Cog's /custom directory, it'll override the one in /mods). It's unlikely something I'll push a build for, but I have it fixed for 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.
(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?
Seems to me that fortune enchantment is extremely effective on hard ores
With a fortune 3 pick you can get almost 1 stack of raw ore out of a single block
Could you add some sort of config option to prevent fortune interaction?
That's actually intended. Fortune 3 is pretty high-end stuff, and the full "meta 15" blocks are pretty rare (they ordinarily drop an average of 23 chunks, so 64 is 2.78 times as many--so a little better than its affect on vanilla, but not egregiously so--vanilla's affect on diamond ore is 2.2). That said, I'll reduce it for 1.10; not sure I'll bother for 1.7 at this point.
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.
Fortune 3 might be high end on vanilla, but with mods it's just a beginning, just look at TiC
I'm getting these in the console every minute, does it mean that the mod failed to scan the world?
[16:02:43] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:03:19] [Server thread/INFO] [HarderOres/]: 472 chunks remain to be rescanned for ores.
[16:03:28] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:04:13] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:04:19] [Server thread/INFO] [HarderOres/]: 473 chunks remain to be rescanned for ores.
[16:04:58] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:05:19] [Server thread/INFO] [HarderOres/]: 471 chunks remain to be rescanned for ores.
[16:05:43] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:06:19] [Server thread/INFO] [HarderOres/]: 472 chunks remain to be rescanned for ores.
[16:06:28] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:07:13] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:07:19] [Server thread/INFO] [HarderOres/]: 472 chunks remain to be rescanned for ores.
[16:07:58] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:08:19] [Server thread/INFO] [HarderOres/]: 472 chunks remain to be rescanned for ores.
[16:08:43] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:09:19] [Server thread/INFO] [HarderOres/]: 474 chunks remain to be rescanned for ores.
[16:09:28] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:10:13] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:10:19] [Server thread/INFO] [HarderOres/]: 474 chunks remain to be rescanned for ores.
[16:10:58] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:11:19] [Server thread/INFO] [HarderOres/]: 474 chunks remain to be rescanned for ores.
[16:11:43] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:12:19] [Server thread/INFO] [HarderOres/]: 474 chunks remain to be rescanned for ores.
[16:12:28] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:13:13] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:13:19] [Server thread/INFO] [HarderOres/]: 474 chunks remain to be rescanned for ores.
[16:13:58] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:14:19] [Server thread/INFO] [HarderOres/]: 475 chunks remain to be rescanned for ores.
[16:14:43] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:15:19] [Server thread/INFO] [HarderOres/]: 475 chunks remain to be rescanned for ores.
[16:15:28] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
(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?
Fortune 3 might be high end on vanilla, but with mods it's just a beginning, just look at TiC
I'm getting these in the console every minute, does it mean that the mod failed to scan the world?
Not necessarily failed. It happens any time a chunk is loaded from disk that doesn't have any ore data in the chunk NBT it puts that chunk into a re-scan queue. Chunks at the border of the generated world won't have any data (because of COG's deferred generation system) which is entirely normal. Default flat worlds will also end up not saving any data (because every chunk is devoid of ore, so there's no data to save).
There's other reasons there could be no data as well, such as an unexpected shutdown. All I did was attempt to correct whatever might have happened so any error doesn't persist.
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 that guy who hacked up the custom Ore Flowers, I haven't explicitly gotten your permission to actually use it though. We were both under the initial impression that I'd just add one config option and it'd be merged into your mainline repo, but I've since changed a LOT of behavior to get it to work with the huge modpack that we're using. I've a strong feeling that the changes I've made will break the Sluice, or at least cause other undesirable effects in Harder Ores - I only made these changes with the intention of improving cross-mod compatibility with the standalone Ore Flowers.
So, is that still OK? I do know the score about warranty/support of course - we're making a big pre-title-screen disclaimer (via LaunchGUI) saying that players only ever report bugs to us - the modpack people - rather than the mod designers themselves, this will be a pack-wide policy since obviously we want to respond to modpack problems ASAP anyway.
I....never really got around to figuring out what general permissions to use for packs. I did, however, approve of the people who'd asked though.
Looks like you've got quite a pack there, I'll go ahead and say yes, because honestly, have fun.
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.
The wiki will probably be slow to update, however. A few things to note:
- No ASM, HardLib is no longer a core mod!
- Harder Underground has been removed/dropped. I do want to revisit the idea, but there are some issues to work around first.
- No Seasons. I may or may not revisit this.
- No JEI support, I'll get to it later
- A few new things, such as the Foundry ([stone, bucket, stone] / [stone, air, stone] / [stone, furnace, stone]), the Ore Minecart (minecart + bucket), and the Ore Breaker enchantment. Enchantments have also had their level cost adjusted.
- All mods require Hard Lib, but the Custom Ore Gen dependency has been moved down to Ore Flowers. Harder Ores also now requires Ore Flowers as Flowers is no longer a duplicate set of code, but an isolated feature-set that Ores takes advantage of.
- Custom Ore Gen for 1.10.2 is still in "beta" and you will have to view "all files" to find the current version, which may still have some issues.
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.
Holy hell dude, You are my savior! 1.10 Divergence HERE WE COME. Thanks for the hard work Draco!
Only taken four months! Or there abouts.
Just in time to work on 1.11...
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 freaked out a bit when i saw the mods while checking out what's new for 1.10.2. Thanks so much for porting them!
However i can't seem to get it to work at all. First i Harder Ores, Expanded Industry, the lib, Ore Flowers and Custom Ore Gen to my existing pack (using curse launcher) and made a new world (i also upped the ore frequency). I can find modded ores but no vanilla ones and no ore flowers whatsoever.
So i made a new empty pack, added the same mods, used latest forge, created a new world with upped ore frequency, and i cant find any ores anywhere. I travelled thousands of blocks to look for ore flowers and jumped into random caves to see if i can find some, but nothing.
Is there something specific i would have to change to get this work? Any config changes to Custom Ore Gen?
I freaked out a bit when i saw the mods while checking out what's new for 1.10.2. Thanks so much for porting them!
However i can't seem to get it to work at all. First i Harder Ores, Expanded Industry, the lib, Ore Flowers and Custom Ore Gen to my existing pack (using curse launcher) and made a new world (i also upped the ore frequency). I can find modded ores but no vanilla ones and no ore flowers whatsoever.
So i made a new empty pack, added the same mods, used latest forge, created a new world with upped ore frequency, and i cant find any ores anywhere. I travelled thousands of blocks to look for ore flowers and jumped into random caves to see if i can find some, but nothing.
Is there something specific i would have to change to get this work? Any config changes to Custom Ore Gen?
Thanks a lot!
-SC
Vanilla ores are disabled. Harder Ores essentially replaces them (the blocks still exist, but they don't generate).
Anyway, try running the command /cogEnableDebug true followed by /cogSettingEx .* drawwireframe true
The first one should turn on a few wireframes (redstone and lapis, iirc) the second will make sure ALL wireframes are turned on (the .* is regex, so you could turn all of them off (false at the end instead), then turn on iron by using .*iron.*). If you don't see any wireframes or getting some other error (be sure to check the console as well), then its probably a COG problem.
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 soon as I enable harder ores (and therefore ore flowers which curse enables automatically cause harder ores depends on it) I get the error again.
Which version of forge and cog are you using in your test environment? Is it the latest in as well?
That indicates that there is an error somewhere. Check the console for anything printed at the following points:
- Initialization (before loading a world)
- Creating a new world -> Cog Settings (if the GUI is blank, it prints the error)
- Loading into a world
- Running the command (probably nothing)
Oh, and my dev version of COG may be more recent than the latest compile. Lawremi might have unpublished changes.
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.
oh, ok
There is some bug with the default cog config
HarderExtraOres.xml
Seems that hint veins for silver and nickel lacks a ore block descriptor
Oh, good catch.
Simple enough fix to do manually (put the file in Cog's /custom directory, it'll override the one in /mods). It's unlikely something I'll push a build for, but I have it fixed for 1.10.
Seems to me that fortune enchantment is extremely effective on hard ores
With a fortune 3 pick you can get almost 1 stack of raw ore out of a single block
Could you add some sort of config option to prevent fortune interaction?
I think this is intended; at the least, getting more ore from what you mine is the point of fortune.
* 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?
That's actually intended. Fortune 3 is pretty high-end stuff, and the full "meta 15" blocks are pretty rare (they ordinarily drop an average of 23 chunks, so 64 is 2.78 times as many--so a little better than its affect on vanilla, but not egregiously so--vanilla's affect on diamond ore is 2.2). That said, I'll reduce it for 1.10; not sure I'll bother for 1.7 at this point.
Fortune 3 might be high end on vanilla, but with mods it's just a beginning, just look at TiC
I'm getting these in the console every minute, does it mean that the mod failed to scan the world?
[16:02:43] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:03:19] [Server thread/INFO] [HarderOres/]: 472 chunks remain to be rescanned for ores.
[16:03:28] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:04:13] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:04:19] [Server thread/INFO] [HarderOres/]: 473 chunks remain to be rescanned for ores.
[16:04:58] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:05:19] [Server thread/INFO] [HarderOres/]: 471 chunks remain to be rescanned for ores.
[16:05:43] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:06:19] [Server thread/INFO] [HarderOres/]: 472 chunks remain to be rescanned for ores.
[16:06:28] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:07:13] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:07:19] [Server thread/INFO] [HarderOres/]: 472 chunks remain to be rescanned for ores.
[16:07:58] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:08:19] [Server thread/INFO] [HarderOres/]: 472 chunks remain to be rescanned for ores.
[16:08:43] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:09:19] [Server thread/INFO] [HarderOres/]: 474 chunks remain to be rescanned for ores.
[16:09:28] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:10:13] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:10:19] [Server thread/INFO] [HarderOres/]: 474 chunks remain to be rescanned for ores.
[16:10:58] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:11:19] [Server thread/INFO] [HarderOres/]: 474 chunks remain to be rescanned for ores.
[16:11:43] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:12:19] [Server thread/INFO] [HarderOres/]: 474 chunks remain to be rescanned for ores.
[16:12:28] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:13:13] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:13:19] [Server thread/INFO] [HarderOres/]: 474 chunks remain to be rescanned for ores.
[16:13:58] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:14:19] [Server thread/INFO] [HarderOres/]: 475 chunks remain to be rescanned for ores.
[16:14:43] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
[16:15:19] [Server thread/INFO] [HarderOres/]: 475 chunks remain to be rescanned for ores.
[16:15:28] [Server thread/DEBUG] [FML/]: Gathering id map for writing to world save capp
Do not use TiC as any standard other than "The bottom of excessive" :-)
* 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 necessarily failed. It happens any time a chunk is loaded from disk that doesn't have any ore data in the chunk NBT it puts that chunk into a re-scan queue. Chunks at the border of the generated world won't have any data (because of COG's deferred generation system) which is entirely normal. Default flat worlds will also end up not saving any data (because every chunk is devoid of ore, so there's no data to save).
There's other reasons there could be no data as well, such as an unexpected shutdown. All I did was attempt to correct whatever might have happened so any error doesn't persist.
I dig through the thread, couldn't see any explicit mention of granting modpack permissions for Harder Wildlife - only Ore Flowers + Harder Lib...
Current modpack repo for your reference - https://github.com/HostileNetworks/ReignModpack
...so y'all got any more of those public modpack permission?
I'm that guy who hacked up the custom Ore Flowers, I haven't explicitly gotten your permission to actually use it though. We were both under the initial impression that I'd just add one config option and it'd be merged into your mainline repo, but I've since changed a LOT of behavior to get it to work with the huge modpack that we're using. I've a strong feeling that the changes I've made will break the Sluice, or at least cause other undesirable effects in Harder Ores - I only made these changes with the intention of improving cross-mod compatibility with the standalone Ore Flowers.
So, is that still OK? I do know the score about warranty/support of course - we're making a big pre-title-screen disclaimer (via LaunchGUI) saying that players only ever report bugs to us - the modpack people - rather than the mod designers themselves, this will be a pack-wide policy since obviously we want to respond to modpack problems ASAP anyway.
Cheers!
I....never really got around to figuring out what general permissions to use for packs. I did, however, approve of the people who'd asked though.
Looks like you've got quite a pack there, I'll go ahead and say yes, because honestly, have fun.
Huzzah, have a 1.10.2 release folks.
The wiki will probably be slow to update, however. A few things to note:
- No ASM, HardLib is no longer a core mod!
- Harder Underground has been removed/dropped. I do want to revisit the idea, but there are some issues to work around first.
- No Seasons. I may or may not revisit this.
- No JEI support, I'll get to it later
- A few new things, such as the Foundry ([stone, bucket, stone] / [stone, air, stone] / [stone, furnace, stone]), the Ore Minecart (minecart + bucket), and the Ore Breaker enchantment. Enchantments have also had their level cost adjusted.
- All mods require Hard Lib, but the Custom Ore Gen dependency has been moved down to Ore Flowers. Harder Ores also now requires Ore Flowers as Flowers is no longer a duplicate set of code, but an isolated feature-set that Ores takes advantage of.
- Custom Ore Gen for 1.10.2 is still in "beta" and you will have to view "all files" to find the current version, which may still have some issues.
Holy hell dude, You are my savior! 1.10 Divergence HERE WE COME. Thanks for the hard work Draco!
Only taken four months! Or there abouts.
Just in time to work on 1.11...
I freaked out a bit when i saw the mods while checking out what's new for 1.10.2. Thanks so much for porting them!
However i can't seem to get it to work at all. First i Harder Ores, Expanded Industry, the lib, Ore Flowers and Custom Ore Gen to my existing pack (using curse launcher) and made a new world (i also upped the ore frequency). I can find modded ores but no vanilla ones and no ore flowers whatsoever.
So i made a new empty pack, added the same mods, used latest forge, created a new world with upped ore frequency, and i cant find any ores anywhere. I travelled thousands of blocks to look for ore flowers and jumped into random caves to see if i can find some, but nothing.
Is there something specific i would have to change to get this work? Any config changes to Custom Ore Gen?
Thanks a lot!
-SC
Checkout my Let's Plays! https://www.youtube.com/seriouscreeper
Vanilla ores are disabled. Harder Ores essentially replaces them (the blocks still exist, but they don't generate).
Anyway, try running the command /cogEnableDebug true followed by /cogSettingEx .* drawwireframe true
The first one should turn on a few wireframes (redstone and lapis, iirc) the second will make sure ALL wireframes are turned on (the .* is regex, so you could turn all of them off (false at the end instead), then turn on iron by using .*iron.*). If you don't see any wireframes or getting some other error (be sure to check the console as well), then its probably a COG problem.
Hey
Alright so I tried out a few things. I tried to enable the debug command but it just printed out "Error: null".
Then I tried to use custom ore gen only and the debug command worked just fine, enabling all the wireframes and not giving me an error.
Tried again with hardlib + custom ore gen and that works as well.
As soon as I enable harder ores (and therefore ore flowers which curse enables automatically cause harder ores depends on it) I get the error again.
Which version of forge and cog are you using in your test environment? Is it the latest in as well?
Checkout my Let's Plays! https://www.youtube.com/seriouscreeper
That indicates that there is an error somewhere. Check the console for anything printed at the following points:
- Initialization (before loading a world)
- Creating a new world -> Cog Settings (if the GUI is blank, it prints the error)
- Loading into a world
- Running the command (probably nothing)
Oh, and my dev version of COG may be more recent than the latest compile. Lawremi might have unpublished changes.
Hey thanks for replying so quickly!
Only error i see during world gen is this: http://pastebin.com/W4fJj54Z
Which i assume doesn't really have much to do with harder ores?
The latest public version of COG is from November 4th. There have been quite a few commits in between from the looks of it.
I'm gonna pull and compile the latest version from github and see if it works with that one.
Thanks,
SC
Checkout my Let's Plays! https://www.youtube.com/seriouscreeper
Hm yeah so even when i compile Cutom Ore Gen (1.2.26-71) i get the same Error: null thing and nothing else. Very strange.
Curious if anyone else has tried to use it in 1.10 yet and had similar results.
Checkout my Let's Plays! https://www.youtube.com/seriouscreeper