In the meantime, if you generate a world with Debugging mode turned on (COG's general tab) and turn wireframes on (a setting that shows up when you turn debugging on) that should make wireframes visible initially, even if commands are broke.
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.
That didn't seem to work, or perhaps I don't see any wireframes because none have generated.
Entirely likely.
Try one thing for me, if you would:
Set all of the Hard Ores distributions to "none" and see if you get wireframes / commands. I doubt that you will, but if you do, then that points to there being something in my configs that is causing COG to do naughty things (although COG should handle the problem should it arise); I've just never been able to locate it.
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Sorry, but that still didn't get me any wireframes/commands.
Darn.
There's definitely something going wrong. I was hoping that maybe it was something in my distribution files, but if all the distributions are set to "none" then it's not that.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Darn.
There's definitely something going wrong. I was hoping that maybe it was something in my distribution files, but if all the distributions are set to "none" then it's not that.
Yeah just to confirm, doesn't work for me either if i set it to none. Neither enabling the Debugging through the Custom Ore Gen options when creating a world, nor when typing the cogEnableDebugging true command (prints out the error: null thing again).
Yeah, that error is thrown when something went terribly wrong inside COG and stuff is just flat broken. I tried figuring out once why the command did that, rather than throwing a more helpful error, but I wasn't.
Also, I found an issue with the Foundry. The molds weren't being created correctly and the foundry wasn't accepting them. I've also realized that the vanilla stone variants aren't oredicted as something generic allowing all forms of stone to be used in recipes the way I had intended, so I'll be updating HardLib to handle registering those (as I have a recipe in both Harder Ores and Expanded Industry that would benefit). Would be non-critical to update the lib, other than to get the less restrictive recipe.
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 lib is not required, but will make crafting the millstone and foundry easier (will use any vanilla stone variant).
Should at least work around the error in COG's regex (I decided to put a breakpoint at the offending line and see what the block descriptor was which let me locate the config that was causing the problem). I'll want to change it back when COG gets fixed though.
Also fixed an error in the Foundry and casting mold that was preventing imprinted molds from being inserted into the Foundry: they were being given excess NBT data that was messing things up (you'll have to trash any busted ones).
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 lib is not required, but will make crafting the millstone and foundry easier (will use any vanilla stone variant).
Should at least work around the error in COG's regex (I decided to put a breakpoint at the offending line and see what the block descriptor was which let me locate the config that was causing the problem). I'll want to change it back when COG gets fixed though.
Also fixed an error in the Foundry and casting mold that was preventing imprinted molds from being inserted into the Foundry: they were being given excess NBT data that was messing things up (you'll have to trash any busted ones).
Awesome, seems to work great now! See all the harder ores and the ore flowers, so far so good. Thanks a lot for getting this sorted out so quickly, gonna be awesome
No prospecting in 1.10? any plans for that or how are we supposed to find ores?
That feature is handled by Ore Flowers. Harder Ores requires Ore Flowers in order to run. So it's still around, it just isn't duplicate code any more.
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Oh right! Yeah, that makes sense.
also is there a specific reason andesite or granite are not allowed for the stone tools?
Originally because I was using Gany's Surface or some other mod that was supplying a diorite rather than vanilla. I meant to look in on granite and andesite as viable tool material and never got around to it. In any case, diorite is pretty common. It's intended to be "limited access, but readily available" as opposed to the vanilla "dig a hole, mine 11 cobblestone: 3 for a new pick, 8 for a furnace."
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 found an issue with your mod (well actually it's probably an issue with COG) Copper Veins never generate. I even made a world with nothing but copper and flew around with the COG debug wireframes on : and couldn't find a single bit of copper. Which was completely bizarre since diamonds were everywhere. Switching to clusters instead of veins does actually generate copper and its corresponding flower though so I think it may be a problem with the COG config.
I have a lot of little mods but the only ones that touch world gen are....
- Immersive engineering (Where the copper is from)
- RealisticTerrainGenerator and Climate Control (An obvious culprit but the issue still occurs in vanilla worlds)
So far copper is the only ore I have noticed missing but other ores have also been strangely lacking (coal as an example)
Again it's probably not even your mods fault but figured I should make a post here anyways.
Launched Version: 1.10.2-forge1.10.2-12.18.3.2221
LWJGL: 2.9.4
OpenGL: AMD Radeon (TM) R9 380 Series GL version 4.5.13464 Compatibility Profile Context 21.19.384.0, ATI Technologies Inc.
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.
Using VBOs: No
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: glitchsdefaultpack10606921.zip, realistico-19-07-demo.zip
Current Language: English (US)
Profiler Position: N/A (disabled)
CPU: 4x Intel(R) Core(TM) i3-4160 CPU @ 3.60GHz
OptiFine Version: OptiFine_1.10.2_HD_U_D6
Render Distance Chunks: 5
Mipmaps: 0
Anisotropic Filtering: 1
Antialiasing: 0
Multitexture: false
Shaders: Continuum1.3-preview3.zip
OpenGlVersion: 4.5.13464 Compatibility Profile Context 21.19.384.0
OpenGlRenderer: AMD Radeon (TM) R9 380 Series
OpenGlVendor: ATI Technologies Inc.
CpuCount: 4
Can you try and reproduce the missing ore with only RR? In the COG settings for creating a new world, go to the Hard Mod Ores tab and turn on "force mod ores" and then turn everything but copper off again.
If that generates copper, try and figure out what mod combination makes it vanish again. Shouldn't take more than a few tries, using a binary exclusion method (remove half of your other mods, if it doesn't happen, remove all and replace with half of the other half, etc.)
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Well after a couple hours of testing I have learned 2 things. That COG in debug mode is super buggy but also that for some reason harder copper ore has trouble generating when slate ore from the Better Agriculture Mod is present. Getting copper to show up in Vanilla worlds was hit and miss but in RTG worlds, even if the wireframe claimed there was copper, all I could find inside was slate, even your flowers were growing in areas that had slate but no copper(both Vanilla and RTG but in Vanilla worlds slate was mixed in with the copper). Anyways disabling slate in the config fixed the problem, Even when I turned on all of the mods again, but just out of curiosity what do you think was happening?
Here is the list of mods I had installed while testing the Slate-Copper conflict in case you want to reproduce it.
MC 1.10.2 - Mods were loaded with Magic Launcher
Forge(of course)
Optifine
HardLib-v1b
ExpandedIndustry-1.10b
HarderOres-1.10d
OreFlowers-1.10b
CoustomOreGen-1.10.2-1.4.2
RTG-1.10.2-4.1.2.2
BetterAgriculture-1.10.2-1.0.1
Apologies if i'm missing any requisite mods, there are so many these days.
Also I used a world with the seed [-644426779172172417] for both RTG and Vanilla worlds as well as having copper turned up to 5 in COG menu.
Thanks for the help by the way. I never would have guessed that one tiny ore was responsible.
Forgot to mention yesterday that I pushed a new build of Ore Flowers.
(Non-vanilla) flowers can now be outright destroyed and are instead harvested by either sneaking when breaking them or by using shears. Suggestion came from JasonAnaminus.
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Hi Draco18s, I've got a question about the 1.7.10 version of Harder Wildlife, please.
I'm part of Hostile Networks, working with CosmicDan on the Reign modpack. The Ore Flowers and seasons/lunar cycle are going great, by the way. The problem is with animal breeding in Harder Wildlife. I tamed 2 wolves, and now my entire base has become overrun with tamed dogs and their graves (graves from the gravestone mod. They merely give me an indication of how many dogs have died. With settings on default, after logging out of the server for about 10 hours, I came back and there were over 100 graves. There's at least 60 dogs. Too many to count). And I haven't even started trying to breed Vanilla and MoCreatures horses yet.
So I'm looking for a way to exclude entities from the lifespan/breeding features of Harder Wildlife. I've tried setting special age scaling for wolves to 0 in the config but this results in a divide by zero error. Setting it to 1 still results in a base full of dog graves and dogs - it just takes twice as long to get to that state. What I'd really like is a way to exclude specific entities from the whole aging and breeding function entirely (perhaps with an age rate override?), while still keeping everything else aging and breeding at their current rate (which is perfect).
It occurred to me that I could achieve something along these lines by increasing the global animalMaxAge to its max (2000000), then tweak the ageFactor for every entity that I do want aging and breeding as normal, but that's a very large number of entities. I'm also not sure if that's going to affect the breeding rate. Will animals that have max age still breed, resulting in overpopulation? That would be terrible. Aside from the obvious reasons, my concern is with the horses - both vanilla and MoCreatures. Those top-tier flying Pegasus horses are very hard to breed and also hard to heal. I've disabled the amulet that allowed players to just "pocket" them when danger arrives. I'm happy with that, as it balances out the difficulty of traversing the terrain. But if the Pegassus can breed the way the tamed wolves do, it'd be an absolute disaster.
Is there something you can suggest that will help with this? Or is there any possibility of adding an exclusion list to the mod's config?
I tamed 2 wolves, and now my entire base has become overrun with tamed dogs and their graves (graves from the gravestone mod. They merely give me an indication of how many dogs have died. With settings on default, after logging out of the server for about 10 hours, I came back and there were over 100 graves. There's at least 60 dogs. Too many to count).
AH HAHAHA, that's funny.
Uh, anyway, pop open the config and look for the section on immortal entities S:AcceleratedAging.
****. Hm.
The wolves shouldn't do the Aging task if they have an owner...Ooh.
Oh.
Yeah, that would be a problem.
For now, just disable animal aging. That should turn the whole thing off. I'm going to put in a few fixes, as this is a big problem and an easy fix.
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 Meaning of Life, the Universe, and Everything.
Join Date:
4/13/2012
Posts:
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Minecraft:
Stevemobs
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KrautKiller15
Member Details
I've encountered somewhat of an issue with some mod in this pack involving the vanilla stone tools.
Some mod in this pack seems to attempt to change the recipe to allow diorite, andesite and granite to be used in the crafting recipes for stone tools. A good idea, but sadly it seems that it has caused the crafting recipes to only accept diorite.
I concluded it was something in these mods, as the issue only appeared when I installed these. I assumed it would be Expanded Industry doing this, but uninstalling it did nothing to fix the issue. Uninstalling the entire pack also did nothing.
I ended up reinstalling Minecraft and, though I want to use some of these mods, I'd like to know which one, if any, alters the recipes, so I may avoid installing it in future.
I'm using the 1.10.2 versions of the mods.
Nevermind, I just figured out what mod did it and that it was intended.
Ok, yeah, looks like there's still an issue on COG's end of things.
Open an issue here: https://github.com/lawremi/CustomOreGen/issues
In the meantime, if you generate a world with Debugging mode turned on (COG's general tab) and turn wireframes on (a setting that shows up when you turn debugging on) that should make wireframes visible initially, even if commands are broke.
Entirely likely.
Try one thing for me, if you would:
Set all of the Hard Ores distributions to "none" and see if you get wireframes / commands. I doubt that you will, but if you do, then that points to there being something in my configs that is causing COG to do naughty things (although COG should handle the problem should it arise); I've just never been able to locate it.
Darn.
There's definitely something going wrong. I was hoping that maybe it was something in my distribution files, but if all the distributions are set to "none" then it's not that.
Wow 1.7.10 -> 1.10 was fairly quick, Nice work!
Yeah just to confirm, doesn't work for me either if i set it to none. Neither enabling the Debugging through the Custom Ore Gen options when creating a world, nor when typing the cogEnableDebugging true command (prints out the error: null thing again).
Checkout my Let's Plays! https://www.youtube.com/seriouscreeper
Yeah, that error is thrown when something went terribly wrong inside COG and stuff is just flat broken. I tried figuring out once why the command did that, rather than throwing a more helpful error, but I wasn't.
Also, I found an issue with the Foundry. The molds weren't being created correctly and the foundry wasn't accepting them. I've also realized that the vanilla stone variants aren't oredicted as something generic allowing all forms of stone to be used in recipes the way I had intended, so I'll be updating HardLib to handle registering those (as I have a recipe in both Harder Ores and Expanded Industry that would benefit). Would be non-critical to update the lib, other than to get the less restrictive recipe.
Pushed a new build of Lib, Ores, and Industry.
New lib is not required, but will make crafting the millstone and foundry easier (will use any vanilla stone variant).
Should at least work around the error in COG's regex (I decided to put a breakpoint at the offending line and see what the block descriptor was which let me locate the config that was causing the problem). I'll want to change it back when COG gets fixed though.
Also fixed an error in the Foundry and casting mold that was preventing imprinted molds from being inserted into the Foundry: they were being given excess NBT data that was messing things up (you'll have to trash any busted ones).
Awesome, seems to work great now! See all the harder ores and the ore flowers, so far so good. Thanks a lot for getting this sorted out so quickly, gonna be awesome
Checkout my Let's Plays! https://www.youtube.com/seriouscreeper
No prospecting in 1.10? any plans for that or how are we supposed to find ores?
That feature is handled by Ore Flowers. Harder Ores requires Ore Flowers in order to run. So it's still around, it just isn't duplicate code any more.
Oh right! Yeah, that makes sense.
also is there a specific reason andesite or granite are not allowed for the stone tools?
Originally because I was using Gany's Surface or some other mod that was supplying a diorite rather than vanilla. I meant to look in on granite and andesite as viable tool material and never got around to it. In any case, diorite is pretty common. It's intended to be "limited access, but readily available" as opposed to the vanilla "dig a hole, mine 11 cobblestone: 3 for a new pick, 8 for a furnace."
Hello, I found an issue with your mod (well actually it's probably an issue with COG) Copper Veins never generate. I even made a world with nothing but copper and flew around with the COG debug wireframes on : and couldn't find a single bit of copper. Which was completely bizarre since diamonds were everywhere. Switching to clusters instead of veins does actually generate copper and its corresponding flower though so I think it may be a problem with the COG config.
I have a lot of little mods but the only ones that touch world gen are....
- Immersive engineering (Where the copper is from)
- RealisticTerrainGenerator and Climate Control (An obvious culprit but the issue still occurs in vanilla worlds)
So far copper is the only ore I have noticed missing but other ores have also been strangely lacking (coal as an example)
Again it's probably not even your mods fault but figured I should make a post here anyways.
I'm running Minecraft 1.10.2 btw
More details below
Details:
Minecraft Version: 1.10.2
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_73, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 3690179184 bytes (3519 MB) / 6163005440 bytes (5877 MB) up to 6163005440 bytes (5877 MB)
JVM Flags: 3 total; -Xms6000m -Xmx6000m -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump
IntCache: cache: 8, tcache: 0, allocated: 1, tallocated: 20
FML: MCP 9.32 Powered by Forge 12.18.3.2221 Optifine OptiFine_1.10.2_HD_U_D6 52 mods loaded, 52 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
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UCHIJAAAAAA creativecoredummy{1.0.0} [CreativeCoreDummy] (minecraft.jar)
UCHIJAAAAAA littletilescore{1.0.0} [LittleTilesCore] (minecraft.jar)
UCHIJAAAAAA io.github.elytra.movingworld.common.asm.coremod{} [MovingWorld CORE] (minecraft.jar)
UCHIJAAAAAA infinitylib{1.10.2-0.6.0} [InfinityLib] (infinitylib-0.6.0.jar)
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UCHIJAAAAAA coroutil{1.10.2-1.1.11} [CoroUtil Library] (coroutil-1.10.2-1.1.11.jar)
UCHIJAAAAAA zombieawareness{1.10.2-1.11.1} [Zombie Awareness] (zombieawareness-1.10.2-1.11.1.jar)
UCHIJAAAAAA mobends{0.22.5} [Mo'Bends] (mobends-0.22.5_for_MC-1.10.2.jar)
UCHIJAAAAAA placeableitems{3.0.3.1} [Placeable Items Mod] (placeableitems-3.0.3.1.jar)
UCHIJAAAAAA RTG{4.1.2.2} [Realistic Terrain Generation] (RTG-1.10.2-4.1.2.2.jar)
UCHIJAAAAAA customspawner{3.10.1} [DrZhark's CustomSpawner] (CustomMobSpawner 3.10.1.jar)
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UCHIJAAAAAA hardlib{1} [HardLib] (1.10.2-HardLib-v1b (1).jar)
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UCHIJAAAAAA harderores{1.1.0d} [Harder Ores] (1.10.2-HarderOres-1.1.0d.jar)
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Loaded coremods (and transformers):
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mods.betterfoliage.loader.BetterFoliageTransformer
LittlePatchingLoader (LittleTiles v1.3.0 mc1.10.2.jar)
com.creativemd.littletiles.LittleTilesTransformer
MovingWorldCoreMod (movingworld-1.10.2-0007-full.jar)
AppleCore (AppleCore-mc1.10.2-2.1.0.jar)
squeek.applecore.asm.TransformerModuleHandler
CreativePatchingLoader (CreativeCore v1.6.16 mc1.10.2.jar)
GL info: ' Vendor: 'ATI Technologies Inc.' Version: '4.5.13464 Compatibility Profile Context 21.19.384.0' Renderer: 'AMD Radeon (TM) R9 380 Series'
Pulsar/tconstruct loaded Pulses:
- TinkerCommons (Enabled/Forced)
- TinkerWorld (Enabled/Not Forced)
- TinkerTools (Enabled/Not Forced)
- TinkerHarvestTools (Enabled/Forced)
- TinkerMeleeWeapons (Enabled/Forced)
- TinkerRangedWeapons (Enabled/Forced)
- TinkerModifiers (Enabled/Forced)
- TinkerSmeltery (Enabled/Not Forced)
- TinkerGadgets (Enabled/Not Forced)
- TinkerOredict (Enabled/Forced)
- TinkerIntegration (Enabled/Forced)
- TinkerFluids (Enabled/Forced)
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Launched Version: 1.10.2-forge1.10.2-12.18.3.2221
LWJGL: 2.9.4
OpenGL: AMD Radeon (TM) R9 380 Series GL version 4.5.13464 Compatibility Profile Context 21.19.384.0, ATI Technologies Inc.
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.
Using VBOs: No
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: glitchsdefaultpack10606921.zip, realistico-19-07-demo.zip
Current Language: English (US)
Profiler Position: N/A (disabled)
CPU: 4x Intel(R) Core(TM) i3-4160 CPU @ 3.60GHz
OptiFine Version: OptiFine_1.10.2_HD_U_D6
Render Distance Chunks: 5
Mipmaps: 0
Anisotropic Filtering: 1
Antialiasing: 0
Multitexture: false
Shaders: Continuum1.3-preview3.zip
OpenGlVersion: 4.5.13464 Compatibility Profile Context 21.19.384.0
OpenGlRenderer: AMD Radeon (TM) R9 380 Series
OpenGlVendor: ATI Technologies Inc.
CpuCount: 4
You've got a pretty big mod list there.
Can you try and reproduce the missing ore with only RR? In the COG settings for creating a new world, go to the Hard Mod Ores tab and turn on "force mod ores" and then turn everything but copper off again.
If that generates copper, try and figure out what mod combination makes it vanish again. Shouldn't take more than a few tries, using a binary exclusion method (remove half of your other mods, if it doesn't happen, remove all and replace with half of the other half, etc.)
Sure thing, I will try that out later today.
Well after a couple hours of testing I have learned 2 things. That COG in debug mode is super buggy but also that for some reason harder copper ore has trouble generating when slate ore from the Better Agriculture Mod is present. Getting copper to show up in Vanilla worlds was hit and miss but in RTG worlds, even if the wireframe claimed there was copper, all I could find inside was slate, even your flowers were growing in areas that had slate but no copper(both Vanilla and RTG but in Vanilla worlds slate was mixed in with the copper). Anyways disabling slate in the config fixed the problem, Even when I turned on all of the mods again, but just out of curiosity what do you think was happening?
Here is the list of mods I had installed while testing the Slate-Copper conflict in case you want to reproduce it.
MC 1.10.2 - Mods were loaded with Magic Launcher
Forge(of course)
Optifine
HardLib-v1b
ExpandedIndustry-1.10b
HarderOres-1.10d
OreFlowers-1.10b
CoustomOreGen-1.10.2-1.4.2
RTG-1.10.2-4.1.2.2
BetterAgriculture-1.10.2-1.0.1
Apologies if i'm missing any requisite mods, there are so many these days.
Also I used a world with the seed [-644426779172172417] for both RTG and Vanilla worlds as well as having copper turned up to 5 in COG menu.
Thanks for the help by the way. I never would have guessed that one tiny ore was responsible.
Forgot to mention yesterday that I pushed a new build of Ore Flowers.
(Non-vanilla) flowers can now be outright destroyed and are instead harvested by either sneaking when breaking them or by using shears. Suggestion came from JasonAnaminus.
Hi Draco18s, I've got a question about the 1.7.10 version of Harder Wildlife, please.
I'm part of Hostile Networks, working with CosmicDan on the Reign modpack. The Ore Flowers and seasons/lunar cycle are going great, by the way. The problem is with animal breeding in Harder Wildlife. I tamed 2 wolves, and now my entire base has become overrun with tamed dogs and their graves (graves from the gravestone mod. They merely give me an indication of how many dogs have died. With settings on default, after logging out of the server for about 10 hours, I came back and there were over 100 graves. There's at least 60 dogs. Too many to count). And I haven't even started trying to breed Vanilla and MoCreatures horses yet.
So I'm looking for a way to exclude entities from the lifespan/breeding features of Harder Wildlife. I've tried setting special age scaling for wolves to 0 in the config but this results in a divide by zero error. Setting it to 1 still results in a base full of dog graves and dogs - it just takes twice as long to get to that state. What I'd really like is a way to exclude specific entities from the whole aging and breeding function entirely (perhaps with an age rate override?), while still keeping everything else aging and breeding at their current rate (which is perfect).
It occurred to me that I could achieve something along these lines by increasing the global animalMaxAge to its max (2000000), then tweak the ageFactor for every entity that I do want aging and breeding as normal, but that's a very large number of entities. I'm also not sure if that's going to affect the breeding rate. Will animals that have max age still breed, resulting in overpopulation? That would be terrible. Aside from the obvious reasons, my concern is with the horses - both vanilla and MoCreatures. Those top-tier flying Pegasus horses are very hard to breed and also hard to heal. I've disabled the amulet that allowed players to just "pocket" them when danger arrives. I'm happy with that, as it balances out the difficulty of traversing the terrain. But if the Pegassus can breed the way the tamed wolves do, it'd be an absolute disaster.
Is there something you can suggest that will help with this? Or is there any possibility of adding an exclusion list to the mod's config?
Thank you for your time.
AH HAHAHA, that's funny.
Uh, anyway, pop open the config and look for the section on immortal entities S:AcceleratedAging.****. Hm.
The wolves shouldn't do the Aging task if they have an owner...Ooh.
Oh.
Yeah, that would be a problem.
For now, just disable animal aging. That should turn the whole thing off. I'm going to put in a few fixes, as this is a big problem and an easy fix.
Edit:
Uploaded a new 1.7.10 build of Wildlife.
Some mod in this pack seems to attempt to change the recipe to allow diorite, andesite and granite to be used in the crafting recipes for stone tools. A good idea, but sadly it seems that it has caused the crafting recipes to only accept diorite.
I concluded it was something in these mods, as the issue only appeared when I installed these. I assumed it would be Expanded Industry doing this, but uninstalling it did nothing to fix the issue. Uninstalling the entire pack also did nothing.
I ended up reinstalling Minecraft and, though I want to use some of these mods, I'd like to know which one, if any, alters the recipes, so I may avoid installing it in future.
I'm using the 1.10.2 versions of the mods.
Nevermind, I just figured out what mod did it and that it was intended.
Sad, really. I wanted to use Harder Ores.