1) Is there a way to force the generation of ore onto an existing map? Longer explanation of goals and such...I'm moving to 1.10.2 from 1.7.10 for the first time, and I'd like to start playing with my wife and friends now. Thaumcraft doesn't support 1.10.2 yet, but it's coming. My end goal is to add Thaumcraft and Reasonable Realism to my world, but I want Thaumcraft ores generated using Harder Ores/COG, and I'm in the middle of upgrading my desktop computer and server, and my older server hardware can't really handle Harder Ores gen now anyway. Lags like heck, lol. So I'd be happy to use vanilla generation right now, play for a few months, then when TC drops I can add both in, and force an ore regen. I'm happy to deal with a few blocks being replaced with ore, or other slight replacement bugs when COG does its replacement pass.
2) How would I go about changing the season length to...say 10hrs gameplay per season, or something close? I remember trying a bunch of stuff but never quite getting there.
3) Again when previously playing, I noticed that vanilla potatoes and carrots growth didn't get slowed down like everything else. It was frustrating because I was using Hunger Overhaul and we could cheat food growth anytime we wanted :/. What could cause this?
1) Is there a way to force the generation of ore onto an existing map? Longer explanation of goals and such...I'm moving to 1.10.2 from 1.7.10 for the first time, and I'd like to start playing with my wife and friends now. Thaumcraft doesn't support 1.10.2 yet, but it's coming. My end goal is to add Thaumcraft and Reasonable Realism to my world, but I want Thaumcraft ores generated using Harder Ores/COG, and I'm in the middle of upgrading my desktop computer and server, and my older server hardware can't really handle Harder Ores gen now anyway. Lags like heck, lol. So I'd be happy to use vanilla generation right now, play for a few months, then when TC drops I can add both in, and force an ore regen. I'm happy to deal with a few blocks being replaced with ore, or other slight replacement bugs when COG does its replacement pass.
I don't think so. You'd have to check with COG on that.
2) How would I go about changing the season length to...say 10hrs gameplay per season, or something close? I remember trying a bunch of stuff but never quite getting there.
1.10, this isn't a thing you can do.
3) Again when previously playing, I noticed that vanilla potatoes and carrots growth didn't get slowed down like everything else. It was frustrating because I was using Hunger Overhaul and we could cheat food growth anytime we wanted :/. What could cause this?
Weird, dunno. There might've been some kind of inter-mod interference that was causing things to not work as intended. I can't say I've ever had that report before.
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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.
Weird, dunno. There might've been some kind of inter-mod interference that was causing things to not work as intended. I can't say I've ever had that report before.
What do you mean, isn't a thing you can do? Like, not something you exposed to configuration? Or seasons are built into MC in 1.10 and cannot have their length changes?
What do you mean, isn't a thing you can do? Like, not something you exposed to configuration? Or seasons are built into MC in 1.10 and cannot have their length changes?
The latter. Harder Farming is not Harder Wildlife and does not include seasonal effects.
I wasn't entirely happy with how they'd been done and how they turned out.
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.
Ahh, missed seeing that in the 1.10 notes. Well, I really liked your season implementation, if it makes you feel better :). But I was playing with Forestry in 1.7.10 and having seasons rotate every few days made beekeeping a horrible pain :P.
Ahh, missed seeing that in the 1.10 notes. Well, I really liked your season implementation, if it makes you feel better :). But I was playing with Forestry in 1.7.10 and having seasons rotate every few days made beekeeping a horrible pain :P.
Beekeeping was only one of many problems.
It's something I want to bring back again at some point, but so much of it relied on ASM and ASM is not the most stable of code. I'd rather have clean hooks through Forge.
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.
Hey Draco, I was looking for a way to increase day cycle length for my server and came across the Stellar Sky/Stellar API mods. They're long-running stable mods that appear to operate without bugs in any of the other 56 mods I'm running on my server :P. It allows for configurable day length and year length, so it may be a stable base for you to move forward on your seasons. The only problems I had with your old season implementation was that it rotated so fast I could barely farm bees or grow certain plants.
I personally found that a time factor of 2 (gave 128 day years if I recall correctly) worked better than 1 (64 day years). It was long enough for everything to melt properly in the summers.
If I were to hack at anything in the code, I'd make priority number 1 being "/time set 0 should have the same temperature offset as vanilla, so that worldgen gives vanilla water/snow/ice layout". Call me odd, but I like to see sugar cane growing properly, and it helps when doing terrain comparisons with extreme hills...
I never did play with bees, but I can see that constant changing environment would mess them up big time.
EDIT: GOOD NEWS! Twilight forest is now officially open source (LPGL), so it can now be recompiled with fixed colors for twilight swamp. Suddenly, twilight forest and seasonal changes will no longer crash you 100% of the time.
(Doesn't even need a code change -- Benematic put the code change in a while back, but never made a release after that point.)
(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 Draco, I was looking for a way to increase day cycle length for my server and came across the Stellar Sky/Stellar API mods. They're long-running stable mods that appear to operate without bugs in any of the other 56 mods I'm running on my server :P. It allows for configurable day length and year length, so it may be a stable base for you to move forward on your seasons. The only problems I had with your old season implementation was that it rotated so fast I could barely farm bees or grow certain plants.
Oh sweet.
Link me up man, I'll check them out when I have time.
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.
1) is there no ore tracking for lapis? I always seem to have a very hard time finding lapis veins. I pumped up the spawn a LOT, and added it to many more biomes, but the only way I've ever found a vein is by turning on debugging out of frustration :/.
2) could the grindstone be rigged to accept the RF/t energy input from Immersive Engineering as an alternative to your windmill vanes? Sorry, but the the IE windmill is just so cool :P.
3) The grindstone also doesn't make sound for me anymore. It did in my 1.7.10 game, but I've yet to hear the grinding sound in my 1.10.2 game. Unsure if this is a bug or what.
1) is there no ore tracking for lapis? I always seem to have a very hard time finding lapis veins. I pumped up the spawn a LOT, and added it to many more biomes, but the only way I've ever found a vein is by turning on debugging out of frustration :/
Not currently.
2) could the grindstone be rigged to accept the RF/t energy input from Immersive Engineering as an alternative to your windmill vanes? Sorry, but the the IE windmill is just so cool :P.
The millstone isn't intended to be accepting of RF because it is a low tech device. Sorry!
3) The grindstone also doesn't make sound for me anymore. It did in my 1.7.10 game, but I've yet to hear the grinding sound in my 1.10.2 game. Unsure if this is a bug or what.
Most likely a bug. One that's fairly low priority as it's more of an ambient 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.
No. But they don't die either.
That was part of the Wildlife changes in 1.7 that didn't get ported to 1.10 as I wasn't entirely happy with it. The balance between death-rates and regrowth-rates weren't evenly matched in all cases and was kind of hacky (e.g. immortal trees).
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.
Add a feature to where when water flows it destroys the source block and spreads out and stays (Ex. digging out under lakes makes them fall down too) - also make doors and trapdoors spill water through them when they open underwater
Add a feature to where when water flows it destroys the source block and spreads out and stays (Ex. digging out under lakes makes them fall down too) - also make doors and trapdoors spill water through them when they open underwater
The first one is called finite fluids and I'm not touching that with a ten foot pole. It's a really complicated problem that I want no part of.
The second is just troublesome. Possible (I did it with the gas in Harder Underground) but it would require rewriting the vanilla water block and that I don't want to do.
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.
For 1.7.10, you want Realistic Fluids Overhaul, and in particular you want my fork of it. It is "good enough" for single player, but will clobber a server (too many block updates sent to the clients).
Improvements are needed. It works, but has serious shortcomings dealing with unloaded chunks being re-loaded.
I think I finally found a way to make it work with forge's finite fluid system. I just need to make a different finite fluid block that matches vanilla's behavior (0 = full instead of 7 = full).
(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?
Finally got around to fixing everything up for 1.11.2 and giving it a good bash to make sure everything works.
As far as I can tell, it does!
Well, except for this super occasional "server has stopped running" crash that leaves no trace of its existence. No idea what's causing it (and may just be my computer being ducking weird) so I can't even pin it down to being my code, much less which bit.
Now to wait on 1.13 before updating to 1.12!
(Also, tiny bugfix for 1.10 that I don't think anybody even noticed...)
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?
Three questions:
1) Is there a way to force the generation of ore onto an existing map? Longer explanation of goals and such...I'm moving to 1.10.2 from 1.7.10 for the first time, and I'd like to start playing with my wife and friends now. Thaumcraft doesn't support 1.10.2 yet, but it's coming. My end goal is to add Thaumcraft and Reasonable Realism to my world, but I want Thaumcraft ores generated using Harder Ores/COG, and I'm in the middle of upgrading my desktop computer and server, and my older server hardware can't really handle Harder Ores gen now anyway. Lags like heck, lol. So I'd be happy to use vanilla generation right now, play for a few months, then when TC drops I can add both in, and force an ore regen. I'm happy to deal with a few blocks being replaced with ore, or other slight replacement bugs when COG does its replacement pass.
2) How would I go about changing the season length to...say 10hrs gameplay per season, or something close? I remember trying a bunch of stuff but never quite getting there.
3) Again when previously playing, I noticed that vanilla potatoes and carrots growth didn't get slowed down like everything else. It was frustrating because I was using Hunger Overhaul and we could cheat food growth anytime we wanted :/. What could cause this?
I don't think so. You'd have to check with COG on that.
1.10, this isn't a thing you can do.
Weird, dunno. There might've been some kind of inter-mod interference that was causing things to not work as intended. I can't say I've ever had that report before.
What do you mean, isn't a thing you can do? Like, not something you exposed to configuration? Or seasons are built into MC in 1.10 and cannot have their length changes?
The latter. Harder Farming is not Harder Wildlife and does not include seasonal effects.
I wasn't entirely happy with how they'd been done and how they turned out.
Ahh, missed seeing that in the 1.10 notes. Well, I really liked your season implementation, if it makes you feel better :). But I was playing with Forestry in 1.7.10 and having seasons rotate every few days made beekeeping a horrible pain :P.
Beekeeping was only one of many problems.
It's something I want to bring back again at some point, but so much of it relied on ASM and ASM is not the most stable of code. I'd rather have clean hooks through Forge.
Hey Draco, I was looking for a way to increase day cycle length for my server and came across the Stellar Sky/Stellar API mods. They're long-running stable mods that appear to operate without bugs in any of the other 56 mods I'm running on my server :P. It allows for configurable day length and year length, so it may be a stable base for you to move forward on your seasons. The only problems I had with your old season implementation was that it rotated so fast I could barely farm bees or grow certain plants.
I personally found that a time factor of 2 (gave 128 day years if I recall correctly) worked better than 1 (64 day years). It was long enough for everything to melt properly in the summers.
If I were to hack at anything in the code, I'd make priority number 1 being "/time set 0 should have the same temperature offset as vanilla, so that worldgen gives vanilla water/snow/ice layout". Call me odd, but I like to see sugar cane growing properly, and it helps when doing terrain comparisons with extreme hills...
I never did play with bees, but I can see that constant changing environment would mess them up big time.
EDIT: GOOD NEWS! Twilight forest is now officially open source (LPGL), so it can now be recompiled with fixed colors for twilight swamp. Suddenly, twilight forest and seasonal changes will no longer crash you 100% of the time.
(Doesn't even need a code change -- Benematic put the code change in a while back, but never made a release after that point.)
* 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?
Oh sweet.
Link me up man, I'll check them out when I have time.
Please do - I really miss your seasons :).
https://minecraft.curseforge.com/projects/stellar-api
https://minecraft.curseforge.com/projects/stellar-sky
A couple things:
1) is there no ore tracking for lapis? I always seem to have a very hard time finding lapis veins. I pumped up the spawn a LOT, and added it to many more biomes, but the only way I've ever found a vein is by turning on debugging out of frustration :/.
2) could the grindstone be rigged to accept the RF/t energy input from Immersive Engineering as an alternative to your windmill vanes? Sorry, but the the IE windmill is just so cool :P.
3) The grindstone also doesn't make sound for me anymore. It did in my 1.7.10 game, but I've yet to hear the grinding sound in my 1.10.2 game. Unsure if this is a bug or what.
Not currently.
The millstone isn't intended to be accepting of RF because it is a low tech device. Sorry!
Most likely a bug. One that's fairly low priority as it's more of an ambient feature.
Do trees regrow naturally in the 1.10.2 version?
No. But they don't die either.
That was part of the Wildlife changes in 1.7 that didn't get ported to 1.10 as I wasn't entirely happy with it. The balance between death-rates and regrowth-rates weren't evenly matched in all cases and was kind of hacky (e.g. immortal trees).
Add a feature to where when water flows it destroys the source block and spreads out and stays (Ex. digging out under lakes makes them fall down too) - also make doors and trapdoors spill water through them when they open underwater
The first one is called finite fluids and I'm not touching that with a ten foot pole. It's a really complicated problem that I want no part of.
The second is just troublesome. Possible (I did it with the gas in Harder Underground) but it would require rewriting the vanilla water block and that I don't want to do.
I didn't even know finite fluids existed
Thanks there, and this mod is really cool! Thanks for responding!
Finite fluids ...
For 1.7.10, you want Realistic Fluids Overhaul, and in particular you want my fork of it. It is "good enough" for single player, but will clobber a server (too many block updates sent to the clients).
Improvements are needed. It works, but has serious shortcomings dealing with unloaded chunks being re-loaded.
I think I finally found a way to make it work with forge's finite fluid system. I just need to make a different finite fluid block that matches vanilla's behavior (0 = full instead of 7 = full).
* 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?
Finally got around to fixing everything up for 1.11.2 and giving it a good bash to make sure everything works.
As far as I can tell, it does!
Well, except for this super occasional "server has stopped running" crash that leaves no trace of its existence. No idea what's causing it (and may just be my computer being ducking weird) so I can't even pin it down to being my code, much less which bit.
Now to wait on 1.13 before updating to 1.12!
(Also, tiny bugfix for 1.10 that I don't think anybody even noticed...)
Hmm, any chance that that crash came from another mod we were using? We could try again without that skybox mod, for example.
* 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?