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    posted a message on Mariculture 1.2.4.2 ~ Updated 21/04/2015
    Thaum3: It's a bug if it's doing something the designer didn't intend, I'm guessing mod authors would prefer their users report bugs, even if they produce cool terrain features. As to the Botania thing, that may be. I'm not sure how you can determine that from a screenshot. I think my bug isolation method wasn't as thorough as it could have been (see below).

    Joshie: Sorry, I may have sent you on a wild goose chase. I created a new world with that seed to try to isolate the cause of the worldgen problem more carefully, and found that it isn't present. I ultimately don't know what's causing it. I assumed Mariculture because it was the last mod I installed, it seemed to correlate with ocean features, and regenerating the world without Mariculture didn't produce the same issue. Having just recreated the world with Mariculture without encountering the same problem leaves me wondering if it was something else entirely or just a one-off fluke. Thanks for looking into it anyway.
    Posted in: Minecraft Mods
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    posted a message on Mariculture 1.2.4.2 ~ Updated 21/04/2015
    Quote from joshie
    That's a side effect of my increase in Ocean Depth. I'll have to mess around with values to see if I can get something not so 'broken'. I thought I had balanced it out, as I was getting similiar and fixed, but I guess not fixed enough :P

    Would you mind posting that seed, so I can test around with it? (As well as your BOP Config so I'd have same biomes etc.)

    Seed is: 7512743400666124898

    The BoP config is unaltered from stock for the current version. Here's the BoP config folder just in case: https://www.dropbox.com/s/tosvxk42fongky3/biomesoplenty.zip
    Posted in: Minecraft Mods
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    posted a message on Mariculture 1.2.4.2 ~ Updated 21/04/2015
    I'm glad you have some ideas for it. Let me know if I can give you any more observations.

    I was looking around that test map and found some more oddities further from origin along X=Z. Maybe some of the generated chunks are getting displaced somehow?

    I also observe the severe shorelines at other random locations, but this weirdness along the diagonals really stands out.
    Posted in: Minecraft Mods
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    posted a message on Mariculture 1.2.4.2 ~ Updated 21/04/2015
    Using the latest Mariculture on 1.7.10 with a number of other mods, notably BoP, I'm experiencing odd terrain generation near shorelines. Along chunk boundaries I see abrupt elevation changes which is the clearest indication that something is amiss. I found 2 locations on a test world in which the issue is very obvious, where shorelines appear near imaginary lines extending from 0,0 where |X|==|Z| (NW, NE, SW, SE).

    I'm including a pair screenshots taken from 2 maps generated with the same seed, in the same location and facing direction. The only difference is the inclusion of Mariculture.
    Posted in: Minecraft Mods
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    posted a message on [ADDON][1.6.4] Ex Aliquo, an Ex Nihilo Companion
    Quote from Zerokyuuni

    It was totally unintentional and a massive derp on my part. Has been fixed for the next update



    Glad to be able to help. I have another one for you: Atlarus is missing from Sieve and Hammer recipes, so there's no way to obtain atlarus ore gravel/sand/dust or broken/crushed/pulverized atlarus.
    Posted in: WIP Mods
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    posted a message on [ADDON][1.6.4] Ex Aliquo, an Ex Nihilo Companion
    I'm running current Ex Nihilo, Ex Aliquo and Mariculture for 1.6.4, Using a hammer on any Limestone block (ore dictionary blockLimestone) produces between 4 and 7 Mariculture Limestone, allowing infinite limestone.

    This seems unintentional.
    Posted in: WIP Mods
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