Can you please update the configuration file? I found newly added sinkholes in mountain biome and wanted to configure them - but there are no options for them
Well, to be honest, it doesn't even crash. It just freezes completely during world generation after a player character is spawned and I walk a bit - and I have to kill the process. I have log opened at all times so I partially look at its window.
I had severe issues with runaway world gen in earlier versions of RTG, but then they killed that bug. Now I have COFH Core screaming that it cannot generate geodes when I tell it to. This is new, and I haven't understood why it appeared in the first place - this wasn't a thing a week ago.
As I understand a lot of errors write about failed attempts of loading the chunks that are being loaded or already loaded. They are in yellow color but still looks bad. Yesterday MultiMC told me it stopped logging the errors cause the game was creating too many.
Thank you for your broad answer, I will surely reinstall your mod without highlighted things. It may actually cause some of the ore gen error mayhem I have But still, I will need to pinpoint mod that causes error showers by good old take-one-out-run-game-see-what-happens routine
I've been tinkering with my private modpack lately. It has total custom ore generation powered by Cofh Core - I play on 1.7.10.
I have been receiving some rather weird crash logs. The program often mentions ChunkProvider. Did you by any chance tweak/modify ChunkProvider? Thank you in advance!
I'm just trying to pinpoint what exactly causes my worlds to load for too long. Hell, they generated faster when I had that ridiculous Geostrata around. I suspect WildCaves3 is to blame as it decorates cave systems with stuff.
I've installed two of your mods, DragonAPI (obviously) and GeoStrata. I have questions on their respective config files. Is there any documentation where functions are explained? I've been doing my own research on functions of GeoStrata to see what does what, but blindly messing with DragonAPI stuff seems not good to me.
And regarding GeoStrata options. Well, how do they even affect generation? The only radical change I've noticed is when I set "banded generation"=true and did not change heights of rock layers from 0. I've got these wide ~20 blocks in radius lens-like formations near the bedrock, made of 3-4 types of rock.
How does "density" parameter work? It seems to me that it simply controls dimensions of clusters, like LavaRock will be thicker with density=5. And density=0 does nothing, which is weird to me.
It also seems that there is no legit way to turn off generation of specific items, surface crystal spires, for example. Is that true?
Taking the advantage I want to express admiration on how you implemented crystal spires and opal - it looks incredible. Also Lava Rock - it is just pure fun, and looks awesome!
Thank you in advance!
Lava cart uses model of molten metal cart, that is used in steel mills. I think it will be reasonable to allow molten metals for it as well (extreme heat is no joke), and not allowing them for other tank carts.
I also managed to drown my locomotive in a 1 block water stream. "Locomotive was drowned" or something. Is this supposed to be so? Locomotive just disappears from existence, doesn't even drop itself.
Congratulations on the update! I was out of the loop, now I'm eager to see new stuff in my world!
It was a hard week at work, but nevertheless I've done Exosuit texturing for Flaxbeards Steam Power. I'd say I've covered most of the mod's machinery, as can be seen on screenshot below. I did most major armor platings for the suit. The framework of the suit is based on Megistus Eligius' Tinkers Construct exosuit, platings were taken from Vermillion Twilight's works, and the helmet is from Glimmar's works.
I will release my Flaxbeard's support when it will be ready, I still have to cover all gadgets for the suit and many more stuff nobody usually uses in this mod, like brass armor. With new Glimmar's tools from the newest version I will surely be able to make complete set of steam-powered tools.
I have a question of lava tank cart. Can it hold molten metals from Tinkers Construct? I have this awesome idea of my metal processing factory, where lava tank cart has the important role of taking molten metal out of arc furnace and hauling it 5 blocks further to the casting area.
Sometime this winter probably, there's a lot of stuff to cover. But 010 releases the end of this month and we've made a bunch of improvements to it, there's even new content, so you probably won't want to overlook it.
However, I make some rare releases of the new code that will be used for the 1.7/1.9 rewrite in my TiM repository, none of which are stable currently, but you can build it yourself to get the latest which is stable (finally). I also keep builds pre-made on my patreon for anyone who doesn't want to deal with the hassle of compiling and/or wants to send me some support (the link is on my blog).
In the rewrite I have collision boxes similar to the ender-dragon, dynamically moving inline, each box is only 1 block by 1 block, and 2 blocks tall, but I can have more than 80 of them per entity (so, it's a lot more precise).
Meantime in 009 and 010, the collision boxes are kind of buggy because, thanks to old minecraft code, they have to be the same width as length, and centered on the entity, so you'd end up running into blocks and other entities that aren't even in the way, especially on longer trains.
Well, that is a good news to me anyway! Thank you for your work on this!
What are your estimates on the release of a 1.7.10 version that will have good collision boxes?
I would like to ask a question about 1.2.0. Yes, I understand that this is way behind, but still.
1. Can I break little tiles construction with some sort of block breaker, and then have it placed by block placer? Tinkers Construct drawbridge, for example.
2. Moving things. I've seen previews on Youtube, but did not understand which relate to what version of the mod. Are there moving things in 1.2.0?
Well I think that a condition of two cars being connected should prevent that. If two are connected and collide - let them collide with no harm done, maybe even sink a bit into each other. I've seen similar thing in my days of riding ore caravans with Railcraft.
EDIT. Turns. Sorry, I've missed your point entirely. But still, I do not agree. This is absolutely logical, that if one thing that protrudes from the train runs into something stationary, or something that moves in opposite direction - both things will go sideways and riders will have a tough day. Maybe to lighten the consequences, speed limit should be applied for the Derail event to occur. Like, slow moving cars will just stuck in place, with no ability to move forward, only backwards.
I want to ask developers one thing - collision boxes. When will rolling stock/trains in this mod have proper collision boxes, like Railcraft does for its things? A player shouldn't have the ability to walk through the train and all other entities shouldn't too. Pushing should be hard, very hard.
While I'm here, I also feel need to thank everyone who was and is involved in keeping this mod alive. This mod is too good to die between versions. And you guys are awesome!