I would if it kept doing it. XD It's acting fine for right now. It might've just been my computer doing something weird, especially if that shouldn't affect anything at all.
This has always been one of my favorites and I'm glad it's on Fabric!
Though the fabric version of this mod and the world map(as well as xaero's minimap) have a slight conflict with Sodium? It's an open source performance mod that's kind of like Optifine.
[01:12:38] [Async Class PreLoader/WARN]: Method overwrite conflict for getSprite in xaerominimap.mixins.json:MixinBakedQuad, previously written by me.jellysquid.mods.sodium.mixin.pipeline.MixinBakedQuad. Skipping method.
[01:12:38] [Async Class PreLoader/WARN]: Method overwrite conflict for getSprite in xaeroworldmap.mixins.json:MixinBakedQuad, previously written by me.jellysquid.mods.sodium.mixin.pipeline.MixinBakedQuad. Skipping method.
It still works, although the map acts kind of... I can't really describe it, it's like it stays really blurry and undetailed for a while.
Yeah Placemod is really nicely fast and I want to use it exclusively for any structures I would ever spawn. Technically though the schematics do convert to a different format, they just do it at the init phase of Forge rather than with an external tool. (granted, I do wish that was an option)
Honestly the only problem I have is all the stuff that seems to spawn halfway into the ground and the lack of configuration options. The first thing isn't that common but I think it would be very nice to be able to have more control over where and how individual structures spawn. I realize the spawning rules are effectively compiled into the .flags file (at least from what I can tell!) but I wouldn't mind having to delete the .structure and .flags files in order to reconfigure the spawning if necessary.
For instance, I made an obsidian battle tower and I didn't really want it to spawn in the Nether, but the built in spawning rules for this mod decree that it should. I would have liked to use a .json file or something to config what biomes, dimensions, et al that it spawns under and have that end up being compiled into it.
I still seem to have the issue where every time I update Forge, the ores from Base Metals do not generate unless I delete a few config files.
I haven't completely narrowed it down, but I usually delete the Base Metals, Nether Metals, End Metals, and Forge config files and that seems to work. It's just odd that it's so exclusive to BM, any other ore I have spawning with Orespawn works, including the stuff from End and Nether metals.
Oh, the 1.10.2 update just came out. Okay, everything I said above is irrelevant unless I happen to discover that glitch again. I'll bug you if so.
Crazy idea, and this is more related to Ore Spawn than this mod but I can't find it in its own thread. Theoretically, if you were to turn off the oregen in every mod you have that has it, then have Ore Spawn generate all those ores instead, would that optimize your worldgen at all or just give you more control?
I'm definitely interested in a total rewrite, because I know all my server players are kind of tired of the original and would definitely welcome something fresh with the same overall idea.
I'm not entirely sure how I feel about not burning items for aspect though, mostly due to the fact that that particular feature is just a very Minecraft thing. That's actually something I like about Thaumcraft, as not only does it make you mine a lot but it makes the wide variety of the things you can mine and harvest all more useful than they would have been normally. Stuff you would just throw away as inventory clutter becomes valuable as aspect fuel.
It's just one of those small things that makes it an extension to Minecraft rather than its own game that just uses Minecraft as a base. That's just my opinion though.
That said, different progression for the aspects would be very interesting indeed. I haven't played much of the original myself but that's actually how I thought it worked to begin with; get simple aspects by burning items then combine those into new aspects.
Making things require a massive amount of simple aspect would be a nice thing too near endgame, if only to give a use for the huge amount of cobble and dirt and other otherwise junk items.
Technically you could do that anyway. I've shipped the Placemod folder with my modpack before, although there was a time where the technic launcher had a very weird problem with it so I couldn't.
Also, while this might be outside the main scope of the mod, if I may make a suggestion... would it be possible to add a feature similar to Schematica where you can copy structures from the game directly into a .structure and .flags file? In addition, one where you could tell it to compile the structure so that it's designed to spawn at exactly the coordinates of where you copied it from? That would be very helpful for server owners who have to rest their maps, as it would allow you to save the players' structures and have them spawned in the new world right where they left them. Given the state of 1.10.2 modding right now, I suspect map resets are going to be frequent, and a feature like that would make such events much less of an issue.
I had to reset the map on my modpack server a while ago and getting everyone to stash their inventories into ender chests and copying/pasting everyone's buildings using schematics was a bit of a pain. Schematica did make this process a little easier than it could have been but it was still rather time consuming.
Would it be terribly difficult to make a mod that, when you selected structures to copy, it set up a file to generate the structures/blocks at exactly the same coordinates they were at before? Along with that being able to save every inventory either on the server or captured within the saved structures and import them when the world is regenerated. That way a map could be basically reset on a whim by the admins as long as they copy the structures, at minimal interruption to the players. If premade structures can be spawned randomly with configured loot, certainly neither of these operations would be too much of a problem?
Sorry if there already is something like this, but I haven't found it yet!
Odds are high of me adding this to my modpack (The Time-Space Conundrum 2.0)! My community has been looking at this mod as it's been going and this may be the right time to make it part of our tech core alongside EIO.
However, and I'm sure you've probably been hounded about this before, I am still kind of weary of the extra base metals added by the mod. While I am aware you can set their per-chunk value to 0 to keep them from generating, they are still registered at init and the machines still generate them. Oredict aside, would it be much of a pain to add a compatibility mode for people who use the likes of Base Metals or Substratum? Obviously Osmium would be the exception as that does not exist in Base Metals. Just a config setting that completely prevents the metals from loading. Thanks.
None of the ores from this mod seem to be spawning. Orespawn seems to be functioning as a custom file I added to that is spawning things, the blockids in the base metals json appear to be correct... I can't figure out what I'm doing wrong.
The Base Metals content is indeed present, it's appearing in dungeon loot and in JEI. Nether Metals and End Metals ARE spawning. It seems like specifically the main Base metals are being prevented from spawning.
Thanks a bunch for this mod. I was really missing Chocolatequest in my 1.10.2 modpack and I feel like this mod is going to go a long way to helping me create an experience like it on my server. On that note though, aside from adding spawners to the schematics would there be a way to have NPCs generate inside the structures? Some of them have some nice loot and it's rather a shame to leave it unguarded...
Hey, if I may make a suggestion... if it's at all possible, would you be able to have "array windmills" like in Ic2 advanced machines? Just to make it easier on a server to have multiple windmills active. Basically all the generation is -technically- only done with one block (the array controller) accounting for the number of array windmills available. I know this is different from that, just thought I'd ask.
0
I would if it kept doing it. XD It's acting fine for right now. It might've just been my computer doing something weird, especially if that shouldn't affect anything at all.
0
This has always been one of my favorites and I'm glad it's on Fabric!
Though the fabric version of this mod and the world map(as well as xaero's minimap) have a slight conflict with Sodium? It's an open source performance mod that's kind of like Optifine.
It still works, although the map acts kind of... I can't really describe it, it's like it stays really blurry and undetailed for a while.
1
Yeah Placemod is really nicely fast and I want to use it exclusively for any structures I would ever spawn. Technically though the schematics do convert to a different format, they just do it at the init phase of Forge rather than with an external tool. (granted, I do wish that was an option)
Honestly the only problem I have is all the stuff that seems to spawn halfway into the ground and the lack of configuration options. The first thing isn't that common but I think it would be very nice to be able to have more control over where and how individual structures spawn. I realize the spawning rules are effectively compiled into the .flags file (at least from what I can tell!) but I wouldn't mind having to delete the .structure and .flags files in order to reconfigure the spawning if necessary.
For instance, I made an obsidian battle tower and I didn't really want it to spawn in the Nether, but the built in spawning rules for this mod decree that it should. I would have liked to use a .json file or something to config what biomes, dimensions, et al that it spawns under and have that end up being compiled into it.
0
I still seem to have the issue where every time I update Forge, the ores from Base Metals do not generate unless I delete a few config files.I haven't completely narrowed it down, but I usually delete the Base Metals, Nether Metals, End Metals, and Forge config files and that seems to work. It's just odd that it's so exclusive to BM, any other ore I have spawning with Orespawn works, including the stuff from End and Nether metals.Oh, the 1.10.2 update just came out. Okay, everything I said above is irrelevant unless I happen to discover that glitch again. I'll bug you if so.
Crazy idea, and this is more related to Ore Spawn than this mod but I can't find it in its own thread. Theoretically, if you were to turn off the oregen in every mod you have that has it, then have Ore Spawn generate all those ores instead, would that optimize your worldgen at all or just give you more control?
1
I'm definitely interested in a total rewrite, because I know all my server players are kind of tired of the original and would definitely welcome something fresh with the same overall idea.
I'm not entirely sure how I feel about not burning items for aspect though, mostly due to the fact that that particular feature is just a very Minecraft thing. That's actually something I like about Thaumcraft, as not only does it make you mine a lot but it makes the wide variety of the things you can mine and harvest all more useful than they would have been normally. Stuff you would just throw away as inventory clutter becomes valuable as aspect fuel.
It's just one of those small things that makes it an extension to Minecraft rather than its own game that just uses Minecraft as a base. That's just my opinion though.
That said, different progression for the aspects would be very interesting indeed. I haven't played much of the original myself but that's actually how I thought it worked to begin with; get simple aspects by burning items then combine those into new aspects.
Making things require a massive amount of simple aspect would be a nice thing too near endgame, if only to give a use for the huge amount of cobble and dirt and other otherwise junk items.
1
Technically you could do that anyway. I've shipped the Placemod folder with my modpack before, although there was a time where the technic launcher had a very weird problem with it so I couldn't.
Also, while this might be outside the main scope of the mod, if I may make a suggestion... would it be possible to add a feature similar to Schematica where you can copy structures from the game directly into a .structure and .flags file? In addition, one where you could tell it to compile the structure so that it's designed to spawn at exactly the coordinates of where you copied it from? That would be very helpful for server owners who have to rest their maps, as it would allow you to save the players' structures and have them spawned in the new world right where they left them. Given the state of 1.10.2 modding right now, I suspect map resets are going to be frequent, and a feature like that would make such events much less of an issue.
0
I had to reset the map on my modpack server a while ago and getting everyone to stash their inventories into ender chests and copying/pasting everyone's buildings using schematics was a bit of a pain. Schematica did make this process a little easier than it could have been but it was still rather time consuming.
Would it be terribly difficult to make a mod that, when you selected structures to copy, it set up a file to generate the structures/blocks at exactly the same coordinates they were at before? Along with that being able to save every inventory either on the server or captured within the saved structures and import them when the world is regenerated. That way a map could be basically reset on a whim by the admins as long as they copy the structures, at minimal interruption to the players. If premade structures can be spawned randomly with configured loot, certainly neither of these operations would be too much of a problem?
Sorry if there already is something like this, but I haven't found it yet!
0
Odds are high of me adding this to my modpack (The Time-Space Conundrum 2.0)! My community has been looking at this mod as it's been going and this may be the right time to make it part of our tech core alongside EIO.
However, and I'm sure you've probably been hounded about this before, I am still kind of weary of the extra base metals added by the mod. While I am aware you can set their per-chunk value to 0 to keep them from generating, they are still registered at init and the machines still generate them. Oredict aside, would it be much of a pain to add a compatibility mode for people who use the likes of Base Metals or Substratum? Obviously Osmium would be the exception as that does not exist in Base Metals. Just a config setting that completely prevents the metals from loading. Thanks.
0
None of the ores from this mod seem to be spawning. Orespawn seems to be functioning as a custom file I added to that is spawning things, the blockids in the base metals json appear to be correct... I can't figure out what I'm doing wrong.
The Base Metals content is indeed present, it's appearing in dungeon loot and in JEI. Nether Metals and End Metals ARE spawning. It seems like specifically the main Base metals are being prevented from spawning.
1
Thanks a bunch for this mod. I was really missing Chocolatequest in my 1.10.2 modpack and I feel like this mod is going to go a long way to helping me create an experience like it on my server. On that note though, aside from adding spawners to the schematics would there be a way to have NPCs generate inside the structures? Some of them have some nice loot and it's rather a shame to leave it unguarded...
0
Hey, if I may make a suggestion... if it's at all possible, would you be able to have "array windmills" like in Ic2 advanced machines? Just to make it easier on a server to have multiple windmills active. Basically all the generation is -technically- only done with one block (the array controller) accounting for the number of array windmills available. I know this is different from that, just thought I'd ask.
0
What does the "meta" part of the loot config actually mean?