I installed this mod of version 2.7.1 in a fresh new client (1.6.4 with forge 965)without any other mod. I didn't modify the configure file. But after I create a new world, I can't find any ore blocks. None ores were generated. Can anyone help me? I just want that fantasy distribution.
The default settings leave things rather spread out, there is a lot of empty stone around, and most ore is deeper underground. To check that the mod is working and that it is generating all the ores as it should, check that the config was generated (if it didn't the mod didn't run properly), and check that there are new blocks IDs added to the config for all your mod-added ores (otherwise those aren't being generated by BOD).
Hey i know asking for updates is a big no no on, but i would really like to express my intrest in seeing Practical Tnt and Trap friendly cactus updated to 1.6.4 (i know 1.7.2/4 is out and all but i really miss these 2 mods and atm i am stuck on 1.6.4 like many others).
If you did decide to update and you prefered to update to 1.7.2, thats cool, ill grab them when i get to upgrade to 1.7 (1.8 at this rate lol)
The code for them is simple but I don't have the setup to make them. I also have just learned that I don't have the source for those two mods here in the OP. Here are the .java files, they can be opened with any text editor, but you will need someone to with the setup to compile them into mod files, or look into setting that up yourself. I have commented the lines I edited, it is just one line for the TNT and two for the cactus.
PTNT - http://www.mediafire.com/view/49bszs9ebm3bed5/Explosion.java
TFCactus - http://www.mediafire.com/view/zq8c9vt4tp28k5i/BlockCactus.java
the lines of code are marked with " ////// <------- 'comments' "
Did the "GenOreinBlockID" setting work in the BOD 2.5.5_fixed for MC 1.4.6/1.4.7 version ?
Because I am looking for a non-Modloader mod for 1.4.6 which generates ores in air instead of stone.
I'm pretty sure it did. make a new world with the rarity of diamond set to 1, the hieght set to 256, and GenOreinBlockID=0
Im having alot of trouble right now with BOD
Every time i start a new or load a world, minecraft gets stuck at the Building Terrain screen and never loads, it also gave me this crash every time, i tried 3 different forge versions .789, .804, .839
Crash Report:
---- Minecraft Crash Report ----
// Hi. I'm Minecraft, and I'm a crashaholic.
Time: 8/18/13 1:17 AM
Description: Exception getting block type in world
java.lang.RuntimeException: Already decorating!!
at net.minecraft.world.biome.BiomeDecorator.func_76796_a(BiomeDecorator.java:188)
at net.minecraft.world.biome.BiomeGenBase.func_76728_a(BiomeGenBase.java:366)
at net.minecraft.world.biome.BiomeGenJungle.func_76728_a(SourceFile:48)
at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:573)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:258)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1244)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:153)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:166)
at net.minecraft.world.World.func_72964_e(World.java:527)
at net.minecraft.world.World.func_72798_a(World.java:412)
at bod.BodWorldGenMinable.BODgenerate(BodWorldGenMinable.java:606)
at bod.BodWorldGenMinable.createMine(BodWorldGenMinable.java:128)
at bod.BodWorldGenMinable.generate(BodWorldGenMinable.java:235)
at bod.asm.BetterOreDistribution.generateHook(BetterOreDistribution.java:53)
at net.minecraft.world.gen.feature.WorldGenMinable.func_76484_a(WorldGenMinable.java)
at net.minecraft.world.biome.BiomeDecorator.func_76795_a(BiomeDecorator.java:421)
at net.minecraft.world.biome.BiomeDecorator.func_76797_b(BiomeDecorator.java:458)
at net.minecraft.world.biome.BiomeDecorator.func_76794_a(BiomeDecorator.java:209)
at net.minecraft.world.biome.BiomeDecorator.func_76796_a(BiomeDecorator.java:196)
at net.minecraft.world.biome.BiomeGenBase.func_76728_a(BiomeGenBase.java:366)
at net.minecraft.world.biome.BiomeGenJungle.func_76728_a(SourceFile:48)
at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:573)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:258)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1239)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:153)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:166)
at net.minecraft.world.World.func_72964_e(World.java:527)
at net.minecraft.world.World.func_72798_a(World.java:412)
at bod.BodWorldGenMinable.BODgenerate(BodWorldGenMinable.java:606)
at bod.BodWorldGenMinable.createMine(BodWorldGenMinable.java:128)
at bod.BodWorldGenMinable.generate(BodWorldGenMinable.java:235)
at bod.asm.BetterOreDistribution.generateHook(BetterOreDistribution.java:53)
at net.minecraft.world.gen.feature.WorldGenMinable.func_76484_a(WorldGenMinable.java)
at net.minecraft.world.biome.BiomeDecorator.func_76795_a(BiomeDecorator.java:421)
at net.minecraft.world.biome.BiomeDecorator.func_76797_b(BiomeDecorator.java:456)
at net.minecraft.world.biome.BiomeDecorator.func_76794_a(BiomeDecorator.java:209)
at net.minecraft.world.biome.BiomeDecorator.func_76796_a(BiomeDecorator.java:196)
at net.minecraft.world.biome.BiomeGenBase.func_76728_a(BiomeGenBase.java:366)
at net.minecraft.world.biome.BiomeGenHills.func_76728_a(SourceFile:21)
at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:573)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:258)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1249)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:153)
at net.minecraft.server.MinecraftServer.func_71222_d(MinecraftServer.java:292)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:90)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:107)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:443)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.world.biome.BiomeDecorator.func_76796_a(BiomeDecorator.java:188)
at net.minecraft.world.biome.BiomeGenBase.func_76728_a(BiomeGenBase.java:366)
at net.minecraft.world.biome.BiomeGenJungle.func_76728_a(SourceFile:48)
at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:573)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:258)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1244)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:153)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:166)
at net.minecraft.world.World.func_72964_e(World.java:527)
-- Requested block coordinates --
Details:
Found chunk: true
Location: World: (-243,28,161), Chunk: (at 13,1,1 in -16,10; contains blocks -256,0,160 to -241,255,175), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Stacktrace:
at net.minecraft.world.World.func_72798_a(World.java:412)
at bod.BodWorldGenMinable.BODgenerate(BodWorldGenMinable.java:606)
at bod.BodWorldGenMinable.createMine(BodWorldGenMinable.java:128)
at bod.BodWorldGenMinable.generate(BodWorldGenMinable.java:235)
at bod.asm.BetterOreDistribution.generateHook(BetterOreDistribution.java:53)
at net.minecraft.world.gen.feature.WorldGenMinable.func_76484_a(WorldGenMinable.java)
at net.minecraft.world.biome.BiomeDecorator.func_76795_a(BiomeDecorator.java:421)
at net.minecraft.world.biome.BiomeDecorator.func_76797_b(BiomeDecorator.java:458)
at net.minecraft.world.biome.BiomeDecorator.func_76794_a(BiomeDecorator.java:209)
at net.minecraft.world.biome.BiomeDecorator.func_76796_a(BiomeDecorator.java:196)
at net.minecraft.world.biome.BiomeGenBase.func_76728_a(BiomeGenBase.java:366)
at net.minecraft.world.biome.BiomeGenJungle.func_76728_a(SourceFile:48)
at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:573)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:258)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1239)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:153)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:166)
at net.minecraft.world.World.func_72964_e(World.java:527)
-- Requested block coordinates --
Details:
Found chunk: true
Location: World: (-263,3,141), Chunk: (at 9,0,13 in -17,8; contains blocks -272,0,128 to -257,255,143), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Stacktrace:
at net.minecraft.world.World.func_72798_a(World.java:412)
at bod.BodWorldGenMinable.BODgenerate(BodWorldGenMinable.java:606)
at bod.BodWorldGenMinable.createMine(BodWorldGenMinable.java:128)
at bod.BodWorldGenMinable.generate(BodWorldGenMinable.java:235)
at bod.asm.BetterOreDistribution.generateHook(BetterOreDistribution.java:53)
at net.minecraft.world.gen.feature.WorldGenMinable.func_76484_a(WorldGenMinable.java)
at net.minecraft.world.biome.BiomeDecorator.func_76795_a(BiomeDecorator.java:421)
at net.minecraft.world.biome.BiomeDecorator.func_76797_b(BiomeDecorator.java:456)
at net.minecraft.world.biome.BiomeDecorator.func_76794_a(BiomeDecorator.java:209)
at net.minecraft.world.biome.BiomeDecorator.func_76796_a(BiomeDecorator.java:196)
at net.minecraft.world.biome.BiomeGenBase.func_76728_a(BiomeGenBase.java:366)
at net.minecraft.world.biome.BiomeGenHills.func_76728_a(SourceFile:21)
at net.minecraft.world.gen.ChunkProviderGenerate.func_73153_a(ChunkProviderGenerate.java:573)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:258)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1249)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:153)
at net.minecraft.server.MinecraftServer.func_71222_d(MinecraftServer.java:292)
at net.minecraft.server.integrated.IntegratedServer.func_71247_a(IntegratedServer.java:90)
at net.minecraft.server.integrated.IntegratedServer.func_71197_b(IntegratedServer.java:107)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:443)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:582)
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_10, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 208322656 bytes (198 MB) / 441909248 bytes (421 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
FML: MCP v8.04 FML v6.2.51.835 Minecraft Forge 9.10.0.835 5 mods loaded, 5 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
FML{6.2.51.835} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Forge{9.10.0.835} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
BetterOreDistribution{2.7} [Better Ore Distribution] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
S3DGM{0.5.0} [Stefinus 3D Gun Mod] (S3DGMV0.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 0 / 8; []
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'fml,forge'
Please help, I also tried with optifine.
this is the "try to generate twice, and crash" thing I mentioned to lordblacklord a little ways back. I think the cause is a threading issue with terrain decoration (two threads for decoration or something), and when the two try to work on the same chunk it throws that error. before I was telling it to ingnore generation in the event of a double up, by simply removing the single line that throws that exception. lordblackhole must have changed the fix when he was trying to fix the tree problem yesterday.
I forgot to mention something about trace ores. I have been able to do that since I added layered generation. That text in the OP is really old, and I thought I had cleared out most of that old stuff. Traces were something I tried in like 1.6 beta...
Yea, level three will still have the full info for advanced users. I've never made a menu GUI before, and I'm not sure how appropriate it would be. You really shouldn't be able to edit these settings while in game.
that is fine, and I was saying have to gui be in the world creation menu, so you dont change it ingame per se, like the large biomes setting for example.
layered generation is the system I have set up where you can create new config files to add "layers" of ore generation, so that you can have different shapes, depths, etc. for ores intead of just one per, and you can diversify. in the code it is a series of functions that loops that count/read through the configs ([1.1], then [1.2], [1.3] doesn't exist, so move to [2.1], that doesn't exist so finish). the functions are a little tossed around I think, and it may be hard to follow.
other things include nuances in the code, like some kind of threading issue in minecraft that attempts double spawns and throws errors if the daimeter is greater than 16 blocks.
everything else you mentioned seems fine, most users don't touch the configs unfortunately. So a simpler design, while still having the deeper ability to edit the details, will allow more player to get what they want. we can debate the finer details later.
updated the OP with the legacy version, I can make a full reply tonight ~10PM (work, then driving out of town, ~4 hour drive).
something you might consider, is keeping the full numbers in the config, but have a GUI in a world creation menu that uses super rich and such. depends on how much coding you are looking to do. that way most users can do general purpose editing, but advanced usesers still have the full power of it.
Implemented core mod code. Bod no longer overwrites base classes, you can now install by placing the .jar file into the mods folder.
Fixed code to find minecraft directory. No longer are there different versions for singleplayer and multiplayer. There is one universal jar file.
Moved configs into config folder inside .minercaft.
Fixed dimension checking. Dimension names are now access directly from the world provider. Any dimension should work now.
Changed the code that was resetting the variables from checking for dirt or nether quartz to use the DecorateBiomeEvent.Pre event, so again, it will work with any dimension.
Any dimension that is not the nether or overworld will be given a copy of the overworld configs, so as long as they have regular stone they will get overworld ores. These can be changed individually after they are created.
Removed about a dozen variables that were never used.
Fixed Nether Quartz being called dirt.
Fixed non-quartz Nether Ores spawning. All ores should now replace the correct block type by default. (Before the nether ores were being told to replace stone instead of netherrack, and therefore never showing up unless you manually went into the configs and changed them.)
As for credit, just have a link for my curseforge page, which has links for all my other mods, and all of these have an option to donate to me.
I'm going to rewrite all of this. Actually, I'm going to start over and use only the idea for one of my other mods. Sorry Marco, the mod has a great idea, but it has always been buggy and laggy and unpredictable.
I can put the source up if you'd like. All my mods are open source too, (although I don't have any links to the source yet).
WOW! nice job
no I was not saving data, I was using a buffer read. I literally learned how to code by working on this mod, so there are many artifacts like that.
The nether config had it say dirt because Icopied the print code from the dirt code and forgot to update it.
Also if you replace "GenOreInBlockID" with field_94523_c, then you won't be able to set that value using the config. You could certainly pull the value from field_94523_c for making the new defaults though (new ores/dimensions), instead of stone. I'm assuming you are referring the GenOreInBlockID's use in the final "place the blocks here" code.
I was able to generate nether quarts in a test when I made the update, but I may have mixed up some code before the final version, explains the dirt thing too.
This is actually a good opportunity for me actually, I really don't have time to give the mod everything it needs (as is apparent from the scraggly code). I happily give you permission to recreate BOD and manage it as your own (that includes adlfy if you do that). I will try to help you through my logic for certain features, like layered generation. Some parts of the mod like that are very contrived in how they are set up (though not necessarily neatly).
I have been much more interested in coding something new, rather than working minecraft, but I still have the same time constraints that prevents me from working with BOD. school and work devour a lot of time, and leave me with a couple of hours each day. If I don't find something to be ideally relaxing or enjoyable I have very little motivation for it, as I have a lot of things I want/need to do, and can only pick one or two things to work on. Right now I am working on making a glove that allows for full arm and finger control in a virtual space, and it's coming along nicely.
P.S - it hasn't always been buggy and unpredictable *smiles and rolls eyes*, version one basically just added rarity, and had no configs, so it worked exactly as I intened it too
also finding a decent way to make BOD accept ores on the fly without user intervetion before forge was something rather challenging, so it not working with everything is to be expected.
edit: Updated the OP with the new version and what not
Hey, marco are you reading from the config files every time an ore generates?
And gettting the values only from the configs?
And giving all unknown ores the same default values?
I'm trying to fix up a couple more bugs.
It is handled on an ore by ore basis yes, so I read from the configs each time a new ore comes in. yes, the settings come only from the configs, I'm not sure where else they would come from. All new ores get the same defaults, it's more for adding text to the text file than making the ore right.
should be compatable with those other ore/gem mods
rarity is a 1 in X chance of a deposit of veins spawning, so bigger number = more rare. 1 is always, 100 is once every 100 chunks (statistically)
@anyone interested
I'm not sure if I will have time to update BOD before school starts, and then who knows if I will be able to. So, I am giving the community permission to make a "fan update?" thing. I have done it once before. Basically, someone so inclined may make BOD 1.6.2 compatable, and I will post it up in the main download section with references for them.
I am preoccupied with a microcontroller project, and that combined with full time work = no time for much else. I will continue to check up on the forums though. I just don't have time to mess with forge and adding new features and fixing bugs.
1. How would you say mining efficiency is compared to before? I'd like mining efficiency to be roughly the same when exploring, and lower when strip mining. It seems to me that the default settings make it much much easier to find minerals.
2. Is it compatible with Natura & Tinker's Constructs? As in, can I change the spawn frequency of cobalt in nether etc?
3. Can I skip BoD altering spawn frequency of certain minerals if I don't want them to? Like, what happens if I delete those lines from the configs?
4. Why is it in the nether configs showing coal ore spawning?
1. - no, it is harder to find minerals, but once you do you know there is a concentration in the area.
2. - you should be able to, if it does/doesn't tell me so that I know.
3. - you can't skip an ore no, if you delete the line it will see that the ore is not added to the config, and will put add it as a new ore. if you don't want it to spawn differently you have to give it vanilla settings, check the past couple forum pages I posted them.
4. - minecraft code is threaded poorly I believe, must be a bug, if you don't want it there set the rarity to 0.
its not working for me whenever i create a world there will be no ores what so ever. the only ore that can be found is emerald plz give me a solution
with the default settings ore is very spread out, you have to go exploring caves (fastest way I have found to find ore). check in you .minecraft folder for a BODprops folder, if it is there then BOD is installed and running.
Hey Marco, having a little difficulty in understanding the "vertical shift" component of your config file for better ore distribution. So if i were to set and ore spawn box with height = 20, that would mean that it would be centered(vertically) at y=10 correct? And if i were then to set the vertical shift to 44, that would mean it would now be centered at y=54 right? With a range between y=64 and y=44 right?
yes, vertical shift is normally 0 in vanilla, such that the height is the number of blocks from the bottom of the map. vertical shift allows you to move that bottom reference point up or down with +/- numbers. so a mine with a height of 20, will have a spawn range of 20, and with a vertical shift of 44 will move the bottom of that range from 0 to 44.
Also getting a worldgen related crash on server with tinkers construct, is this something ot do with your mod?
Crash log:
---- Minecraft Crash Report ----
// My bad.
Time: 8/1/13 3:04 PM
Description: Exception ticking world
java.lang.NullPointerException
at net.minecraft.world.gen.feature.WorldGenMinable.func_76484_a(WorldGenMinable.java:216)
at mods.tinker.tconstruct.worldgen.TBaseWorldGenerator.generateUndergroundOres(TBaseWorldGenerator.java:101)
at mods.tinker.tconstruct.worldgen.TBaseWorldGenerator.generateSurface(TBaseWorldGenerator.java:73)
at mods.tinker.tconstruct.worldgen.TBaseWorldGenerator.generate(TBaseWorldGenerator.java:47)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:134)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:383)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1244)
at net.minecraft.world.gen.ChunkProviderServer.getChunkAt(ChunkProviderServer.java:229)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:148)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:251)
at net.minecraft.world.World.isBlockSolidOnSide(World.java:4785)
at net.minecraft.world.World.isBlockSolidOnSide(World.java:4764)
at net.minecraft.world.World.func_72797_t(World.java:3146)
at net.minecraft.world.SpawnerAnimals.func_77190_a(SpawnerAnimals.java:314)
at net.minecraft.world.SpawnerAnimals.func_77192_a(SpawnerAnimals.java:218)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:358)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:809)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:320)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:716)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:600)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.world.gen.feature.WorldGenMinable.func_76484_a(WorldGenMinable.java:216)
at mods.tinker.tconstruct.worldgen.TBaseWorldGenerator.generateUndergroundOres(TBaseWorldGenerator.java:101)
at mods.tinker.tconstruct.worldgen.TBaseWorldGenerator.generateSurface(TBaseWorldGenerator.java:73)
at mods.tinker.tconstruct.worldgen.TBaseWorldGenerator.generate(TBaseWorldGenerator.java:47)
at cpw.mods.fml.common.registry.GameRegistry.generateWorld(GameRegistry.java:134)
at net.minecraft.world.gen.ChunkProviderServer.func_73153_a(ChunkProviderServer.java:383)
at net.minecraft.world.chunk.Chunk.func_76624_a(Chunk.java:1244)
at net.minecraft.world.gen.ChunkProviderServer.getChunkAt(ChunkProviderServer.java:229)
at net.minecraft.world.gen.ChunkProviderServer.func_73158_c(ChunkProviderServer.java:148)
at net.minecraft.world.gen.ChunkProviderServer.func_73154_d(ChunkProviderServer.java:251)
at net.minecraft.world.World.isBlockSolidOnSide(World.java:4785)
at net.minecraft.world.World.isBlockSolidOnSide(World.java:4764)
at net.minecraft.world.World.func_72797_t(World.java:3146)
at net.minecraft.world.SpawnerAnimals.func_77190_a(SpawnerAnimals.java:314)
at net.minecraft.world.SpawnerAnimals.func_77192_a(SpawnerAnimals.java:218)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:358)
-- Affected level --
Details:
Level name: DimensionalDoors/pocketDimID64
All players: 1 total; [EntityPlayerMP['h8fullbackpack'/681, l='DimensionalDoors/pocketDimID64', x=-227.60, y=82.00, z=101.79](h8fullbackpack at -227.60200348631483,82.0,101.79190323005241)]
Chunk stats: ServerChunkCache: 16 Drop: 0
Level seed: -6316133916795717909
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (0,64,0), Chunk: (at 0,4,0 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 0 game time, 0 day time
Level dimension: 64
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 164408 (now: false), thunder time: 27302 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:809)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:320)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:716)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:600)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
I am trying to set up a 1.5.2 server that uses Multiverse. In the setup, I want to have the "Overworld" be set up with 0 ores generating - None. I then want to use Multiverse to generate a second map, with BOD to cluster the ores and make more of them. The Mining world will then be regen'd once a month to bring ores back closer to the spawn point as stuff gets mined. This way whenever the server needs to add or remove a mod, or update the overall server, there will be no worldgen to worry about in the Overworld.
It sounds like, based on your post, that this is not possible with BOD. I could have 0 ores, or I could have Mucho, but not both. Am I right?
there is currently no way to do that in the settings, when I find time for BOD I will add a dimension setting. though that is if you have both worlds with the same biomes or stone type, if you had the other world use different biomes or stone from the overworld then you could seperate them. I'm not sure what mods you would need though.
whenever I use your mod it generates the BODprops file on my desktop, not the .minecraft folder. I moved it to .minecraft and configured it, but I don't see any of the changes I made being implemented, and it still generates a new BODprops folder on my desktop after removing the first one. I plan to move this to a server I pay for using filezilla and I want to know that it will load the configs correctly for the server
you are using the multiplayer version of BOD, which puts the configs in the same location as the executable, which means your minecraft.exe is on your desktop. The only difference between the SP and MP version of BOD is the location code for the configs. SP puts it in the .mincraft folder, the MP version puts them next to the server.jar (or in your case, minecraft.exe)
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The default settings leave things rather spread out, there is a lot of empty stone around, and most ore is deeper underground. To check that the mod is working and that it is generating all the ores as it should, check that the config was generated (if it didn't the mod didn't run properly), and check that there are new blocks IDs added to the config for all your mod-added ores (otherwise those aren't being generated by BOD).
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The code for them is simple but I don't have the setup to make them. I also have just learned that I don't have the source for those two mods here in the OP. Here are the .java files, they can be opened with any text editor, but you will need someone to with the setup to compile them into mod files, or look into setting that up yourself. I have commented the lines I edited, it is just one line for the TNT and two for the cactus.
PTNT - http://www.mediafire.com/view/49bszs9ebm3bed5/Explosion.java
TFCactus - http://www.mediafire.com/view/zq8c9vt4tp28k5i/BlockCactus.java
the lines of code are marked with " ////// <------- 'comments' "
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I'm pretty sure it did. make a new world with the rarity of diamond set to 1, the hieght set to 256, and GenOreinBlockID=0
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edit: just put a link to geocraft site and BOD 3.0 in the downloads section, and warned people about trees for the other downloads.
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this is the "try to generate twice, and crash" thing I mentioned to lordblacklord a little ways back. I think the cause is a threading issue with terrain decoration (two threads for decoration or something), and when the two try to work on the same chunk it throws that error. before I was telling it to ingnore generation in the event of a double up, by simply removing the single line that throws that exception. lordblackhole must have changed the fix when he was trying to fix the tree problem yesterday.
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that is fine, and I was saying have to gui be in the world creation menu, so you dont change it ingame per se, like the large biomes setting for example.
layered generation is the system I have set up where you can create new config files to add "layers" of ore generation, so that you can have different shapes, depths, etc. for ores intead of just one per, and you can diversify. in the code it is a series of functions that loops that count/read through the configs ([1.1], then [1.2], [1.3] doesn't exist, so move to [2.1], that doesn't exist so finish). the functions are a little tossed around I think, and it may be hard to follow.
other things include nuances in the code, like some kind of threading issue in minecraft that attempts double spawns and throws errors if the daimeter is greater than 16 blocks.
everything else you mentioned seems fine, most users don't touch the configs unfortunately. So a simpler design, while still having the deeper ability to edit the details, will allow more player to get what they want. we can debate the finer details later.
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something you might consider, is keeping the full numbers in the config, but have a GUI in a world creation menu that uses super rich and such. depends on how much coding you are looking to do. that way most users can do general purpose editing, but advanced usesers still have the full power of it.
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WOW! nice job
no I was not saving data, I was using a buffer read. I literally learned how to code by working on this mod, so there are many artifacts like that.
The nether config had it say dirt because Icopied the print code from the dirt code and forgot to update it.
Also if you replace "GenOreInBlockID" with field_94523_c, then you won't be able to set that value using the config. You could certainly pull the value from field_94523_c for making the new defaults though (new ores/dimensions), instead of stone. I'm assuming you are referring the GenOreInBlockID's use in the final "place the blocks here" code.
I was able to generate nether quarts in a test when I made the update, but I may have mixed up some code before the final version, explains the dirt thing too.
This is actually a good opportunity for me actually, I really don't have time to give the mod everything it needs (as is apparent from the scraggly code). I happily give you permission to recreate BOD and manage it as your own (that includes adlfy if you do that). I will try to help you through my logic for certain features, like layered generation. Some parts of the mod like that are very contrived in how they are set up (though not necessarily neatly).
I have been much more interested in coding something new, rather than working minecraft, but I still have the same time constraints that prevents me from working with BOD. school and work devour a lot of time, and leave me with a couple of hours each day. If I don't find something to be ideally relaxing or enjoyable I have very little motivation for it, as I have a lot of things I want/need to do, and can only pick one or two things to work on. Right now I am working on making a glove that allows for full arm and finger control in a virtual space, and it's coming along nicely.
P.S - it hasn't always been buggy and unpredictable *smiles and rolls eyes*, version one basically just added rarity, and had no configs, so it worked exactly as I intened it too
also finding a decent way to make BOD accept ores on the fly without user intervetion before forge was something rather challenging, so it not working with everything is to be expected.
edit: Updated the OP with the new version and what not
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It is handled on an ore by ore basis yes, so I read from the configs each time a new ore comes in. yes, the settings come only from the configs, I'm not sure where else they would come from. All new ores get the same defaults, it's more for adding text to the text file than making the ore right.
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just post the link in a reply, I will stick it in the OP within a day most likely.
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rarity is a 1 in X chance of a deposit of veins spawning, so bigger number = more rare. 1 is always, 100 is once every 100 chunks (statistically)
@anyone interested
I'm not sure if I will have time to update BOD before school starts, and then who knows if I will be able to. So, I am giving the community permission to make a "fan update?" thing. I have done it once before. Basically, someone so inclined may make BOD 1.6.2 compatable, and I will post it up in the main download section with references for them.
I am preoccupied with a microcontroller project, and that combined with full time work = no time for much else. I will continue to check up on the forums though. I just don't have time to mess with forge and adding new features and fixing bugs.
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1. - no, it is harder to find minerals, but once you do you know there is a concentration in the area.
2. - you should be able to, if it does/doesn't tell me so that I know.
3. - you can't skip an ore no, if you delete the line it will see that the ore is not added to the config, and will put add it as a new ore. if you don't want it to spawn differently you have to give it vanilla settings, check the past couple forum pages I posted them.
4. - minecraft code is threaded poorly I believe, must be a bug, if you don't want it there set the rarity to 0.
with the default settings ore is very spread out, you have to go exploring caves (fastest way I have found to find ore). check in you .minecraft folder for a BODprops folder, if it is there then BOD is installed and running.
yes, vertical shift is normally 0 in vanilla, such that the height is the number of blocks from the bottom of the map. vertical shift allows you to move that bottom reference point up or down with +/- numbers. so a mine with a height of 20, will have a spawn range of 20, and with a vertical shift of 44 will move the bottom of that range from 0 to 44.
hmm, null pointer exception, I didn't see anything in the code there that should have done that. I will have to ask diyo how he is doing his ores.
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there is currently no way to do that in the settings, when I find time for BOD I will add a dimension setting. though that is if you have both worlds with the same biomes or stone type, if you had the other world use different biomes or stone from the overworld then you could seperate them. I'm not sure what mods you would need though.
you are using the multiplayer version of BOD, which puts the configs in the same location as the executable, which means your minecraft.exe is on your desktop. The only difference between the SP and MP version of BOD is the location code for the configs. SP puts it in the .mincraft folder, the MP version puts them next to the server.jar (or in your case, minecraft.exe)