Draco18s / ReasonableRealism

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[1.12] Various Problems in Harder Ores #15

Closed Thyriel closed 6 years ago

Thyriel commented 6 years ago

Great to see that you updated HarderOres to 1.12 ;)

But badly there's quite some bugs:

Draco18s commented 6 years ago
Thyriel commented 6 years ago

That was quick ;) I'll test it again when it has been uploaded to curseforge.

Btw something else: Could you add Ardite / Cobalt (Tinkers Construct high tier ores) to it ?

Draco18s commented 6 years ago
Draco18s commented 6 years ago
EngineOfDarkness commented 6 years ago

New ores: new ores take some work. I've got to find a flower or two, generate textures, and fiddle with some other things, and make a COG distribution for it (the really time consuming task).

Not sure if dumb questions, but here I go

Enabling all Ores for HarderOres probably means I won't see the textures change when mining ore or see any plant-based indicators, but that's fine by me.

Draco18s commented 6 years ago

Ok, a few things:

  1. You would need to write your own distributions in an XML config file (it would go in /modules/custom and if you use the same distribution names, it will override)
  2. Harder Ores and the OreDictionary are not involved
  3. Enabling all ores means it enables the distributions of those ores. They are HarderOres ore blocks so they will function just like Iron and Gold. They're just disabled because the OreDictionary doesn't see those ores as being supplied, so it skips their population. But if you want them, then sure, turn them on.
Draco18s commented 6 years ago

I think all issues here have been resolved, closing for now. If there's still something, feel free to open a new issue.