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Blood Asp

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1

Friday, October 17th 2014, 8:36pm

[GregTech-Addon-Addon]GalacticGreg 1.9 - Gregtech Oregen on Galacticraft Planets

This is a small Addon to bring Gregtechs oregen to Galacticrafts Moon and Mars.









GalacticGreg needs Galacticraft 238 or higher to work without any other configuation.

Spoiler Spoiler


Otherwise
B:"Generate other mods features on planets"=true

in the Galacticraft core.conf.

Should there generate unwanted stuff on the moon, it is possible instead to enable experimentalGCWorldgen in the config. This worldgen is still bugged and not recomended to use but at last it works somehow.


GalacticGreg is only nessesary since Galacticraft uses non vanilla stone in its worldgen. Other mods dimensions (ExU Deep Dark or Twilight Forest for example can be customized by GregTech alone. Simply use WorldGeneration.cfg /worldgen/dimensions/ore/mix/xxx to control its generation.

Spoiler Spoiler

copper {
B:Nether_true=true
B:Overworld_true=true
B:"The End_true"=true
B:"Twilight Forest_true"=true
B:Underdark_true=true
}


On the first start, inside the Gregtech WorldGeneration.cfg additional Lines will be generated looking like this:

Source code

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iron {
                B:Asteroid_true=true
                I:Density_4=4
                B:EndAsteroid_true=true
                B:Mars_true=true
                I:MaxHeight_40=40
                I:MinHeight_10=10
                B:Moon_true=true
                B:Nether_true=true
                I:OrePrimaryLayer_930=930
                I:OreSecondaryLayer_931=931
                I:OreSporadiclyInbetween_917=917
                I:OreSporaticlyAround_871=871
                B:Overworld_true=true
                I:RandomWeight_120=120
                I:Size_24=24
                B:TheEnd_false=false
}


The mod is tested with Gregtech 6.00.48, Galacticraft Build 332 and Forge 1263.

Who wants to use this mod in a Modpack is free to do so, i do not care.

<Github> Please also use for issues.

Changelog


1.12- Updated to GT6.03.24.

1.11- Updated to GT6.03.06.

1.10- Updated to GT6.01.06.

1.9 - Updated to GT6.00.54.

1.8 - Updated default oregen to fit GT6.00.52.
Fixed randomisation bug on asteroid worldgen.

1.7 - Fixed usage of some depricated methods.
General Code Cleanup.

1.6 - Added compatibilty with GT Bedrock ores.
Added defaults to fit changed GT6 worldgen config.
Now uses GT worldgen code dirctly instead of copying it.
Needs GT6.00.47 to work.

1.5 - Fixed compatibility to GT6.00.34.

1.4 - Fixed compatibility to GT6.00.10.

1.3 - Fixed compatibility to GT6.00.06.

1.2 - Fixed compatibility to GT6.00.02.

1.1 - Update to GT6.00.01 (required). GT Ores do now use Textures of Galacticraft Stone.

1.0 - Updated to GT6 (Not compatible to GT5 anymore)

0.7 - Fixed Asteroids not containing ores
- Removed debug logging
- GG now changes it's default accordingly if GT 5.08 or 5.09 is installed.

0.6 - Fixed ores spawning on planet surface.
- Fixed issue with spawn weight.
- Added processing recipes for some Moon and Mars stones into usable materials.

0.5 - Removed Experimental Oregen. Galacticraft does that now internally since Build 238.
- Added Configs for Asteroid Probability, minsize and maxsize (seperate for both End and GG Asteroids).
- Changed Defaults for Asteroidores. (Disabled cheap ores and lowerd the probability of asteroids spawning)
- Fixed messed up End Asteroid spawn

0.4 - Changed to be able run server side only.
- Added GT Ore Asteroids in Galacticraft Asteroid Dimension.
- Added GT Ore Asteroids in the End.
- Added configs for Ore Asteroids.

0.3 - Changed defaults for Moon/Mars oregen.
- Added config for experimentalGCWorldgen.

0.2 - Small fix on Mars oregen.

0.1 - Initial Release.
Blood Asp has attached the following files:

This post has been edited 30 times, last edit by "Blood Asp" (Oct 13th 2016, 12:21pm)


SpwnX

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2

Friday, October 17th 2014, 9:03pm

What about modpacks? I know there are modpacks that may be interested on this.

Also, moving it to GT area.
We need people to document GregTech, help us by joining the FTB wiki team: http://ftb.gamepedia.com/GregTech_6

xbony2

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3

Friday, October 17th 2014, 10:27pm

I vote for Github too.
Help the Official FTB Wiki reach 8000 9000 10,000 11,000 12,000 13,000 14,000 pages!

Someone should fix the gravel texture in the background...

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4

Friday, October 17th 2014, 11:23pm

I vote for asteroid dimension worldgen, for our rarities we used to find on GT4 end.
Of course the veins will be considerably smaller (almost non existant because of lack of asteroids aswell), but that would be a good thing.
We need people to document GregTech, help us by joining the FTB wiki team: http://ftb.gamepedia.com/GregTech_6

5

Friday, October 17th 2014, 11:29pm

Couldn't you make it use the moon and mars stone textures instead of regular stone and red granite?

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Friday, October 17th 2014, 11:52pm

Unless greg add his own types of ores that uses the moon and mars textures, no he can't.
We need people to document GregTech, help us by joining the FTB wiki team: http://ftb.gamepedia.com/GregTech_6

Blood Asp

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7

Saturday, October 18th 2014, 2:00am

What about modpacks? I know there are modpacks that may be interested on this.

Also, moving it to GT area.
Sure, free for every Modpack to use.
I vote for asteroid dimension worldgen, for our rarities we used to find on GT4 end.
Of course the veins will be considerably smaller (almost non existant because of lack of asteroids aswell), but that would be a good thing.
I'm looking into doing that, but the Asteroid Dimension worldgen is different than Moon or Mars, so that is a maybe for now.
I vote for Github too.
Once the mod is stable i will put it online i guess.
Couldn't you make it use the moon and mars stone textures instead of regular stone and red granite?
That would increase the amount of Ores from Gregtech again by 1k for every Type of stone Texture.

SpwnX

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8

Saturday, October 18th 2014, 2:03am

Also bloody, i have this message from radfast (Galacticraft dev) Source: https://github.com/micdoodle8/Galacticraft/issues/1157

Quoted from "radfast"

OK, that's good news for people playing both mods. That config setting mentioned in that thread,B:"Generate other mods features on planets"=true will enable all other mods worldgens, we do not have any way to control which is which. So you might get some IC2 rubber trees on the Moon, for example, unless there is some other way to fix that. It would be better, like I said, for the plugin to subscribe to the event GCCoreEventPopulate.Post, that way only this plugin (and not other mods worldgens) will be run.
We need people to document GregTech, help us by joining the FTB wiki team: http://ftb.gamepedia.com/GregTech_6

Blood Asp

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9

Saturday, October 18th 2014, 2:07am

Jep, strangly it worked inside my workspace without that option, but i plan to make it work.

10

Saturday, October 18th 2014, 2:39am


Couldn't you make it use the moon and mars stone textures instead of regular stone and red granite?
That would increase the amount of Ores from Gregtech again by 1k for every Type of stone Texture.


... Didn't consider that. Yeah it's probably best the way you have it now.

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11

Saturday, October 18th 2014, 2:40pm

For asteroid dim , you should know that Radfast etc want to remake it (also they need to add dungeon and boss etc) so probably that still has its time...

EmperorHadriusIII

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Sunday, October 19th 2014, 5:23pm

Great add on

Ore textures are out of the question. It's a pain using thermal expansion as it is.
you know i'm on my way when the entire landscape is quarried out of existence, it shall strike fear of your petty existence!

13

Thursday, October 23rd 2014, 3:55am

I wonder if you could possibly add support for sealed GregTech cables, pipes, and other things like that.

GregoriusT

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Thursday, October 23rd 2014, 8:59am

You cant. It is not possible wihtout overriding GC entirely to implement the IC2 Interfaces instead of delegating them.
I don't say, your "insert whatever here" is bad, I'm only showing possibilities for making it better.

GregTech Website

Patreon really helps me out, so if you consider funding the development of GT, so I might be able to do it full time, why not?

GregTech 6, the Main Thread, Bug Reports go here too.

I'm also reachable on #gt-dev on irc.esper.net, if you don't want to make a Forum account to contact me, for example. ;)
(I'm there almost every day, but only when I'm at my own computer, and yes you can drop bugs there too)

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Thursday, October 23rd 2014, 4:15pm

Just use this config of GC (hey invultri, i'm also talking to yooooou, that is if you happen to read this) since some GregTech blocks (that should be sealable) are not sealable for reasons i forgot.

# List non-opaque blocks from other mods (for example, special types of glass) that the Oxygen Sealer should recognize as solid seals. Format is BlockName or BlockName:metadata
S:"External Sealable IDs" <
minecraft:glass_pane:0
gregtech:gt.blockcasings
gregtech:gt.blockcasings2
gregtech:gt.blockcasings3
gregtech:gt.blockcasings4
gregtech:gt.blockconcretes
gregtech:gt.blockgranites
gregtech:gt.blockmachines
gregtech:gt.blockores
>
We need people to document GregTech, help us by joining the FTB wiki team: http://ftb.gamepedia.com/GregTech_6

SpwnX

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Thursday, October 23rd 2014, 4:15pm

Just use this config of GC (hey invultri, i'm also talking to yooooou, that is if you happen to read this) since some GregTech blocks (that should be sealable) are not sealable for reasons i forgot.

# List non-opaque blocks from other mods (for example, special types of glass) that the Oxygen Sealer should recognize as solid seals. Format is BlockName or BlockName:metadata
S:"External Sealable IDs" <
minecraft:glass_pane:0
gregtech:gt.blockcasings
gregtech:gt.blockcasings2
gregtech:gt.blockcasings3
gregtech:gt.blockcasings4
gregtech:gt.blockconcretes
gregtech:gt.blockgranites
gregtech:gt.blockmachines
gregtech:gt.blockores
>
We need people to document GregTech, help us by joining the FTB wiki team: http://ftb.gamepedia.com/GregTech_6

Blood Asp

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Thursday, October 30th 2014, 7:30pm

New Version uploaded.

Blood Asp

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Friday, November 28th 2014, 2:20am

And finally Asteroids!

EmperorHadriusIII

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Friday, November 28th 2014, 12:12pm

great

Now how about a config to determine how often asteroids generate
you know i'm on my way when the entire landscape is quarried out of existence, it shall strike fear of your petty existence!

Blood Asp

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Friday, November 28th 2014, 12:18pm

That will be in the next version in a few days.

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