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Oil spills generate during decoration instead of before #4002

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QuantumStatement opened this issue Jan 26, 2018 · 6 comments
Open

Oil spills generate during decoration instead of before #4002

QuantumStatement opened this issue Jan 26, 2018 · 6 comments

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@QuantumStatement
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@QuantumStatement QuantumStatement commented Jan 26, 2018

BuildCraft version: 7.99.14
Forge version: 14.23.1.2604
Link to crash report or log:
Singleplayer or multiplayer: Singleplayer
Additional information:
2018-01-25_19 05 23

@AlexIIL
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@AlexIIL AlexIIL commented Jan 26, 2018

Yeah, oil generation really needs to happen before tree generation, or at least ignore leaves and logs when generating. Perhaps also removing the logs and leaves would be a good idea, if we cannot generate oil beforehand,

@AlexIIL AlexIIL removed their assignment Jan 26, 2018
@QuantumStatement
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@QuantumStatement QuantumStatement commented Jan 26, 2018

At least oil generation should ignore too large height difference, otherwise it will look like this
2018-01-26_17 11 17

@jburkej1
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@jburkej1 jburkej1 commented Jan 30, 2018

I came across a village with an oil geyser in the middle, nearly every building was covered and oil was coming out of the church steeple. I regret not getting a screen shot. I cheated and used creative mode to setup pumps and tanks to siphon it off.

@AEnterprise AEnterprise changed the title Oil spills generates on trees Oil spills generate during decoration instead of before Jan 31, 2018
@LordGolias
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@LordGolias LordGolias commented Apr 20, 2018

I will try to address this.

@AlexIIL, is there any simple way of easily testing oil generation? E.g. easily start a map with an oil on where the player starts?

@AlexIIL
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@AlexIIL AlexIIL commented Apr 22, 2018

@LordGolias normally I generate random worlds (and explore for about a minute at max render distance) until I can see an oil spot that needs to be fixed. Then, note down the coordinates and turn them into a teleport command (like "/tp AlexIIL 345 98 201") and just paste that command in every time I regenerate the world (usually by doing "re-create" rather than "new world" as that keeps the seed the same).

Alternatively you could add a system.out.println statement to the spout generation code to tell you the coordinates every time a well generates.

I don't know of a good way of forcing the player to generate near an oil well, other than increasing the gen rate by a huge amount.

@Dame-E-in
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@Dame-E-in Dame-E-in commented Dec 31, 2018

I had an old world (responding to the height difference guy) where the oil rode down caves and went to or close to bedrock in about 4 spots. If I fix my old PC I can show it.

@AlexIIL AlexIIL self-assigned this Mar 30, 2019
@AlexIIL AlexIIL closed this in 6b0b3cd Mar 30, 2019
@AlexIIL AlexIIL reopened this Mar 30, 2019
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5 participants