COFH World Generation User's Manual

macks2008

New Member
Jul 29, 2019
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does this information still apply to 1.10 versions of thermal foundation (and in particular, 1.10.2-2.0.5.81)?
edit: looks like it does. The files are still in the same spot (config/cofh/world), and the format looks the same.
 
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T

THEDARKCOLOR

Guest
Good idea.. I'll mess around with it some.
When generating ores, "lead" and "silver" have the pairs "block" written as '
"block": [
{"name": "ThermalFoundation:Ore", "metadata": 2, "weight":80},
{"name": "ThermalFoundation:Ore", "metadata": 3, "weight":20}
],
', and '
"block": [
{"name": "ThermalFoundation:Ore", "metadata": 3, "weight": 90},
{"name": "ThermalFoundation:Ore", "metadata": 2, "weight": 10}
],
' which displays weights so that the two ores can spawn near each other.

EDIT: On the Internal ores spreadsheet, can you add AdventofAscension ore names? Thanks :)
 

Celestialphoenix

Too Much Free Time
Nov 9, 2012
3,741
3,204
333
Tartarus.. I mean at work. Same thing really.
Any advice for creating long, string of ore- experimenting with fractal+large vein hasn't quite yielded the right result

Code:
        "gemstones_lower": {
            "distribution": "fractal",
            "generator": {
                    "type": "large-vein",
                    "sparse": "true",
                    "block": [
                    {"name": "gregtech:gt.blockores.86", "metadata": 6, "weight": 20},
                    {"name": "gregtech:gt.blockores.102", "metadata": 13, "weight": 10},
                    {"name": "gregtech:gt.blockores.68", "metadata": 6, "weight": 10},
                    {"name": "gregtech:gt.blockores.98", "metadata": 6, "weight": 5},
                    {"name": "gregtech:gt.blockores.70", "metadata": 6, "weight": 5},
                    {"name": "gregtech:gt.blockores.110", "metadata": 13, "weight": 5},
                    {"name": "gregtech:gt.blockstones", "metadata": 8, "weight": 65}
                    ]
                "material": "minecraft:stone",
                "cluster-size": 16
            },
            "cluster-count": 128,
            "chunk-chance": 50
            "min-height": 5,
            "vein-height": 100,
            "vein-diameter":100,
            "vertical-density": 48,
            "horizontal-density": 48,
            "retrogen": "true",
            "biome": {
                "restriction": "whitelist",
                "value": [
                    {
                        "type": "id",
                        "entry": [
                            "extreme_hills",
                            "smaller_extreme_hills",
                            "extreme_hills_with_trees",
                            "mutated_extreme_hills",
                            "mutated_extreme_hills_with_trees",
                            "roofed_forest_M",
                            "ocean"
                        ]
                    }
                ]
            },
2017-07-04_21.01.27.png

It gets a few string like tendrils, but its mostly a tangled mess and the strings are broken. What I'm aiming for is a distinct continuous string which twists and branches through the world.
Playing around with density, cluster count, and size seems to result in varying piles of ore spaghetti :(
 

Golrith

Over-Achiever
Trusted User
Nov 11, 2012
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Any advice for creating long, string of ore- experimenting with fractal+large vein hasn't quite yielded the right result

Code:
        "gemstones_lower": {
            "distribution": "fractal",
            "generator": {
                    "type": "large-vein",
                    "sparse": "true",
                    "block": [
                    {"name": "gregtech:gt.blockores.86", "metadata": 6, "weight": 20},
                    {"name": "gregtech:gt.blockores.102", "metadata": 13, "weight": 10},
                    {"name": "gregtech:gt.blockores.68", "metadata": 6, "weight": 10},
                    {"name": "gregtech:gt.blockores.98", "metadata": 6, "weight": 5},
                    {"name": "gregtech:gt.blockores.70", "metadata": 6, "weight": 5},
                    {"name": "gregtech:gt.blockores.110", "metadata": 13, "weight": 5},
                    {"name": "gregtech:gt.blockstones", "metadata": 8, "weight": 65}
                    ]
                "material": "minecraft:stone",
                "cluster-size": 16
            },
            "cluster-count": 128,
            "chunk-chance": 50
            "min-height": 5,
            "vein-height": 100,
            "vein-diameter":100,
            "vertical-density": 48,
            "horizontal-density": 48,
            "retrogen": "true",
            "biome": {
                "restriction": "whitelist",
                "value": [
                    {
                        "type": "id",
                        "entry": [
                            "extreme_hills",
                            "smaller_extreme_hills",
                            "extreme_hills_with_trees",
                            "mutated_extreme_hills",
                            "mutated_extreme_hills_with_trees",
                            "roofed_forest_M",
                            "ocean"
                        ]
                    }
                ]
            },

It gets a few string like tendrils, but its mostly a tangled mess and the strings are broken. What I'm aiming for is a distinct continuous string which twists and branches through the world.
Playing around with density, cluster count, and size seems to result in varying piles of ore spaghetti :(
That's pretty much the only option available, unless you find a different mod to generate ores.

In the previous version I used:

Code:
   "OreIron": {
        "template": {"type": "fractal", "generator": "large-vein", "sparse": false},
        "block": [
            {"name": "minecraft:iron_ore", "weight": 35 },
            {"name": "customitems:pure_iron_ore", "weight": 15 },
            {"name": "customitems:inferior_iron_ore", "weight": 20 },
            {"name": "customitems:average_iron_ore", "weight": 25 },
            {"name": "minecraft:monster_egg", "metadata": 0, "weight": 5}
        ],
        "material": [
            "minecraft:dirt",
            "minecraft:stone"
        ],
        "clusterSize": 50,
        "numClusters": 120,
        "chunkChance": 40,
        "minHeight": 44,
        "veinHeight": 16,
        "veinDiameter": 64,
        "verticalDensity": 4,
        "horizontalDensity": 4,
        "retrogen": "true",
        "biomeRestriction": "none",
        "biomes": [],
        "dimensionRestriction": "whitelist",
        "dimensions": [
            0
        ]
    },
Main difference with mine is lower density and vein height. The fractal gen is more of an "explosion" then a continuous tendril.
 

Robijnvogel

Well-Known Member
May 8, 2013
533
421
89
That's pretty much the only option available, unless you find a different mod to generate ores.

Main difference with mine is lower density and vein height. The fractal gen is more of an "explosion" then a continuous tendril.

What about the large-vein generator type? Especially with the sparse option turned on, it sounds promising.
I haven't said a thing.
 
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N

nictrace

Guest
Working example of filled geode (Galacticraft + AE2) [1.7.10]
Code:
    "meteor2": {
        "template": {"type": "uniform", "generator": "geode",
            "crust": [{"name": "appliedenergistics2:tile.BlockSkyStone", "metadata": 0}],
            "hollow": "true",
            "filler": [
                {"name": "minecraft:diamond_ore", "weight": 5},
                {"name": "appliedenergistics2:tile.OreQuartz", "weight": 85},
                {"name": "appliedenergistics2:tile.OreQuartzCharged", "weight": 5},
                {"name": "minecraft:lava", "weight": 5}
             ]
        },
        "block": [{"name": "appliedenergistics2:tile.BlockSkyStone", "metadata": 0}],
        "material": [
            {"name": "GalacticraftMars:tile.mars", "metadata": 5},
            {"name": "GalacticraftMars:tile.mars", "metadata": 9},
            {"name": "GalacticraftMars:tile.mars", "metadata": 6}
        ],
        "numClusters": 1,
        "clusterSize": 6,
        "minHeight": 24,
        "maxHeight": 120,
        "chunkChance": 64,
        "retrogen": "true",
        "biomeRestriction": "none",
        "biomes": [],
        "dimensionRestriction": "whitelist",
        "dimensions": [
            -29
        ]
    }
 
A

Aloost1991

Guest
How can I make ores more rare? My current config looks like this:

Code:
{
    "dependencies": "thermalfoundation",
    "populate": {
        "copper": {
            "distribution": "uniform",
            "generator": {
                "type": "large-vein",
                "block": "thermalfoundation:ore",
                "material": "minecraft:stone",
                "cluster-size": 120
            },
            "cluster-count": 1,
            "chunk-chance": 1,
            "min-height": 30,
            "max-height": 75,
            "retrogen": "true",
            "biome": "all",
            "dimension": {
                "restriction": "blacklist",
                "value": [
                    -1,
                    1
                ]
            }
        },
        "tin": {
            "distribution": "uniform",
            "generator": {
                "type": "large-vein",
                "block": {
                    "name": "thermalfoundation:ore",
                    "metadata": 1
                },
                "material": "minecraft:stone",
                "cluster-size": 120
            },
            "cluster-count": 1,
            "chunk-chance": 1,
            "min-height": 20,
            "max-height": 55,
            "retrogen": "true",
            "biome": "all",
            "dimension": {
                "restriction": "blacklist",
                "value": [
                    -1,
                    1
                ]
            }
        }
    }
}

But they still spawn in every chunck.

2018-02-20_16.41.11.png
 

Golrith

Over-Achiever
Trusted User
Nov 11, 2012
3,834
2,137
248
How can I make ores more rare? My current config looks like this:

Code:
{
    "dependencies": "thermalfoundation",
    "populate": {
        "copper": {
            "distribution": "uniform",
            "generator": {
                "type": "large-vein",
                "block": "thermalfoundation:ore",
                "material": "minecraft:stone",
                "cluster-size": 120
            },
            "cluster-count": 1,
            "chunk-chance": 1,
            "min-height": 30,
            "max-height": 75,
            "retrogen": "true",
            "biome": "all",
            "dimension": {
                "restriction": "blacklist",
                "value": [
                    -1,
                    1
                ]
            }
        },
        "tin": {
            "distribution": "uniform",
            "generator": {
                "type": "large-vein",
                "block": {
                    "name": "thermalfoundation:ore",
                    "metadata": 1
                },
                "material": "minecraft:stone",
                "cluster-size": 120
            },
            "cluster-count": 1,
            "chunk-chance": 1,
            "min-height": 20,
            "max-height": 55,
            "retrogen": "true",
            "biome": "all",
            "dimension": {
                "restriction": "blacklist",
                "value": [
                    -1,
                    1
                ]
            }
        }
    }
}

But they still spawn in every chunck.

By default, Ores always generate in every chunk, so adjust
"chunk-chance": 1

Make that 2, and it'll be every 1 in 2 chunks instead of every chunk. Experiment until you find the right level.
 
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A

Aloost1991

Guest
By default, Ores always generate in every chunk, so adjust
"chunk-chance": 1

Make that 2, and it'll be every 1 in 2 chunks instead of every chunk. Experiment until you find the right level.
Thanks! I thought smaller numbers means the chance is smaller but looks like I was wrong.
 

Celestialphoenix

Too Much Free Time
Nov 9, 2012
3,741
3,204
333
Tartarus.. I mean at work. Same thing really.
Heres a few things I figured on the fly; makes testing stuff a lot faster/easier

When you're testing out different values for chunk chance- change your material to "minecraft:air", and your min/max heights to 80/115

This'll put your deposits above ground level- then you can fly about tweaking the numbers until it feels about right.
(its a lot faster than vanishing the stone blocks underground.

The other thing; each time you tweak the numbers, change the block type to/from netherrrack- so you have a clear visual change of the updated ore deposits.
 
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Maple38

New Member
Aug 25, 2020
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For some reason, I don't have the config files that were there. I have completely different ones!