So, I've been playing with all the new worldgen features coming out in the next cofh iteration. Lets just say your doc barely touches the current features. Once I get a bit more of the things tested, I'll post some things here for you all.
But it will always try to generate on each chunk right?NumClusters is the number of attempted clusters within the specified range. If it fails to find a spot for a cluster, it'll skip to the next cluster attempt. That's why I always generate the rarer stuff first, to maximise it's chance of being generated. All the crud/decorative stuff I generate last.
In theory, you can generate ores at a 5% chance per chunk. You'd have to calculate a Y range that ensures that 95% of the potential spawn area is in "air", and set it to 1 numClusters of a large cluster size.
Issues you'd have is that while the game world max Y is 256, CoFH world gen may or may not allow you to have larger Y values, plus ores that are normally deep would have a chance of being on the surface (not really a major issue).
Mountains then have a greater chance of containing ores compared to flatlands, seas have a much lower chance of having anything.
Correct, to get 1 in 500 chunks, you'd need to try and work out a system that equates to 0.2% chance. Doubt that would be possible.But it will always try to generate on each chunk right?
If I wanted, for example, a large cluster every 500 blocks, it would not be possible, correct?
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Correct, to get 1 in 500 chunks, you'd need to try and work out a system that equates to 0.2% chance. Doubt that would be possible.
Although there is apparently a lot of extra stuff that CoFH World Gen can do, but there's no documentation unless you can read the source code or talk to one of the Devs.
ooo, veins defined in the same way as the current clusters? That would be sweet with my custom ore gen setup. I'd love to have bigger veins but more spaced out, so it's not just a case of pick a chunk, dig down to diamond level, win.Rarity chance is one of the upcoming features.
Edit: so are veins.
ooo, veins defined in the same way as the current clusters? That would be sweet with my custom ore gen setup. I'd love to have bigger veins but more spaced out, so it's not just a case of pick a chunk, dig down to diamond level, win.
You mean if I push the latest version of CoFH Core from github I would get this features?Basically this, plus a lot of other. Once I get tests out of inFlux and BnB, I'll hopefully have time to put everything into a solid document. So far though, everything I've had time to specifically test works as intended.
Cofhcore, though, is much more than just oreGen now...
You mean if I push the latest version of CoFH Core from github I would get this features?
Is chunkChance what you are talking about?
Please be yes to all the questions. It would save me so much work!!!
When will this latest version be available us grunts?
Well, it is available...When will this latest version be available us grunts?
"just" - if you know how. I haven't a clue, hence "grunts".Well, it is available...
Just download the source from GitHub, compile it and report the errors if you find them
{
"dirt": {
"template": "uniform",
"block": "minecraft:dirt",
"clusterSize": 32,
"numClusters": 20,
"minHeight": 0,
"maxHeight": 128,
"retrogen": "false",
"biomeRestriction": "none",
"biomes": [],
"dimensionRestriction": "blacklist",
"dimensions": [
-1,
1
]
},
"gravel": {
"template": "uniform",
"block": "minecraft:gravel",
"clusterSize": 32,
"numClusters": 10,
"minHeight": 0,
"maxHeight": 128,
"retrogen": "false",
"biomeRestriction": "none",
"biomes": [],
"dimensionRestriction": "blacklist",
"dimensions": [
-1,
1
]
},
"coal": {
"template": "uniform",
"block": "minecraft:coal_ore",
"clusterSize": 16,
"numClusters": 20,
"minHeight": 0,
"maxHeight": 128,
"retrogen": "true",
"biomeRestriction": "none",
"biomes": [],
"dimensionRestriction": "blacklist",
"dimensions": [
-1,
1
]
},
"iron": {
"template": "uniform",
"block": "minecraft:iron_ore",
"clusterSize": 8,
"numClusters": 20,
"minHeight": 0,
"maxHeight": 64,
"retrogen": "true",
"biomeRestriction": "none",
"biomes": [],
"dimensionRestriction": "blacklist",
"dimensions": [
-1,
1
]
},
"gold": {
"template": "uniform",
"block": "minecraft:gold_ore",
"clusterSize": 8,
"numClusters": 2,
"minHeight": 0,
"maxHeight": 32,
"retrogen": "true",
"biomeRestriction": "none",
"biomes": [],
"dimensionRestriction": "blacklist",
"dimensions": [
-1,
1
]
},
"redstone": {
"template": "uniform",
"block": "minecraft:redstone_ore",
"clusterSize": 7,
"numClusters": 8,
"minHeight": 0,
"maxHeight": 16,
"retrogen": "true",
"biomeRestriction": "none",
"biomes": [],
"dimensionRestriction": "blacklist",
"dimensions": [
-1,
1
]
},
"diamond": {
"template": "uniform",
"block": "minecraft:diamond_ore",
"clusterSize": 7,
"numClusters": 1,
"minHeight": 0,
"maxHeight": 16,
"retrogen": "true",
"biomeRestriction": "none",
"biomes": [],
"dimensionRestriction": "blacklist",
"dimensions": [
-1,
1
]
},
"lapis": {
"template": "normal",
"block": "minecraft:lapis_ore",
"clusterSize": 6,
"numClusters": 1,
"meanHeight": 16,
"maxVariance": 16,
"retrogen": "true",
"biomeRestriction": "none",
"biomes": [],
"dimensionRestriction": "blacklist",
"dimensions": [
-1,
1
]
},
"quartz": {
"template": "uniform",
"block": "minecraft:quartz_ore",
"clusterSize": 13,
"numClusters": 16,
"minHeight": 10,
"maxHeight": 118,
"retrogen": "true",
"biomeRestriction": "whitelist",
"biomes": [
"hell"
],
"dimensionRestriction": "whitelist",
"dimensions": [
-1
]
}
}
Try http://www.minecraftforum.net/forum...1339-tool-midas-id-changer-v0-3-1-open-sourceIs there a way to replace ALL instances of a block with another block for the whole world?
I want to remove a mod's ores from a large existing world 4000+ x 6000+. I already looked at WorldEdit and MCEdit, but neither seem to be able to perform this for the whole world at one time. Seems like their methods would take a month to do for a world this size. Removing the mod and restarting leaves pockets of air wherever the mod's ores were - this is not something we want - would be nice if restarting replaced those blocks with stone, at least =)
Thanks