That's really something to ask @King Lemming or one of the other COFH team members.Any plans to get this to work via ore dictionaries instead of having to list blocks from each mod that might introduce common ores?
The problem with that is how would it know which ore blocks to gen, it can be random but in that case you could probably also just split the oregen yourself.Any plans to get this to work via ore dictionaries instead of having to list blocks from each mod that might introduce common ores?
"dimensionRestriction": "blacklist",
"dimensions": [
-1,
1
]
"dimensionRestriction": "whitelist",
"dimensions": [
6
]
"Overworld Copper Ore": {
"template": "uniform",
"block": "GalacticraftCore:tile.gcBlockCore:5",
"retrogen": "true",
"dimensionRestriction": "whitelist",
"dimensions": [
]
}
Yeah, that would cause it to only generate in dimension ID 6.So I have two questions. Let's say that I want to make it so no one has a reason to mine in overworld, and they will only find ores in the mining world. I can change each item from this:
Code:"dimensionRestriction": "blacklist", "dimensions": [ -1, 1 ]
to say this (let's say DIM6 is the mining world):
Code:"dimensionRestriction": "whitelist", "dimensions": [ 6 ]
Would that work?
Only Thermal Foundation ores and vanilla ones are generated with CoFH Core. For the others, you need to go into the individual mods' config file and disable the ores there. In the example you provided, you'd want to go into Galacticraft's config file and disable it there.Second question, I'm getting several different ores generated from different mods, if I want to restrict it to one ore, do I need to make an entry for each ore I don't want? something like this?
Code:"Overworld Copper Ore": { "template": "uniform", "block": "GalacticraftCore:tile.gcBlockCore:5", "retrogen": "true", "dimensionRestriction": "whitelist", "dimensions": [ ] }
Or am I doing this wrong? That would kind of suck, because I'd have to make about 2 dozen entries to cover all the misc ores out there that other mods are spawning.
{
"test28":
{
"template": "fractal",
"block": "minecraft:iron_ore",
"material": [{"name":"minecraft:stone"},{"name":"minecraft:dirt"},{"name":"minecraft:gravel"}],
"enabled": "true",
"clusterSize": 4,
"numClusters": 10,
"minHeight": 10,
"veinHeight": 30,
"veinDiameter": 44,
"verticalDensity": 1,
"horizontalDensity": 1,
"retrogen": true,
"chunkChance": 1,
"biomeRestriction": "none",
"biomes":[],
"dimensionRestriction": "blacklist",
"dimensions":[-1,1]
}
}
Any plans to get this to work via ore dictionaries instead of having to list blocks from each mod that might introduce common ores?
@Demosthenex Sorry I didn't see this earlier.
I spent months on these tweaking them and getting it playing just right. Note that it's designed for Vanilla biome generation, and it mixes ores from vanilla, Thermal Expansion, Metallurgy, Galacticraft, AE2, Thaumcraft, and Tinker's Construct. All oregen in these mods is turned off in the mod and handled by my configs. I wanted to go vanilla for my 1.7.10 pack because it seemed appropriate. Ore generates based on the geological setting per biome, and in veins. I used my minor in geology and hours of research to try to get this as accurate I could within limitations of the Minecraft biomes. My modpack that this is part of is all about immersion. It's challenging until you figure out where to find what ore - I've enjoyed it enormously so far.
You seem to be going for realism as well, so I hope you can extrapolate some of what I did here into your pack. I'm basically giving you my baby, so you better check it out.
I'm planning our next server, and considering using your configs. Our last one was a "poor resource" world, with 25% or less of vanilla ore generation. The idea of biome specific veins sounds awesome! Do you have any notes or updates?
@Demosthenex Sorry I didn't see this earlier.
I spent months on these tweaking them and getting it playing just right. Note that it's designed for Vanilla biome generation, and it mixes ores from vanilla, Thermal Expansion, Metallurgy, Galacticraft, AE2, Thaumcraft, and Tinker's Construct. All oregen in these mods is turned off in the mod and handled by my configs. I wanted to go vanilla for my 1.7.10 pack because it seemed appropriate. Ore generates based on the geological setting per biome, and in veins. I used my minor in geology and hours of research to try to get this as accurate I could within limitations of the Minecraft biomes. My modpack that this is part of is all about immersion. It's challenging until you figure out where to find what ore - I've enjoyed it enormously so far.
You seem to be going for realism as well, so I hope you can extrapolate some of what I did here into your pack. I'm basically giving you my baby, so you better check it out.
So, the ore dictionary is all about equating one type of ingot with another, rather than equating the blocks that drop the ingots?Not super likely. The OreDictionary deals with ItemStacks, not blocks. The nonsense associated with a convoluted reverse lookup would be incredibly, amazingly slow.
It will not replace the original mod's oregen. You'll need to disable it in the main Artifice config, else it'll keep spawning.This might be a stupid question, but if I write a new object with a certain oretype, it will replace the mod's original ore-gen right?
So f.e. if I made one for "Artifice:tile.artifice.marble" and just set numClusters to 0 there would be no generation of it, right? I know Artifice can make caves etc. of the stuff, but they would just be gone as well? (Unless I made a specific generator for caves using the new system?)
I know I chose a bad example because you can turn Artifice's generation off in it's configs, but if you left that on, in theory it would still work?
Oh OK, good to know, thank you!It will not replace the original mod's oregen. You'll need to disable it in the main Artifice config, else it'll keep spawning.
{
"redstone": {
"template": {"type": "fractal", "generator": "large-vein", "sparse": false},
"block": "redstone_ore",
"material": "minecraft:stone",
"clusterSize": 180,
"numClusters": 1,
"chunkChance": 60,
"minHeight": 0,
"maxHeight": 16,
"veinHeight": 8,
"veinDiameter": 90,
"verticalDensity": 99,
"horizontalDensity": 90,
"retrogen": "true",
"biomeRestriction": "none",
"biomes": [],
"dimensionRestriction": "blacklist",
"dimensions": [
-1,
1
]
},
"coal": {
"template": {"type": "fractal", "generator": "boulder"},
"block": "coal_ore",
"material": "minecraft:stone",
"clusterSize": 180,
"numClusters": 1,
"chunkChance": 1,
"minHeight": 0,
"maxHeight": 16,
"veinHeight": 8,
"veinDiameter": 90,
"verticalDensity": 99,
"horizontalDensity": 90,
"sizeVariance": 2,
"count": 3,
"hollow": "false",
"hollowSize": 0.1666,
"hollowVar": 0.0,
"retrogen": "true",
"biomeRestriction": "none",
"biomes": [],
"dimensionRestriction": "blacklist",
"dimensions": [
-1,
1
]
}
}
"coal": {
"template": "uniform",
"block": "coal_ore",
"material": "stone",
"clusterSize": 16,
"numClusters": 20,
"minHeight": 0,
"maxHeight": 128,
"retrogen": "true",
"biomeRestriction": "whitelist",
"biomes": [
"Volcano"
],
"dimensionRestriction": "blacklist",
"dimensions": [
-1,
1
]
},
Sometimes biomes might have a special name to prevent conflicts between mutiple biome-adding mods, such as highlands_mountains or something similar. Try popping into a world, finding a volcano, and hitting F3 to see what the biome's actual name is. Otherwise, the json looks stellar.@Gideonseymour Think you can lend a hand... trying to get Coal ore only spawning in Biomes o Plenty Volcano biomes.... sadly having no coal spawn at all...
Code:"coal": { "template": "uniform", "block": "coal_ore", "material": "stone", "clusterSize": 16, "numClusters": 20, "minHeight": 0, "maxHeight": 128, "retrogen": "true", "biomeRestriction": "whitelist", "biomes": [ "Volcano" ], "dimensionRestriction": "blacklist", "dimensions": [ -1, 1 ] },
What the deuce am I doing wrong? lol