When I was looking over Resurrection and trying to use it as a basis for a personal "Resurrected Monster" pack since I'm crazy enough to keep migrating the same world I've had since 1.3 to each new version (and having reasonable success.) I discovered that Resurrection used Custom Ore Generation. I gave GregTech the boot, which the COG config files used heavily. I mostly did this because GT ores are tile entities, and I didn't want to have to deal with that for 1.8.
However, I discovered that the default config files are per mod. I thought this was silly and have been working on making a set of config files that are per ore dictionary ore. IE oreCopper, oreLead, oreSilver, etc. I have 118 of these files. I managed to simulate the ore distributions of the vanilla generator and I tried to use those numbers to affect the vein and cloud generators. But I'm not really happy with the latter configs.
The way the files work out is something like this:
The last IfModInstalled variant is the winner for what gets generated in the vein, so as long as you have at least one of these mods installed, you'll get copper, but you'll never get different coppers in the ground. (There is a replace group that replaces all ores in the oreCopper dictionary listing with stone.) The whole file is ignored if none of the mods are installed by a test at the top of the file.
So, I'm wondering if anybody wants to help me balance out the ore gen rules or would like these for their mod pack to finely control the ore gen.
Thanks,
IMarvinTPA
However, I discovered that the default config files are per mod. I thought this was silly and have been working on making a set of config files that are per ore dictionary ore. IE oreCopper, oreLead, oreSilver, etc. I have 118 of these files. I managed to simulate the ore distributions of the vanilla generator and I tried to use those numbers to affect the vein and cloud generators. But I'm not really happy with the latter configs.
The way the files work out is something like this:
Code:
<StandardGen name='oreCopperStandard' inherits='PresetStandardGen'>
<OreBlock weight='1'>
<IfModInstalled name='GalacticraftCore'><block>GalacticraftCore:tile.gcBlockCore:5</block></IfModInstalled>
<IfModInstalled name='Steamcraft'><block>Steamcraft:steamcraftOre:0</block></IfModInstalled>
<IfModInstalled name='ElectriCraft'><block>ElectriCraft:electricraft_block_ore:0</block></IfModInstalled>
<IfModInstalled name='emashercore'><block>emashercore:ore:4</block></IfModInstalled>
<IfModInstalled name='Forestry'><block>Forestry:resources:1</block></IfModInstalled>
<IfModInstalled name='Mekanism'><block>Mekanism:OreBlock:1</block></IfModInstalled>
<IfModInstalled name='TConstruct'><block>TConstruct:SearedBrick:3</block></IfModInstalled>
<IfModInstalled name='Metallurgy'><block>Metallurgy:base.ore:0</block></IfModInstalled>
<IfModInstalled name='IC2'><block>IC2:blockOreCopper:0</block></IfModInstalled>
<IfModInstalled name='ThermalFoundation'><block>ThermalFoundation:Ore:0</block></IfModInstalled>
</OreBlock>
<ReplacesOre block='stone' />
The last IfModInstalled variant is the winner for what gets generated in the vein, so as long as you have at least one of these mods installed, you'll get copper, but you'll never get different coppers in the ground. (There is a replace group that replaces all ores in the oreCopper dictionary listing with stone.) The whole file is ignored if none of the mods are installed by a test at the top of the file.
So, I'm wondering if anybody wants to help me balance out the ore gen rules or would like these for their mod pack to finely control the ore gen.
Thanks,
IMarvinTPA