Request Custom Ore Generation configs idea

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IMarvinTPA

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Jul 29, 2019
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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:
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
 

Reika

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Keep in mind not all mods generate the same densities of ore, so you may find that using, say, GC to generate copper may find you with a deficiency for TE.


Also, you say you replace the entries in the Ore Dictionary itself. This is a very bad idea.
 

IMarvinTPA

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Jul 29, 2019
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Keep in mind not all mods generate the same densities of ore, so you may find that using, say, GC to generate copper may find you with a deficiency for TE.
Also, you say you replace the entries in the Ore Dictionary itself. This is a very bad idea.

No, no. You got the description wrong. Custom Ore Gen Revival (based on Custom Ore Gen) has a substitute generation mode that goes through and replaces already spawned blocks (or air) with something else. So it runs after the normal ore gen has run and converts it back to stone/netherack/etc and then it spawns its own ore gen rules. The Ore dictionary thing is that it can use that when filtering the world during the substitution phase. The idea is to wipe out whatever densities the other mods do for their ores and control a single spawning rate for the resulting ore. It also has different styles of ore generation that it can do besides one that simulates normal minecraft generation.

I did not make either of these mods, I'm just trying to come up with ore centric generation files instead of the default config files that are mod centric.

Thanks,
IMarv
 

zemerick

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Jul 29, 2019
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I have made my custom ore gen files. They are at http://www.imarvintpa.com/CustomOres/CustomOreGen.zip if anybody is interested.

You just saved me a fair bit of effort, so thank you:) While what I'm doing is completely different ( I'm actually removing all ores from the overworld, and assigning ProjE values to everything, as well as generations in the Nether. ), this just provided an excellent springboard.

Cheers!
 

IMarvinTPA

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Jul 29, 2019
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You just saved me a fair bit of effort, so thank you:) While what I'm doing is completely different ( I'm actually removing all ores from the overworld, and assigning ProjE values to everything, as well as generations in the Nether. ), this just provided an excellent springboard.

Cheers!
In that case, all you need is the substitutions file. Also watch out, the nether ores blow up when being replaced by the mod.

IMarv
 

zemerick

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Jul 29, 2019
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In that case, all you need is the substitutions file. Also watch out, the nether ores blow up when being replaced by the mod.

IMarv

I'm just adding to the Nether, not substituting there. Basically making it the go to place for materials. Thanks for the heads up though, that would have been confusing.

Well, so far:) It's all a big experiment, and has a lot of tweaking to go. ( Especially since ProjE is still so buggy. RIP contents of Brown Alchemical Bag:( )