mod/method to control ore spawns per-biome?

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vScourge

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Jul 29, 2019
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The players on my server were thinking it would be fun to have a new world where certain ores only spawned infrequently in specific biomes. This would encourage traveling to far lands and establishing transport systems in order to gather the usual stuff (iron, copper, tin, coal, etc).

In modpacks there's config-file control over ore spawn levels, but as far as I can tell, no means for a server admin to opt in/out of one entirely per biome.

Are there any known mods/tricks that offer that control? I've had no luck in my searches so far. Bonus if it supports Biomes O Plenty or ExtraBiomesXL.
 

Emasher

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Jul 29, 2019
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Might be cool if there was something that added more realistic ore gen/veins along with biome requirements, fossils and the danger of gases in oil wells and below coal deposits.

I've had a couple thoughts ive written down awhile back: https://docs.google.com/document/d/1_ucWOFUANniTr9S87Oinx9FlbGsrjsLDu1laJ-VhGdY/edit?usp=sharing

One of my mods, GasCraft adds (if enabled in the config) random gas pockets that cause a hazard while mining. But the generation isn't associated with ore deposites at all. The mod in general is also really buggy in it's current state, so I wouldn't bother with it until I re-write it for 1.6.

I've been considering adding some sort of biome specific ore generation system, using the Forge Biome Dictionary, but it would most likely only support the 'standard' mod ores rather than altering vanilla generation. Things like copper, tin, lead, etc. Although, it might allow you to add exta vanialla ores to specific biomes, since with a heavily modded game , I find I run out of iron and gold before anything else.

If you want larger veins of ore in 1.5, Thermal Expansion has some pretty good config options for doing just that.
 
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Malexion

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Jul 29, 2019
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Well, the oil spouts are a little common naturally it usually takes some unearthing of dirt, soil and rock before the oil would spout out of the ground due to pressure.

It would require methods of seismic detection to be found or by random chance unearthing a well. Not everyone would be all for more realism on oil though I suppose.
 

draeath

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Jul 29, 2019
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Brainstorm: Oil, on worldgen, build a pocket and shaft as it does now, but does not pierce the top solid block (or a few, but not many). When the topmost oil block under this is first exposed to the sky, generate a "spout" from that.

Optionally, convert the top block and maybe some neighbors into some kind of "oily" equivalent (oily sand, oily dirt etc). Players could look for that and know where to dig to find the oil. Maybe even surround the shaft and pocket with these? Perhaps make it so that these can be processed into oil.

This would also make finding oil in the ocean significantly more "interesting" as you'd have to find the evidence, then build down to the "sea floor" to get to it. If you're after realism this helps as well, as you wouldn't just find oil spewing forth from the ocean's surface (unless BP was involved :p)
 
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Malexion

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Jul 29, 2019
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Brainstorm: Oil, on worldgen, build a pocket and shaft as it does now, but does not pierce the top solid block (or a few, but not many). When the topmost oil block under this is first exposed to the sky, generate a "spout" from that.

Optionally, convert the top block and maybe some neighbors into some kind of "oily" equivalent (oily sand, oily dirt etc). Players could look for that and know where to dig to find the oil. Maybe even surround the shaft and pocket with these? Perhaps make it so that these can be processed into oil.

This would also make finding oil in the ocean significantly more "interesting" as you'd have to find the evidence, then build down to the "sea floor" to get to it. If you're after realism this helps as well, as you wouldn't just find oil spewing forth from the ocean's surface (unless BP was involved :p)

I'm a little more for this idea, Still some late game detection method would help out in the oceans.