suggestion for future ores

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hotblack desiato

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Jul 29, 2019
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this would be a way too: a script scans a chunk, if there are already ores of a certain mod added, and if not, it calculates according to worldedit, where the ores should be. if there is smoothstone on this certain position, it will be replaced with the new ore. of course that needs to be done only once per chunk and per version update. and to lower the calculation amount during logging in after an update, every chunk should know it's version number and update itself if loaded by a player or a chunkloader ... to prevent multiple uses and to prevent simultanously updates of all chunks (which would lead to a freezing world)...
 

Zjarek_S

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Jul 29, 2019
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Thaumcraft regenerates its ores, but you need its worldgen near your base to fully experience this mod, you can't easily just mine somewhere else and build in previously generated area. For most mods it isn't worth the effort, you can always just travel farther, or delete unneeded chunks in MCedit (mining world/chunks on servers). It could however cause problems. For example mod adds non solid ore and it replace smooth stone in your redstone machinery making it fail. Even Mojang doesn't care about it, so why modders should?
 

Whovian

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Jul 29, 2019
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For example mod adds non solid ore and it replace smooth stone in your redstone machinery making it fail. Even Mojang doesn't care about it, so why modders should?

I'm guessing Silk Touch would drop Smoothstone instead of Pseudosmoothstone, so there wouldn't really be any way to obtain the block.
 

Zjarek_S

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Jul 29, 2019
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I was talking about regenerating ores, not generating weird pseudo ores. I don't really understand how these pseudo ores would work. For example let say that you want to add redpower to the world that didn't have it before. So if you wan't to just replace block ids, you would have to have block with 7 different metadata types generating with on very different levels with different cluster size and frequencies. Some mods also add more complicated generation. Railcraft saltpeter generates in hot arid biomes with sand and sulfur generates in extreme hills near lava lakes. So practically you would have to replace those pregenerated pseudoores with different blocks, it really isn't that much different then just generating in smoothstone, except that it would make it a lot more complicated.
 

hotblack desiato

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Jul 29, 2019
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I was talking about regenerating ores, not generating weird pseudo ores. I don't really understand how these pseudo ores would work. For example let say that you want to add redpower to the world that didn't have it before. So if you wan't to just replace block ids, you would have to have block with 7 different metadata types generating with on very different levels with different cluster size and frequencies. Some mods also add more complicated generation. Railcraft saltpeter generates in hot arid biomes with sand and sulfur generates in extreme hills near lava lakes. So practically you would have to replace those pregenerated pseudoores with different blocks, it really isn't that much different then just generating in smoothstone, except that it would make it a lot more complicated.

that's clearly a problem. if an ore is connected to just one or a few biomes or to special situations (like a lava lake), that would break the system. so, in this case, the people have to live with this situation.

on the other hand, since you mention saltpeter and sulfur, there are other ways obtaining it. in the nether, there is a crapton of sulfur (pyrite, sphallerite and cinnabar), and saltpeter is accessible through soulsand and crackedsand... and now even renewable, through the sludge boiler.
 
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Bagman817

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Jul 29, 2019
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It feels like a year from now, we'll be digging deep in the earth just to find the elusive vein of cobblestone.
 
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