As Promised a Little View of What Geocraft and it's Configs Do
Finally found time to post it.
This post is mainly screenshots of a cutaway showing how Geocraft distributes ores and samples of the configuration files that effect them. (Might show the people saying it isn't working and they can only find one ore what is happening and why, cause I didn't understand at first either). Geocraft will change the way you mine, that's the point.
And, I will say, those people who are wondering about modded ore the configs are a bit conservative and might need more editing but not too much.
I do have other mods installed in the samples.
-Worldedit was used for the cutaways
-Teds RWG, Recurrent Complex, Natura(all no effect)
-B.O'P
-Cofh mods(thermal expansion. Etc)
-Metallurgy
-Geocraft, of course
Well without further ado...
Geocraft's Stone
Works pretty much the same way as vanilla spawns in underground dirt and gravel veins.
Ore Distribution in 166x166 Area
This is minus CoFH ores which are currently are caught by Geocraft but still spawn in the world through CoFH aswell.
Trace mines(single blocks) for all Geocraft vanilla equivalents.
Uncaught Vanilla Emerald and BOP gems.
CoFH Ferrous Ore Mines(the only CoFH ore not to have an equivalent as Geocraft uses Forge Ore dictionary to only allow one form to spawn, Platinum is Metallurgy's)
Geocraft; Hematite, Gold, Diamond and Redstone Mines.
Trace mines for every Metallurgy ore were not found as default is quite rare.
A few different Metallurgy ore mines, but not all, again the default is quite rare and small.(Large blue sparkly ones in pic are Mithril I edited configs for.
166x166 cutaway, only leaving ores. CoFH ores except Ferrous Ore was removed too, as atm they still spawn even though Geocraft has replacements and should overwrite them.
Chalcopyrite(Copper)
This one wasn't found in the sample area.
Spidery Veins=True (This is the default for all metallic and vanilla mines. Metallurgy Ores are default false. I will only say if they are false or I changed them.)
The next 3 values in the configs are all to 1decimal place(haven't tested whether you can have more but I think it is necessary to put .0) but I won't put it in the others.
Mine Rarity=4.0 (lower numbers are more common)
Mine Size=16.0
Vein Size=10.0
Max/Min altitude are always 0/256 so I won't mention them(editing these possibly caused a crash so be careful).
Hematite(Iron)
Doesn't always form so short, shows that height of the mines can be variable.
Mine Rarity=4
Mine Size=20
Vein Size=8
Coal Ore
Coal's complex formation is large cuboids whose centre are dense coal. Also, you can see trace mines are very common. I don't fully understand the configs for coal yet.
Mine Rarity=2
Mine Size=1
Vein Size=20
Gold Ore and Terra Quartz
My favorite, Gold forms in groups of spires which snake up. Mainly made of Quartz with Gold Ore intermixed.
Mine Rarity=2 (Quite common, but is balanced by the ratio value.)
Mine Size=4 (This I think is the multiplier for a cylinder which each group of spires form in.)
Vein Size=20
Ratio=5 (I believe this meens a 5:1 ratio of Quartz to Gold.)
Redstone Ore
Mine Rarity=4
Mine Size=8
Vein Size=7
Diamonds Are Forever(or at least pretty common)
Diamond forms in upside-down cones made of a mixture of diamond and kimberlite.
before and after removing Kimberlite. There's a lot of Diamond in a mine, that's why I think they are a bit common by default.
Mine Rarity=3
Mine Size=40
Vein Size=N/A, diamond mines don't have veins.
Metallurgy Ores Distribution
Shows mod ores get sparse defaults, barely any trace veins.
Metallurgy; Potash Ore(Default Configs)
The defaults for mod added ore do vary but this is the largest unedited mine I found in the sample.
Spidery Veins=False
Mine Rarity=4
Mine Size=1
Vein Size=4
Metallurgy; Mithril Ore(Edited Configs)
I chose Mithril just 'cause it is blue and sparkly. Made it very common with Rarity=0.5 so I could see the large mines. The Spidery veins look cool.
Spidery Veins=True(I changed this from default False.)
Mine Rarity=0.5
Mine Size=32
Vein Size=16
CoFH; Ferrous Ore(Edited Configs)
Has the same configs as the Mithril Ore above but with Spidery veins turned off. As you can see it produces huge mines with alot more ore. This needs to be considered when adjusting the configs.
Spidery Veins=False
Mine Rarity=0.5
Mine Size=32
Vein Size=16
From what I have looked at it seems for cylinder mines that the mine size is roughly the size cylinder which the veins can start in and the volume modifier from the main config effects the chance of a vein starting within that cylinder. The Vein size is the max size/length(depending on whether Spidery veins false/true) of each vein that spawns. Don't take that as gospel though, it is just my take.
Hope that helps some people trying to get their head round this mod. I think I need to do a bit more experimenting.
Edit; Feel free to use any of these pics LordBlackhole.
Overall rarity is at 16. I find that a bit too rare, considering the seed I use (bacondonut). Any idea on optimal mining strategies that would work for this mod?
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Not really sure how the overall multiplier works but I believe it meens a mine every chunk('16' blocks).
So if you kept it the same overall Rarity and a particular mine had a rarity of 1 there would be a mine every chunk, if it had a rarity of 3 it would be every 3 chunks. Then there's random displacement which tends towards clumping mines together.
I think the devs got it spot on for matching vanillas density of ore over a large area. I think if you lower the overall Rarity without changing the mine size you might find it easier to find ore but your going to soon realise it's unbalanced with too much. So make mines smaller if you make them more common.
As for mining for most you can see from my pics that they start on or near bedrock if they are large enough(that's why I would love the height config to work), so 'strip mining' works good (maybe 2 stacked), when you find multiple ores of the same type dig up.That works for gold too but once you find it dig around at bedrock a bit more.
Diamonds are a bit different since they have a cone shape at bedrock there is likely to be 1 block or none at all so I advise strip mining(totally the wrong phrase) higher up.
For coal, mines behave more like vanilla but at any height, you seem more likely to find it when searching for diamonds, another method is to make boreholes from the surface, works well if you raise the mine size for it since coal is normally found in huge beds.
As for the smaller rarer mines like the defaults for Metallurgy Ores they often don't spawn at bedrock making them really hard to find but for most of them that's good especially on multiplayer, encourages trading but some of them you will want to make them more like the basic ores.
Hope that helps, half the fun is figuring it out though.
Yeah, all I'm looking for right now is hematite(iron) and gold. Diamonds are later, as I'm working with Tinker's Construct. I used Creative and a manyullyn hammer and excavator to dig to bedrock and found one coal mine as well as a ton of cuprite. Since cuprite is a real gem, that means that theoretically redstone could be real. Amazing, right?
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I was hoping to use this mod for just the ore generation and disable all the new stuff, but the config changes don't seem to have any effect. This is my config file:
# Configuration file
general {
B:GenerateNewStoneTypes=true
B:debugMode=false
}
genmode {
# Known ores will get their complex mine types. Overrides CylinderMode for the ores it effects.
B:complexMines=true
# Known ores will get their complex block and item types activated. False will use vanilla blocks.
B:complexOres=false
# Forces all unknown ores to spawn in Cylinder shaped mines. If false unknonwn ores will be generated like vanilla only ignoring height.
B:cylinderMode=true
# Generates trace veins for cylinder mines and complex ores that allow it. Only applies to these if those mode are active.
B:genTrace=true
# Uses a new spidery vein type for iron, copper, tin, lead and silver. Only valid if complexMines is turned on.
B:spiderMetals=true
# Uses a new spidery vein type for cyliderMode veins.
B:spiderVeins=false
}
level1 {
# Changes the rarities of ALL ores. It is a multiplier. Larger numbers mean further apart , smaller means closer together.
D:rarityModifier=16.0
# Changes the number of veins in each mine for ALL ores. It is a multiplier. Larger numbers mean more ore, smaller means less.
D:volumeModifier=4.0
}
I used MCEdit to do a block profile on my world. I found that there is indeed Certus Quartz somewhere, but it is 7x rarer than gold. I guess that makes sense if you're supposed to grow crystals with Terra Quartz (since it's unrealistic that you would find that much pure crystals in the ground, and you'd have to grow them yourself).
But I did not find any Buildcraft Oil, and Terra Quartz still doesn't show up in the IC2 Scanner or I think the ore dictionary.
Hello guys.
Long time no see !
I've been busy with exams and couldn't follow the discussions that happened here. Could anybody tell me what's new?
(I think I have quit the discussion some months ago...)
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A Rocket Science tester and engineer. Well, at least when it will be released. =)
I'm French so English is not my native language. Please correct me when I make a mistake and don't worry for me, it will be even better. Thanks in advance! =) Current number of corrected posts/things: 7
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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Black_Hole
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Engage Voodoo magic!
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Rise my creation! RIIIIIIIISSSSSSEEEEEE!!!!!!!
I'm Back!
I've been super busy over the past few months, with my new job. But it's been a full year since I started it, and I've finally got enough time to start playing Minecraft again, and suddenly I want my mods updated.
... Redgearcore has lots of interfaces and renamed and overloaded methods, it's like learning a new application on top of forge. In theory great for doing things better than forge, bit takes a little while to get to grips with. ...
Oh yes. I had a really hard time just making one thing without creating a whole backend for it. In THEORY that should have made things easier, and sometimes it does, but all too often it means that I have to make changes to Core every single time I need to add a new feature I hadn't thought about before.
... Oh don't know what the last version you used was, but the delayed generation is genius, virtually no lag. ...
Thanks! It was not easy. And in fact, I have some ideas on how to make it even better by putting the mine generation into a separate thread that feeds back into a data structure that will just place a limited number of blocks each world tick.
Yo JAM_BOX, send me a PM and we can collaborate ok? I've now got a year's worth of real life programming on the job experience to help make things easier to understand.
To everyone else: The mod will be coming back soon. I'm working on patching up Brewcraft first, as that is my most popular mod, but this one will be next. Thermal Expansion and AE are my top priorities for fixing compatibility.
Haven't tested with Zeno's latest build but 0.5 works(and looking at changelog, I don't see why 0.6 won't).
But, Geocraft's Ores don't 'UBify' (have textures for the rock they are in) so sometimes they stand out.
Getting it to work is more complicated than other mods ores due to when they are registered and when they spawn.
I've been contemplating writing a patch for it for a long time, think I know a few ways, but life hasn't given me the time. Also, the mod author seems to have left, emailed him for a Dev version and no response. And the best way to do it is within the mod since the API doesnt have the needed references and reflection is beyond me.
Shame really because this a great mod.
GeoCraft still not understand ubc + without textures + i cant find cfg file in folder
=/
I'd like to report a bug with the complexOres Config option.
The mod doesn't seem to respect a "false" option.
This is annoying to me because I use a higher resolution resourcepack.
Additionally, the genTrace option doesn't seem to accept a false option either, this is annoying, because I want to create a map with resource generation clustered in rare, but huge motherloads, doing away with the default vanilla grind, and causing landclaims (via server plugin) to have greater strategic importance.
I've temporarily done away with trace spawns, but manually setting their level 2 config files to 0 blocks per chunk.
Finally, I'd like to know at what veinsize your generator just cuts out and refuses to geenrate ANY ore of the specificed kind.
I want to generate 1 in 16 chunks (or so) with the same amount of iron which would have generated in all 16 chunks in a single digit number of ginormous veins, but when I try this, the generator seems to cut out and I get no iron!
I am testing a combination of mods, including applied energistics on my server, and so will be forthcoming with issues I encounter related to your mods.
I use the faithful 64x64 pack, so if you have some nice textures for any/all of the ores, I would appreciate it
I'm not advertising the server yet, as it is not consistently up until I get the modpack/plugins sorted out.
I will pregen my server's map with worldborder, so I'm not overly concerned about terraingen related slowdown.
Additionally, would it be possible to support aethermod? The server's modpack currently includes aether, but the ore distribution returns to the vanilla uniform grind with the twist that you can bridge under islands and mine out the bottoms first. I would very much like it if some aether islands were suddenly massively valuable and others nearly devoid of resources, it bodes well for strategic portal based PvP.
Me: otherwise, I'm going to be pestering authors of mods like C.O.G. to dig into it for modification purposes
Thanks for reminding that wasn't a thingy tho
AetherDev: C. O. G.?
Me: Custom ore Generation. I'm using it on my server's overworld to make the ore clump together
AetherDev: Is that a Forge or Bukkit thing?
Me: It makes land claims more exciting, because an arbitrary bit of land can suddenly be worth lots more than another bit of land
AetherDev: if it's Forge, you should be able to change the noise fields, which _should_ alter the way islands clump and all that
if we post that event to Forge...
one sec
Me: so the idea is you claim the spots with large iron/diamond/redstone deposits and have to defend yourself from streams of mineral deprived opponents
I want to impliment something similar in Aether, so that you get some (minerally) nearly worthless islands, and some worth as much as ten average islands. much fun will ensue
AetherDev: I looked in 1.7's source code for ya' doesn't seem to be any way to edit the noise fields with mods
Me: oh;(
AetherDev:yeah, sorry about that. if you'd like, I can patch it in real quick for 1.5.2
Me: can i request it as a feature for mutation?
I'm running 1.7.10 and I'm not going to downgrade now
AetherDev: 1.7.10-1.5.2
Ya
AetherDev: Alright, I'll add that in then
Not 100% sure on the release date for the 1.7.10-1.5.2 atm though
Additionally, I have spoken with the original author of the bukkit plugin OreVeins:
To tell you the truth I've not worked on this project for awhile. The
last update i committed to the repository was an attempt to fix several
of the retarded bugs that cropped up every now and them. I'm still very
interested in bringing it up to snuff with sponge, especially because
it's forge baselayer would allow me to make things like quartz veins,
plutons, gossan outcrops etc;. There are also several optimization
pathways that would allow OreVeins to run much faster on a sponge server
vs bukkit server.
[..]
If you can drum up support from another more experienced dev who could collaborate with me, it would help ALOT.
This summer I was hoping to implement GeoCraft, a whole geology
conversion for MC that would have implemented various geologic ages in
its procedural generation of the world. However, that has also stalled
similarly for the same reasons.
[...]
I can only promise to give it my best shot after that date; if you'd
want to ensure that OreVeins is operational and bug free (or any plugin
derivative of it), It would really help trying to get another dev
involved.
-El_minadero
A plugin, rather than a mod, would be more useful to me as a server owner, since I don't need my players to install additional mods, and I advertise my server exclusively on the Aethermod cloud platform, a situation which leads most players to attempt to connect without having the correct modpack and thus failing to join.
.
hmm good work thx, intresting
i think its good add info to title post
Overall rarity is at 16. I find that a bit too rare, considering the seed I use (bacondonut). Any idea on optimal mining strategies that would work for this mod?
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Yeah, all I'm looking for right now is hematite(iron) and gold. Diamonds are later, as I'm working with Tinker's Construct. I used Creative and a manyullyn hammer and excavator to dig to bedrock and found one coal mine as well as a ton of cuprite. Since cuprite is a real gem, that means that theoretically redstone could be real. Amazing, right?
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
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Don't click this link, HE is haunting it...
Your config shows new stone being true not false.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
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Don't click this link, HE is haunting it...
Hi, I have a question. I just found Geocraft and really likes the variety it adds. I am running a 1.7.10 server with the following mods:
IC2-exp732
Buildcraft 7.0.8
Applied Energistics 2 rv2-stable-5
Forestry 3.6.0.582
Project Red 4.6.2.82
Railcraft 9.6.1.0
And several other mods, but those are the ones that generate ores.
Using the IC2 OV Scanner, it appears that there are no Certus Quartz trace deposits or mines.
Also, Terra Quartz does not show up in the OV Scanner, and NEI does not show an OreDict name for it, so it might not be registered.
Forestry Apatite seems to generate same as stock, in large deposits near or at the surface.
Buildcraft Oil does not seem to be generating either.
Any ideas? Should I be looking more closely? My next step is to try a cut-away in MCEdit like JAM_BOX did.
Thanks.
I used MCEdit to do a block profile on my world. I found that there is indeed Certus Quartz somewhere, but it is 7x rarer than gold. I guess that makes sense if you're supposed to grow crystals with Terra Quartz (since it's unrealistic that you would find that much pure crystals in the ground, and you'd have to grow them yourself).
But I did not find any Buildcraft Oil, and Terra Quartz still doesn't show up in the IC2 Scanner or I think the ore dictionary.
The game crashes whenever i try to play minecraft and for some reason deletes redgearcore .I'll upload the crash report if needed .Thanks in advance!
Does this work with underground biome constructs?
Hello guys.
Long time no see !
I've been busy with exams and couldn't follow the discussions that happened here. Could anybody tell me what's new?
(I think I have quit the discussion some months ago...)
A Rocket Science tester and engineer. Well, at least when it will be released. =)
I'm French so English is not my native language. Please correct me when I make a mistake and don't worry for me, it will be even better. Thanks in advance! =)
Current number of corrected posts/things: 7
*spooky noises*
Engage Voodoo magic!
*more spooky noises*
Rise my creation! RIIIIIIIISSSSSSEEEEEE!!!!!!!
I'm Back!
I've been super busy over the past few months, with my new job. But it's been a full year since I started it, and I've finally got enough time to start playing Minecraft again, and suddenly I want my mods updated.
Indeed. *works my code magic*
Oh yes. I had a really hard time just making one thing without creating a whole backend for it. In THEORY that should have made things easier, and sometimes it does, but all too often it means that I have to make changes to Core every single time I need to add a new feature I hadn't thought about before.
Thanks! It was not easy. And in fact, I have some ideas on how to make it even better by putting the mine generation into a separate thread that feeds back into a data structure that will just place a limited number of blocks each world tick.
Yo JAM_BOX, send me a PM and we can collaborate ok? I've now got a year's worth of real life programming on the job experience to help make things easier to understand.
To everyone else: The mod will be coming back soon. I'm working on patching up Brewcraft first, as that is my most popular mod, but this one will be next. Thermal Expansion and AE are my top priorities for fixing compatibility.
2.4.5:
Added enhanced compatibility with Underground Biomes, putting Geocraft ore overlays over Underground Biomes stone if it's installed.
Added extra support for AE2 by hand coding new default values for Certus Quartz, instead of allowing the inappropriate generated defaults.
Also tweaked the rarities of some of the mines, including gold, diamond, copper and tin.
GeoCraft still not understand ubc + without textures + i cant find cfg file in folder
=/
JAM_BOX as now for me main problem its textures, im use (custom) soartex for ubc and have big contrast, so i must create texture pack for geo firstly
ok ubify now work for me,
but i still cant find geocraft cfg, which name he have?
The configs are located in /config/Redgear
There is a geocraft.cfg for major configs and also a geocraft directory with .json files for every mine type.
Hello, and welcome back!
I'd like to report a bug with the complexOres Config option.
The mod doesn't seem to respect a "false" option.
This is annoying to me because I use a higher resolution resourcepack.
Additionally, the genTrace option doesn't seem to accept a false option either, this is annoying, because I want to create a map with resource generation clustered in rare, but huge motherloads, doing away with the default vanilla grind, and causing landclaims (via server plugin) to have greater strategic importance.
I've temporarily done away with trace spawns, but manually setting their level 2 config files to 0 blocks per chunk.
Finally, I'd like to know at what veinsize your generator just cuts out and refuses to geenrate ANY ore of the specificed kind.
I want to generate 1 in 16 chunks (or so) with the same amount of iron which would have generated in all 16 chunks in a single digit number of ginormous veins, but when I try this, the generator seems to cut out and I get no iron!
I am testing a combination of mods, including applied energistics on my server, and so will be forthcoming with issues I encounter related to your mods.
Great, thanks for looking into this on my behalf!
I use the faithful 64x64 pack, so if you have some nice textures for any/all of the ores, I would appreciate it
I'm not advertising the server yet, as it is not consistently up until I get the modpack/plugins sorted out.
I will pregen my server's map with worldborder, so I'm not overly concerned about terraingen related slowdown.
Additionally, would it be possible to support aethermod? The server's modpack currently includes aether, but the ore distribution returns to the vanilla uniform grind with the twist that you can bridge under islands and mine out the bottoms first. I would very much like it if some aether islands were suddenly massively valuable and others nearly devoid of resources, it bodes well for strategic portal based PvP.
I have spoken with the Aethermod devs:
Additionally, I have spoken with the original author of the bukkit plugin OreVeins:
A plugin, rather than a mod, would be more useful to me as a server owner, since I don't need my players to install additional mods, and I advertise my server exclusively on the Aethermod cloud platform, a situation which leads most players to attempt to connect without having the correct modpack and thus failing to join.
I am fine with being your Guinea-pig.
I have fixed the formatting, not sure why it deleted that :/
In response to me asking the sponge devs about what previous conflict caused the project to almost die, they said:
I will inquire the aetherdevs for further details on their oregen API.