@LucidLethargy: By default, the ore will only replace stone. If it tries to generate a deposit completely enveloped in another ore, or in the middle of a cave, it will simply abort adding the ore at all for that given round. There are however, two options to override this behavior: -oo, which will also replace existing coal/iron/gold/etc ores if there is a conflict, and -oa, which will replace any block including air, and will give you the floating deposits that you mentioned. A slight caveat with -oa is this tool will not do any lighting recalculations, so until something is modified in the general vicinity I assume the ores will be transparent to light if they replace air.
For your second question, you can generate any block as an ore deposit by using its block id as the ore ID. However default values for depth, size, and rounds are only provided for the true ores -- you'll need to set all the overriding options if you generate other blocks. Until such a time that the level format is changed, this should future-proof the tool against new ores added in the future.
@Glasir: Thank you for the Linux modifications and OSX build. I'm sure others will find them useful.
I took the liberty of modifying the code and makefile to compile for *nix (which took about three minutes - it was just adding a header file and changing the location of zlib).
This is a great idea, jaq! I like mods that let you add subtle enhancements without overdoing things :biggrin.gif:
I tested it with "-r 100" first. I logged in and ran down into a mine, found like 3 nodes in very short order. So now I dialed it back to "-r 2" and I'll see how that goes. So far, so good...
I took the liberty of modifying the code and makefile to compile for *nix (which took about three minutes - it was just adding a header file and changing the location of zlib).
i had to add -lm to the gcc call, however, to make gcc find the math-library (and thus floor()):
oregen.exe: libnbt.a
gcc -lm -g …
i don’t know c or c++ or stuff, so is it possible to combine all three versions into one, which compiles everywhere?
i think gcc ignores -lm if it finds libm by default (like it obviously does on macos and windows)
Oh wow, thanks for this. :smile.gif: I was venturing pretty far out to look for Lapis Lazuli, but I decided to try this and actually found some mining around a huge lava lake I'd found previously, as if it had always been there. This has totally made my night.
Depends on the size of your map and the speed of your computer, in addition to the options you pick. My 60mb SMP map probably took 5 minutes to crunch on a very powerful workstation.
In all honesty most of the delay comes is probably coming from the printout.
that can very well be true. maybe the program can be changed to do the following:[*:z93krda9]ad a -v and a -vv option for moderate and extreme verbosity
[*:z93krda9]change the default to only print a progressbar out of "|"s, which shows the percentage of completion (100 "|" = completed)
[*:z93krda9]change the progressbar to the current output (or less of it) with -v
[*:z93krda9]change the -v output to even more with -vv
- Fixed possible bug
- Added -bb option to limit updates to a rectangular region of chunks specified by coordinate parameters x1 y1 x2 y2 [chunk position; decimal; inclusive]
- Added -ob option to replace all blocks except air
- Added -d option to set the 4bit data field for the block (e.g., if you're adding deposits of wool, use this to set the color. I don't know why you would add deposits of wool.)
- Verbosity toned way down (-v and -vv options to bring back verbose output).
Also per the suggestion I read here, I had a lot of fun this afternoon playing with this tool to create deposits of TNT. With the settings cranked up enough, I was easily leveling mountains and blowing 30 tile craters into the ocean. Now with the -bb option I think you could have quite a bit of fun on real maps.
Also per the suggestion I read here, I had a lot of fun this afternoon playing with this tool to create deposits of TNT. With the settings cranked up enough, I was easily leveling mountains and blowing 30 tile craters into the ocean. Now with the -bb option I think you could have quite a bit of fun on real maps.
I do not know Notch's exact algorithms, and I know that my algorithms are different. The differences are more apparent when you generate larger deposits. I used information posted on the wiki and the elite mining topic to choose default values for the ores. The generated deposits looked fairly close to the native ones when compared in MCedit, though I think the ones this tool generates tend to favor putting an extra block or two in. I think that's a negligible difference.
Lots of rumors have flown around about Lapis ore in particular since its release but I've seen enough hard evidence to convince me that Lapis is generated like Diamond, but spread over a larger area, so that's what this tool will do.
Awesome stuff, just ran it through and as soon as the damn Minecraft authentication server is back up, I can see if it worked. If I do not post anything else, then assume no news, is good news :biggrin.gif:
*EDIT*
Couldn't resist....
You sir, win at Minecraft utilities. This thing just stopped me from doing something drastic. Kudos.
For your second question, you can generate any block as an ore deposit by using its block id as the ore ID. However default values for depth, size, and rounds are only provided for the true ores -- you'll need to set all the overriding options if you generate other blocks. Until such a time that the level format is changed, this should future-proof the tool against new ores added in the future.
@Glasir: Thank you for the Linux modifications and OSX build. I'm sure others will find them useful.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
Won't make on linux.
I tested it with "-r 100" first. I logged in and ran down into a mine, found like 3 nodes in very short order. So now I dialed it back to "-r 2" and I'll see how that goes. So far, so good...
i had to add -lm to the gcc call, however, to make gcc find the math-library (and thus floor()):
i don’t know c or c++ or stuff, so is it possible to combine all three versions into one, which compiles everywhere?
i think gcc ignores -lm if it finds libm by default (like it obviously does on macos and windows)
And what happens if one uses an item id?
Item IDs will be rejected as invalid.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
I would rather see this in action first.
LOLOLOL
what do you expect to see? some lines output from a command line and someone finding lapis lazuli?
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
Oo! Now those are some good questions!
In all honesty most of the delay comes is probably coming from the printout.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
[*:z93krda9]ad a -v and a -vv option for moderate and extreme verbosity
[*:z93krda9]change the default to only print a progressbar out of "|"s, which shows the percentage of completion (100 "|" = completed)
[*:z93krda9]change the progressbar to the current output (or less of it) with -v
[*:z93krda9]change the -v output to even more with -vv
- Fixed possible bug
- Added -bb option to limit updates to a rectangular region of chunks specified by coordinate parameters x1 y1 x2 y2 [chunk position; decimal; inclusive]
- Added -ob option to replace all blocks except air
- Added -d option to set the 4bit data field for the block (e.g., if you're adding deposits of wool, use this to set the color. I don't know why you would add deposits of wool.)
- Verbosity toned way down (-v and -vv options to bring back verbose output).
http://hocuspocus.taloncrossing.com/rii/oregen.zip
Also per the suggestion I read here, I had a lot of fun this afternoon playing with this tool to create deposits of TNT. With the settings cranked up enough, I was easily leveling mountains and blowing 30 tile craters into the ocean. Now with the -bb option I think you could have quite a bit of fun on real maps.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
LOL HOW DO U DO THIS?!
I do not know Notch's exact algorithms, and I know that my algorithms are different. The differences are more apparent when you generate larger deposits. I used information posted on the wiki and the elite mining topic to choose default values for the ores. The generated deposits looked fairly close to the native ones when compared in MCedit, though I think the ones this tool generates tend to favor putting an extra block or two in. I think that's a negligible difference.
Lots of rumors have flown around about Lapis ore in particular since its release but I've seen enough hard evidence to convince me that Lapis is generated like Diamond, but spread over a larger area, so that's what this tool will do.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
*EDIT*
Couldn't resist....
You sir, win at Minecraft utilities. This thing just stopped me from doing something drastic. Kudos.
~Sol