I won't go too in depth with this because I haven't put too much though into it (Or I'm too lazy), but I think the three stones should generate at certain layers, rather than at all layers. Diorite could spawn at layers 70+, Granite could spawn at 30 and belows, and Andesite could spawn between those two layers (70-30).
The reason for this change would be so that the caves would look less 'cluttered' and the stones would blend in better to the cave.
I don't think it's the Y-Level that matters but how common they spawn. If you are aware with the Customization option, you're able to customize how many specific ores or blocks would generate for each chunk, depending on the number of chances it gets. If the number is dragged to 40, that means it has 40 chances to generate within that chunk of that block of choice. If it is down to 1, it has 1 chance of generating within that chunk.
This doesn't change anything, and so far, I don't see a problem with it either.
I always do something like what you said in my custom generation options. I think it should be stock but other people seem to disagree. I also reduce the number and size of the deposits.
I like to put diorite deep underground, granite near the surface, and andesite up in the mountains. Just personal preference there.
Rollback Post to RevisionRollBack
I want ocean content(thanks Möjang!), nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).
This doesn't change anything, and so far, I don't see a problem with it either.
It changes how many inventory spaces the occasional mineral blocks are taking up. Just doing a short cave run, one can easily lose three inventory spaces to having a small amount of granite, diorite, and andesite. If they occurred at different levels, then you'd only lose one slot until you got 64 of them, which won't likely happen very quickly unless you're either doing a lot of digging or you intentionally dig out a deposit.
Rollback Post to RevisionRollBack
I want ocean content(thanks Möjang!), nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).
If inventory space is a problem, they why not just ignore them and let the drops despawn? Same thing when people complain of mob drops like rotten flesh - just leave them, this is also why my inventory looks like this while caving - I only pick up stuff that I want to pick up, freeing a slot when necessary (e.g. I find diamonds, which are uncommon enough that I don't permanently reserve a slot for them, or space for rails when exploring a mineshaft, and so on):
Having said that, in a mod which backports granite, etc to 1.6.4 I made it so you need Silk Touch to harvest the unpolished variants, otherwise dropping cobblestone so they aren't an issue either way, although requiring Silk Touch may be a bit too much, then again, you need it for stuff like grass and ice and this would probably remove a lot of the complaints that they clog up inventory and/or are useless.
Also, I made them more common as they generate over 64 layers instead of 80, a 25% increase in concentration, and dirt and gravel have the default 1.6.4 generation of 20 and 10 veins over 128 layers (1.7 doubled the range to 256, halving the concentration, 1.8 reduced the counts to 10 and 8). However, as you can see there is still plenty of regular stone left, around three quarters of all blocks in a Superflat world with only stone and ores, below sea level; note also that the stones can overwrite each other, leading to less than expected (each should have the same concentration as dirt, resulting in a 15% loss) but do not overwrite/displace other ores, a concern that I've also seen mentioned, since the game only looks at the block ID when placing ores:
Although i suppose it makes some sense to have them generate in layers instead, or at least something other than the blobs that ores generate in.
They have pure marble, albeit rough and covered in a thick layer of sediments plus mixed silicates and oxides. The pure bismuth can be found in tiny amounts usually bonded atom by atom to other elements.
Rollback Post to RevisionRollBack
I want ocean content(thanks Möjang!), nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).
It changes how many inventory spaces the occasional mineral blocks are taking up. Just doing a short cave run, one can easily lose three inventory spaces to having a small amount of granite, diorite, and andesite. If they occurred at different levels, then you'd only lose one slot until you got 64 of them, which won't likely happen very quickly unless you're either doing a lot of digging or you intentionally dig out a deposit.
While true, there are easy solutions to prevent that from happening.
-Throw away the item out of reach.
-Destroy the item (I.e throw in fire/lava, the void, pit, etc.)
-Set a certain number of items within your inventory so that only a certain number of items will be absorbed in the inventory (such as how TheMasterCave showed with a picture).
I personally hate throwing stuff out because I'm a packrat: the things hardest to throw out are those things that are essentially limited. I've been known to place blocks back into the world rather than toss them out. I think a lot of people feel the way I do. We'd be more than willing to accept drawbacks in order to increase inventory space, especially when it fills faster than expected.
Rollback Post to RevisionRollBack
I want ocean content(thanks Möjang!), nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).
The reason for this change would be so that the caves would look less 'cluttered' and the stones would blend in better to the cave.
This is pretty unrealistic, and I'm happy with the way things work with these blocks now.
yea, I like the way that they generate into the world too. But, I was kinda hoping for a form of generation for them. Like a cobble gen? Any ideas?
[SSSS]]
I don't think it's the Y-Level that matters but how common they spawn. If you are aware with the Customization option, you're able to customize how many specific ores or blocks would generate for each chunk, depending on the number of chances it gets. If the number is dragged to 40, that means it has 40 chances to generate within that chunk of that block of choice. If it is down to 1, it has 1 chance of generating within that chunk.
This doesn't change anything, and so far, I don't see a problem with it either.
No support.
I always do something like what you said in my custom generation options. I think it should be stock but other people seem to disagree. I also reduce the number and size of the deposits.
I like to put diorite deep underground, granite near the surface, and andesite up in the mountains. Just personal preference there.
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).It changes how many inventory spaces the occasional mineral blocks are taking up. Just doing a short cave run, one can easily lose three inventory spaces to having a small amount of granite, diorite, and andesite. If they occurred at different levels, then you'd only lose one slot until you got 64 of them, which won't likely happen very quickly unless you're either doing a lot of digging or you intentionally dig out a deposit.
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).If inventory space is a problem, they why not just ignore them and let the drops despawn? Same thing when people complain of mob drops like rotten flesh - just leave them, this is also why my inventory looks like this while caving - I only pick up stuff that I want to pick up, freeing a slot when necessary (e.g. I find diamonds, which are uncommon enough that I don't permanently reserve a slot for them, or space for rails when exploring a mineshaft, and so on):
Having said that, in a mod which backports granite, etc to 1.6.4 I made it so you need Silk Touch to harvest the unpolished variants, otherwise dropping cobblestone so they aren't an issue either way, although requiring Silk Touch may be a bit too much, then again, you need it for stuff like grass and ice and this would probably remove a lot of the complaints that they clog up inventory and/or are useless.
Also, I made them more common as they generate over 64 layers instead of 80, a 25% increase in concentration, and dirt and gravel have the default 1.6.4 generation of 20 and 10 veins over 128 layers (1.7 doubled the range to 256, halving the concentration, 1.8 reduced the counts to 10 and 8). However, as you can see there is still plenty of regular stone left, around three quarters of all blocks in a Superflat world with only stone and ores, below sea level; note also that the stones can overwrite each other, leading to less than expected (each should have the same concentration as dirt, resulting in a 15% loss) but do not overwrite/displace other ores, a concern that I've also seen mentioned, since the game only looks at the block ID when placing ores:
Although i suppose it makes some sense to have them generate in layers instead, or at least something other than the blobs that ores generate in.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
If you have ever been in a real life cave, they are messy. It's not like they have a tunnel of pure marble and another tunnel of pure bismuth.
I post pretty rarely nowadays. Gosh, I wish this place weren't so... empty...
They have pure marble, albeit rough and covered in a thick layer of sediments plus mixed silicates and oxides. The pure bismuth can be found in tiny amounts usually bonded atom by atom to other elements.
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).While true, there are easy solutions to prevent that from happening.
-Throw away the item out of reach.
-Destroy the item (I.e throw in fire/lava, the void, pit, etc.)
-Set a certain number of items within your inventory so that only a certain number of items will be absorbed in the inventory (such as how TheMasterCave showed with a picture).
I personally hate throwing stuff out because I'm a packrat: the things hardest to throw out are those things that are essentially limited. I've been known to place blocks back into the world rather than toss them out. I think a lot of people feel the way I do. We'd be more than willing to accept drawbacks in order to increase inventory space, especially when it fills faster than expected.
I want
ocean content(thanks Möjang!),nether biomes(again thanks!!), and savanna passive mobs (meerkats incoming!?).