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Teraku

IC2 ore generation disabled?

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So I already thought "Wtf, why am I not finding so much tin"? Well it turns out, when I looked at my server's config, the generation of Tin and Copper was disabled in both RP2 and IC2. Why is this? And how come I did find tin and copper at the start of the game? Did the config just suddenly change?

Why is this happening, and is there a way to regenerate certain chunks so they contain tin again?

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Ah, it actually generates between layer 25 and layer 50 now. Thermal Expansion's Tin is now being used. Nvm, sorry for the confusion guys.

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I forget the reasoning why icewolf did it, but the tin and copper generate more than enough but above layer 40.

They did the same on the Forgecraft server, and the explanation given there was that TE gives much more control of ore gen to the config file. So instead of having 4 copper ore types, 4 tin ore types, 3 silver ore types, etc.; they went with disabling everything else and upped the ore rates in the TE configs.

That way you can get about the same amount of ore, but with a single type of copper, tin, silver ore in the world.

Here's what you can configure in the TE config's ore settings...

####################

# world

####################

world {

    ####################

    # feature

    ####################

    feature {

        B:ore.copper=true

        B:ore.lead=true

        B:ore.silver=true

        B:ore.tin=true

        B:ore.vanilla.augment=true

    }

    ####################

    # tweak

    ####################

    tweak {

        I:ore.copper.clusterSize=9

        I:ore.copper.maxY=75

        I:ore.copper.minY=40

        I:ore.copper.numClusters=10

        I:ore.diamond.clusterSize=5

        I:ore.diamond.numClusters=2

        I:ore.gold.clusterSize=10

        I:ore.gold.numClusters=2

        I:ore.iron.clusterSize=11

        I:ore.iron.numClusters=3

        I:ore.lead.clusterSize=7

        I:ore.lead.maxY=40

        I:ore.lead.minY=20

        I:ore.lead.numClusters=4

        I:ore.silver.clusterSize=9

        I:ore.silver.maxY=35

        I:ore.silver.minY=15

        I:ore.silver.numClusters=4

        I:ore.tin.clusterSize=9

        I:ore.tin.maxY=50

        I:ore.tin.minY=25

        I:ore.tin.numClusters=8

    }

}

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Or, get dense ores for mystcraft, spawn a 30-40x dense ore, extreme hills, flat, eternal day dimension and go to town =D

You have to be quick though. Dense ores adds a huge amount of instability and will probably cause a random potion effect and meteors right away, not the silent and quick decay you'd expect.

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Problem with the default TE ore distribution is that copper spawns too high up. If I remember correctly, 72 is the default surface elevation for flat terrain. Below that there is several layers of dirt. Then there's the various holes and more importantly, oceans, that lower the mineable area for copper considerably.

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You have to be quick though. Dense ores adds a huge amount of instability and will probably cause a random potion effect and meteors right away, not the silent and quick decay you'd expect.

I knew about that and did a major no-no by turning off instability.

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I felt the same way about copper. After hours of mining and roughly 20 diamonds later, I had about 10. Had to go the the surface and search for shallow caves to get copper. Was a right pain in the ass.

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They did the same on the Forgecraft server, and the explanation given there was that TE gives much more control of ore gen to the config file. So instead of having 4 copper ore types, 4 tin ore types, 3 silver ore types, etc.; they went with disabling everything else and upped the ore rates in the TE configs.

That way you can get about the same amount of ore, but with a single type of copper, tin, silver ore in the world.

Here's what you can configure in the TE config's ore settings...

####################

# world

####################

world {

    ####################

    # feature

    ####################

    feature {

        B:ore.copper=true

        B:ore.lead=true

        B:ore.silver=true

        B:ore.tin=true

        B:ore.vanilla.augment=true

    }

    ####################

    # tweak

    ####################

    tweak {

        I:ore.copper.clusterSize=9

        I:ore.copper.maxY=75

        I:ore.copper.minY=40

        I:ore.copper.numClusters=10

        I:ore.diamond.clusterSize=5

        I:ore.diamond.numClusters=2

        I:ore.gold.clusterSize=10

        I:ore.gold.numClusters=2

        I:ore.iron.clusterSize=11

        I:ore.iron.numClusters=3

        I:ore.lead.clusterSize=7

        I:ore.lead.maxY=40

        I:ore.lead.minY=20

        I:ore.lead.numClusters=4

        I:ore.silver.clusterSize=9

        I:ore.silver.maxY=35

        I:ore.silver.minY=15

        I:ore.silver.numClusters=4

        I:ore.tin.clusterSize=9

        I:ore.tin.maxY=50

        I:ore.tin.minY=25

        I:ore.tin.numClusters=8

    }

}

where in the config folder is this located ?

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Yea I wish ore dictionary allowed all types of ores to spawn and maybe change them all to a version in one mod. That way theres a much higher abundance of ores, and it is still easy to sort.

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Mystcraft horrible instability is easy to beat. A turtle running excavate dumping its loads into a tesseract or ender chest and some kind of chunk loader. You only need to be in the world for 30 seconds to get it set up. If you are feeling fancy you could always slap down a force field of some kind pointed up if there are meteors. I will admit though that sometimes turtles forget what they are doing and need a kick to get started again.

As for multiple ores, just use a forge lexicon. You can convert items into other of the same item from different mods. It is fairly cheap to make.

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