jakj Posted May 8, 2012 Posted May 8, 2012 From what I have been able to glean, sea level (and worldgen overall) is pretty much unaltered due to the new worldheight, leaving sealevel still at 63. Does anyone know of any mod or patch that's managed to change this to 128 easily? I'm thinking getting vanilla to change it shouldn't be a horrible problem, maybe, since I've seen some sea-level constants in the code, but I wonder if that would just change the water and simply flood the entire map because vanilla and mod block generation still works at the same height. I haven't tested to see. (But I really would like to have 1/2 of the world be underground and 1/2 be overground, just like it was before.) Quote
Neowulf Posted May 8, 2012 Posted May 8, 2012 Would be nice to see the spawn range of ores scaled to fit as well. Quote
Torezu Posted May 8, 2012 Posted May 8, 2012 Would be nice to see the spawn range of everything scaled to fit as well. FTFY. BetterDungeons pirate air/ships and some of the other things come to mind. Quote
Neowulf Posted May 8, 2012 Posted May 8, 2012 Nah, it'd be hilarious to be mining down and find a pirate airship, complete with crew, embedded 30 blocks below a mountain. Quote
Torezu Posted May 8, 2012 Posted May 8, 2012 Nah, it'd be hilarious to be mining down and find a pirate airship... The first time, it'd be hilarious. "Looks like they phase-shifted on that last voyage!" Then you'd realize that it's going to be impossible to find them fast enough to actually benefit from looting them, since pirates don't make any noise to track. I guess you could use the entity radar below where you think there'd be a shoreline, but that's just messy... Quote
MrChubbyNumNums Posted May 8, 2012 Posted May 8, 2012 To my knowledge, Wedge does this if you use easy mode, then set the Craziness to 0 and Sea Level Scale set it to maximum. Whenever I did this, previous seeds (not already made maps) I used generated about the same terrain, but with sea level at roughly 128. Quote
Forum Administrators KakerMix Posted May 9, 2012 Forum Administrators Posted May 9, 2012 Why have the ocean at 128? I'd figure to simply make land generation go above 128, large hills and mountains, you know, while keeping the sea at 63. Big oceans don't do anything at all, not right now. Quote
jakj Posted May 9, 2012 Author Posted May 9, 2012 I don't much like large hills and mountains. I basically just want the same worldgen as before, but double the resolution. Quote
hoho Posted May 10, 2012 Posted May 10, 2012 I'd love this as well. I've used some custom generators that do something like this but I've yet to find something that would also give half-decent ore distribution as having a 200 block high hill with ores still starting at 64 kind of sucks. Wedge is awesome but it doesn't store it's settings and after initial worldgen goes back to default (at least it did that a few weeks ago, perhaps it's fixed now). Combining Wedge with better ore distribution would be awesome but the latter doesn't support Forge ores. Quote
jakj Posted May 10, 2012 Author Posted May 10, 2012 There is a metric craptonne of things besides ores that have to be accounted for, such as TC treasure chests and crystals, monoliths, water and lava pools, and...yeah. I was hoping it would be as simple as editing a constant, but silly me, why would I think a thing such as that. This is Notch's coding we're talking about, here! Quote
Jusupov Posted May 10, 2012 Posted May 10, 2012 The new version of terrafirmacraft does this. Or seemed to, it fucked my old world pretty well and couldn't be arsed to start all over again to see if ore placements are ok. http://www.terrafirmacraft.com/download/change-log/ Quote
okamikk Posted May 10, 2012 Posted May 10, 2012 you do realize terrafirma craft changes EVERYTHING, meaning that every single block what would naturally spawn in minecraft is replaced with a TFCraft block, leaving the old blocks in place... meaning you would have to start over anyway Quote
Pokemane Posted May 10, 2012 Posted May 10, 2012 Hoho, the Better Ore Distribution mod allows you to add mod ores to the config, I think. The forum thread has some instructions, and even a sample config for IC2. You just have to tell it what block ID to look for. Quote
Jusupov Posted May 10, 2012 Posted May 10, 2012 you do realize terrafirma craft changes EVERYTHING, meaning that every single block what would naturally spawn in minecraft is replaced with a TFCraft block, leaving the old blocks in place... meaning you would have to start over anyway Oh yeah I totally didn't realize that that means you can't even look at how it does it. Quote
hoho Posted May 10, 2012 Posted May 10, 2012 Hoho, the Better Ore Distribution mod allows you to add mod ores to the config, I think. The forum thread has some instructions, and even a sample config for IC2. You just have to tell it what block ID to look for. Yes, it supports ores by ID, not by their metadata that all Forge ores are using. Also, Forge ores are using different distribution methods than vanilla ores and Better Ore Distribution doesn't support hijacking that. You can read all about it in the last few pages of the mod's thread. The author said he will try to contact Eloraam to make it work with Forge ores as well but not before a week or two as he has exams. Quote
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