Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to TerraFirmaCraft Forums

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

  • Announcements

    • Dries007

      ATTENTION Forum Database Breach   03/04/2019

      There has been a breach of our database. Please make sure you change your password (use a password manager, like Lastpass).
      If you used this password anywhere else, change that too! The passwords themselves are stored hashed, but may old accounts still had old, insecure (by today's standards) hashes from back when they where created. This means they can be "cracked" more easily. Other leaked information includes: email, IP, account name.
      I'm trying my best to find out more and keep everyone up to date. Discord (http://invite.gg/TerraFirmaCraft) is the best option for up to date news and questions. I'm sorry for this, but the damage has been done. All I can do is try to make sure it doesn't happen again.
    • Claycorp

      This forum is now READ ONLY!   01/20/2020

      As of this post and forever into the future this forum has been put into READ ONLY MODE. There will be no new posts! A replacement is coming SoonTM . If you wish to stay up-to-date on whats going on or post your content. Please use the Discord or Sub-Reddit until the new forums are running.

      Any questions or comments can be directed to Claycorp on either platform.
The Shadow

46c Experimentation: Ores

115 posts in this topic

If you want to provide the seeds I can try it on SMP, but given the recent upcoming changes in 47...

Changed ore gen code to use a new style of ore gen based on MarcoPolo1613′s work. Ore Veins typically hold less ore than they do before, but due to the style, you’ll see a lot more ore around. Some ores continue to use the old system.

Not sure if it matters. Guess it depends on how long it takes for 47 to release. Given the recent string of updates, I'm excepting sooner rather than later.

0

Share this post


Link to post
Share on other sites

Same. Can't wait to see how things are in b47 though. Oh for the halcyon days of yore, when a miner could strive for those far shores of red and blue steel and find that his reach did not exceed his grasp~!

0

Share this post


Link to post
Share on other sites

Same. Can't wait to see how things are in b47 though. Oh for the halcyon days of yore, when a miner could strive for those far shores of red and blue steel and find that his reach did not exceed his grasp~!

That was... Beautiful :P

I was never that much of an opponent to the old ore gen system, but your research changed my opinion. It will be interesting to see what happens when the update comes. Hopfully the situation improves :)

0

Share this post


Link to post
Share on other sites

Does anyone know if the new generation system is manualy adjustable in the same way marcopolo1613's Better Ore Distribution is?

0

Share this post


Link to post
Share on other sites

I'm not sure if anyone is using the filter script I posted earlier (considering the changes coming in b47 it probably isn't necessary), but I found a bug serious enough I felt like I needed to correct it just in case (I assigned block ID before block Data, but in some cases was checking the Block ID to determine what data value to assign... so Copper and Iron ores weren't being placed properly.)

So if you're using the filter (or have some reason to try it out in the future) I've posted a new link above with the bug fixed. (And I suppose I might as well post the link here too so that people don't have to search).

0

Share this post


Link to post
Share on other sites

Does anyone know if the new generation system is manualy adjustable in the same way marcopolo1613's Better Ore Distribution is?

I hope to god it is.

More config options is always a better thing.

0

Share this post


Link to post
Share on other sites

47f Experimentation Seed: -2721876127105511424

Posted Image

Garnierite Deposit 149x -128z 96y

Posted Image

0

Share this post


Link to post
Share on other sites

Why is iron so rare? I thought that it was relatively easy to find iron in real life, while the ore distribution in this mod makes it incredibly difficult to locate an iron vein, even digging in only the proper stone layers.

0

Share this post


Link to post
Share on other sites

Did a 100x100 chunk. 13225 chunks (includes nether and end), 16 regions, totaling 866,713,600 blocks (includes air blocks) a total of 55 Garnierite ore in a single vein and 0 platinum. However there was a very good distribution of every ore type.

0

Share this post


Link to post
Share on other sites

A previous seed i used in the past given to us by Truculent Seed = 'easy' or '3105794'

I tested it with MCEdit and low and behold its a amazing seed still. Here's a break down of ore in a 45x45 chunk area.

Posted Image

0

Share this post


Link to post
Share on other sites

De nada, glad to see some other folks getting interested in this. Woo~ Numbers! Spreadsheets! Probabilities!

Oh hey, one thing. If you want to check the stone types in MCEdit, you'll have to edit that yaml file to add the right data values. If you're not comfortable doing that, I'd be happy to, it just might take me a bit.

The TFC stone types are on block ID 209, 210, 211, and 212. If all you want to know is what class of stone they are, that's enough right there (209 is Igneous Intrusive, 210 is Sedimentary, 211 is Igneous Extrusive, and 212 Metamorphic). If you want the specific stone types though you'll have to fool around in something like Too Many Items to find the right data values to go along with the block IDs.

EDIT: Updated the minecraft.yaml file to include the stone types. The new file can be found here. (http://depositfiles....files/nz7xri5du)

where do i place the minecraft.yaml file in mcedit ?

0

Share this post


Link to post
Share on other sites

By default, you put it inside the library.zip in the pycmlevel folder, though I was using a 64-bit unoffical build and I had to put it in the .../MCEdit-0.1.1-1-g41ea.win-amd64/pymclevel/ itself. By that I mean there was an actual subfolder inside the folder that the library.zip is and I had to put it in there instead of the library.zip. Hope I didn't confuse you there.

0

Share this post


Link to post
Share on other sites

By default, you put it inside the library.zip in the pycmlevel folder, though I was using a 64-bit unoffical build and I had to put it in the .../MCEdit-0.1.1-1-g41ea.win-amd64/pymclevel/ itself. By that I mean there was an actual subfolder inside the folder that the library.zip is and I had to put it in there instead of the library.zip. Hope I didn't confuse you there.

yea sorry that didn t help much sorry i am rather useless with computers

i use MCEdit-0.1.1.win32

where do i put the afore mentioned file in this form of MCEdit ?

0

Share this post


Link to post
Share on other sites

Okay, when you unzip MCEdit, you'll have mcedit.exe and a subfolder called "MCEdit-0.1.1.win32" in the same folder as mcedit.exe. If you open that, you should see as you scroll down library.zip. Open that with your favorite archive handling program (If you need one, I recommend 7-zip as it's freeware). Once you've opened the archive, open the pymclevel folder inside of it. Then drag and drop your minecraft.yaml file in that spot. It should overwrite, so if you want to make sure you're in the right spot, look for a minecraft.yaml file before you drag the new one over. Then just close the library.zip and run mcedit.exe.

0

Share this post


Link to post
Share on other sites

Okay, when you unzip MCEdit, you'll have mcedit.exe and a subfolder called "MCEdit-0.1.1.win32" in the same folder as mcedit.exe. If you open that, you should see as you scroll down library.zip. Open that with your favorite archive handling program (If you need one, I recommend 7-zip as it's freeware). Once you've opened the archive, open the pymclevel folder inside of it. Then drag and drop your minecraft.yaml file in that spot. It should overwrite, so if you want to make sure you're in the right spot, look for a minecraft.yaml file before you drag the new one over. Then just close the library.zip and run mcedit.exe.

thank you :D that helped alot

also i saw that theres a traceminerals.py

where would that go ore is that the same thing ?

also is there a way to view the actual ores within MCEdit without getting a graphical glitch?

i am finding that all ores that i view with MCEdit have the cobblestone texture, is this normal?

0

Share this post


Link to post
Share on other sites

traceminerals.py is a filter that Broddigan made to add starter metals to the surface of worlds. It was designed with 46 worlds where ores were extremely hard to find. With 47 ore generation though, I would say it's now obsolete. That said, if you still wish to try it you just place it in your MCEdit-0.1.1.win32/filters folder.

As for your other questions, I have no idea how to do that but I wish I did. I think MCEdit will only use the default texture pack when it's drawing the world. You could possibly add a custom one and point the ores to a different box with a different look, but that's outside of my knowledge and comfort zone. Perhaps someone else could reply with a better answer to those questions.

0

Share this post


Link to post
Share on other sites

hmm thanks

actually i ve got a friend who may be able to help us with the texture issue (hes been building his own custom version of MCEdit in his spare time)

0

Share this post


Link to post
Share on other sites

Can anyone help me? I can't get MCEdit to show me the ores, and I mean in the actual graphic part, not the table part, it just shows me one kind of stone, what do I do?

EDIT: Nevermind, I know how to do it now. I'm gonna post a few tables of worlds in 47f, which honestly have terrible amounts of copper and other ores... <.<'

Well, I don't know how to make a table... So I have to copy and paste from the notepad file...

Volume: 34603008 blocks

(213:0),Native Copper,120

(213:5),Cassiterite,2110

(213:6),Galena,1890

(213:7),Bismuthinite,66695

(213:11),Limonite,10

(213:12),Sphalerite,130949

(213:14),Bituminous Coal,1658

(213:15),Lignite,4990

(214:1),Gypsum,8786

(214:6),Petrified Wood,24

(214:8),Jet,2818

(214:10),Pitchblende,148

(214:12),Cryolite,217

(214:13),Saltpeter,179

0

Share this post


Link to post
Share on other sites

Yeah, seems very difficult to find copper, nickel, gold, or silver in 47F... I also noticed that ore veins no longer spawn above the dirt level where they might be visible without digging... Has anyone else noticed this?

0

Share this post


Link to post
Share on other sites

i ve found several surface deposits of native copper, malachite, and bismuthite

i ve noticed however that most surface deposits are fairly massive after you go down following the vain

0

Share this post


Link to post
Share on other sites

i ve found several surface deposits of native copper, malachite, and bismuthite

i ve noticed however that most surface deposits are fairly massive after you go down following the vain

Hmm. I'm a few days into this new map, and haven't found any copper. Though, I haven't run across any surface Marble or Limestone layers. Diorite, Granite, Gabbro layers have been a bust.

0

Share this post


Link to post
Share on other sites

Just to check things out, I've actually hopped into creative mode and checked roughly 10 maps and went roughly -4000, to 4000 in each direction and have yet to see any surface deposits. I thought I was just unlucky with the first couple of maps I've been on but it seems to be the way of the ore now.

P.S.

Would you like the title of the thread renamed? Or are you guys actually still using 46c?

0

Share this post


Link to post
Share on other sites

Just to check things out, I've actually hopped into creative mode and checked roughly 10 maps and went roughly -4000, to 4000 in each direction and have yet to see any surface deposits. I thought I was just unlucky with the first couple of maps I've been on but it seems to be the way of the ore now.

P.S.

Would you like the title of the thread renamed? Or are you guys actually still using 46c?

i am on the latest version though we should check with the other users of this before its changed

also i ve seen about three surface deposits two of which were bismuth and one being native copper on the same map

i ll post the seed later

0

Share this post


Link to post
Share on other sites

has anyone noticed the strange concentration of caves along at a 45-degree line along the zx axes?

seems to be consistent: generate any map, open up in mcedit, and observe the very thick line of stalagmites/stalagtites (visible as tile entities)

also, i'm nearly done on a perl script to analyze cluster and supercluster characteristics in a map, giving you average distance between clusters, size of clusters, average and median depths, etc.

even with current (much better) ore distribution (at least in terms of near-surface ores), it's still very possible to start going in a random direction and not come within 25 blocks of a massive ore deposit in 10k blocks of travel. the only reliable way to find an ore that i have determined from ore distribution analysis, is to grid off an area of approximately 200x200 blocks at y=80.

i think there's some kind of bias towards ore lode clumping.

0

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.