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Mystcraft 095 / COG 1.4.7 configs for worlds that fall apart

Aug 14th, 2013
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  1. <ConfigSection>
  2.  
  3. <!-- Slidecraft needs some special time pressure -->
  4. <MystcraftSymbol name='slidecraftDecay' displayName='Time Warp'>
  5. <!-- No other forms of instability for Slidecraft. -->
  6. <!-- This might change. All potions/decay disabled in config, but erosion,
  7. crumble, etc might be fun. Need to think about this. -->
  8. <Instability>:= -1000 * age.slideCraftDecay </Instability>
  9. </MystcraftSymbol>
  10.  
  11. <MystcraftSymbol name='slidecraftCrumble' displayName='Space Warp'>
  12. <!-- This is for erosion, crumble, etc. -->
  13. <Comment>
  14. NOTICE: It takes at least 1000 instability to ruin a world. Since we have random
  15. worlds, that's another 275-325. This should put us well into the meteors, flames,
  16. crumble, etc -- this should give the world falling apart around us, without decay
  17. blocks.
  18. EEEEK! Was 1500, but that gave waay too much. Toned down significantly. Hmm ...
  19. New setting: 750, which just puts random worlds over 1,000.
  20. </Comment>
  21. <Comment> Surprise, surprise! Meteors plus blue can be seen at 600!
  22. This realy might be high. </Comment>
  23. <Instability>:= 750 * age.slidecraftCrumble </Instability>
  24. </MystcraftSymbol>
  25.  
  26. <!-- Decay presets -->
  27. <VeinsPreset name='PresetDecayRaw' block='202:0' inherits='PresetSmallDeposits'>
  28. <Description>
  29. Modification of emerald for decay blocks. Adjusts until we get something that works.
  30. Idea is single block deposits, fairly rare.
  31. </Description>
  32. <DrawWireframe>:=drawWireframes</DrawWireframe>
  33. <WireframeColor>0xFF444444</WireframeColor>
  34. <Setting name='MotherlodeFrequency' avg=':= 1/30' range='0'/>
  35. <!-- Motherlode size was 0.7071, which works very nicely if it's always on an n.5 height level.
  36. But it's not - - range cannot be forced to an integer. It's a float in the range, not an int
  37. in the range. Grumble. -->
  38. <Setting name='MotherlodeSize' avg='0.9571' range='0' />
  39. <!-- This height aims at rivers and lakes (and oceans) -->
  40. <Setting name='MotherlodeHeight' avg=':= 58/64 * dimension.groundLevel' range=':= 4/64 * dimension.groundLevel'/>
  41. <Setting name='OreRadiusMult' avg='1.0' range='0'/>
  42.  
  43. </VeinsPreset>
  44.  
  45. <VeinsPreset name='PresetDecayVeins' block='202:0' inherits='PresetDecayRaw'>
  46. <Replaces block='.*stone'/>
  47. <Replaces block='.*dirt'/>
  48. <Replaces block='.*sand'/>
  49. <Replaces block='bedrock'/>
  50. <Replaces block='gravel'/>
  51. <Replaces block='lava'/>
  52. <Replaces block='cobblestone'/>
  53. <Replaces block='obsidian'/>
  54. <Replaces block='ore.*' />
  55. <Replaces block='water'/>
  56. </VeinsPreset>
  57.  
  58. <VeinsPreset name='PresetDecayVeinsNoWater' block='202:0' inherits='PresetDecayRaw'>
  59. <Replaces block='.*stone'/>
  60. <Replaces block='.*dirt'/>
  61. <Replaces block='.*sand'/>
  62. <Replaces block='bedrock'/>
  63. <Replaces block='gravel'/>
  64. <Replaces block='lava'/>
  65. <Replaces block='cobblestone'/>
  66. <Replaces block='obsidian'/>
  67. <Replaces block='ore.*' />
  68. </VeinsPreset>
  69.  
  70. <CloudPreset name='PresetBlackDecayCloud' block='202' >
  71. <Setting name='DistributionFrequency' avg=':= 8/225' range='0'/>
  72. <!-- <DrawWireframe>:=drawWireframes</DrawWireframe> -->
  73. <DrawWireframe>:=false</DrawWireframe>
  74. <WireframeColor>0xFF444444</WireframeColor>
  75. <!-- This is a tall, thin, scattered distribution of black decay -->
  76. <!-- Danger: This fails to properly catch cave worlds. -->
  77. <Setting name='CloudHeight' avg='32' range='0' />
  78. <Setting name='CloudInclination' avg='0' range='0' />
  79. <Setting name='CloudRadius' avg='7.5' range='3.5' type='normal' />
  80. <Setting name='CloudSizeNoise' avg='0' range='0'/>
  81. <Setting name='CloudThickness' avg='20' range='0'/>
  82. <Comment> Rough estimate: 150 * 30 = 4,500 blocks in the zone.
  83. If the goal is 20 black decay, that's 1 in 225 </Comment>
  84. <Setting name='OreDensity' avg=':= 20/4500'/>
  85. <Setting name='OreRadiusMult' avg='1' range='0' />
  86. <Setting name='OreVolumeNoiseCutoff' avg='0.5'/>
  87. </CloudPreset>
  88.  
  89. <CloudPreset name='PresetBlackDecayCloudNoWater' block='202:0' inherits='PresetBlackDecayCloud'>
  90. <Replaces block='.*stone'/>
  91. <Replaces block='.*dirt'/>
  92. <Replaces block='.*sand'/>
  93. <Replaces block='bedrock'/>
  94. <Replaces block='gravel'/>
  95. <Replaces block='lava'/>
  96. <Replaces block='cobblestone'/>
  97. <Replaces block='obsidian'/>
  98. <Replaces block='ore.*' />
  99. </CloudPreset>
  100.  
  101. <IfCondition condition=':= age.slidecraftDecay > 0'>
  102. <Comment> Black decay doesn't work well. It is slow. Almost no spreading.
  103. There are only tiny decay pockets before white swallows it all.
  104. Maybe if it can generate larger starting stuff, like a vertical
  105. ellipsoid, so it can fall over a larger area ...
  106. I like that idea. I *really* like that idea. Each block is slow
  107. but it has enough of a head start to be able to have an effect.
  108. I think this idea is obviously well-justified, and you can tell
  109. by using a fixed-point font to read this paragraph.
  110. </Comment>
  111. <Cloud name='blackDecayCloud' inherits='PresetBlackDecayCloudNoWater' block='202'>
  112. <!-- Everything in the defaults -->
  113. </Cloud>
  114.  
  115. <!-- For hills, cave worlds, etc, have smaller, higher clouds... -->
  116. <Cloud name='blackDecayClouldHillsCaveWorlds' inherits='PresetBlackDecayCloudNoWater' block='202'>
  117. <Setting name='CloudHeight' avg=':= _default_+64' range=':= 0.7 * _default_' />
  118. <Setting name='CloudRadius' avg=':= 0.7 * _default_' range=':= 0.7 * _default_' />
  119. <Setting name='CloudThickness' avg=':= 0.7 * _default_' range=':= 0.7 * _default_'/>
  120. </Cloud>
  121.  
  122. <Comment> TODO: Higher spread range in hilly biomes
  123. Lower spread range in "water" biomes
  124. Rivers (55) vs oceans (42) vs normal (66) vs ...
  125.  
  126. Sadly, you cannot use the height of the noise function cutoff.
  127. "Biome height levels" does not work for small/tiny biomes, and
  128. lacking vanilla's transition biomes, does not work for large
  129. height differences next to each other.
  130. </Comment>
  131.  
  132. <Veins name='decayPurpleWater' inherits='PresetDecayRaw' block='202:4'>
  133. <Setting name='MotherlodeHeight' avg=':= round(_default_) +0.5' />
  134. <Setting name='MotherlodeFrequency' avg=':= 7/225' />
  135. <Replaces block='water' /> <!-- Only in water, rivers, oceans, etc -->
  136. <Replaces block='lava' /> <!-- Only in water, rivers, oceans, etc -->
  137. <WireframeColor>0xFFBB00BB</WireframeColor>
  138. </Veins>
  139.  
  140. <Comment> We also have cave worlds with lower water ... </Comment>
  141. <Veins name='decayPurpleCaveWater' inherits='PresetDecayRaw' block='202:4'>
  142. <Setting name='MotherlodeHeight' avg=':= round(_default_ /2) +0.5' />
  143. <Setting name='MotherlodeFrequency' avg=':= 7/225' />
  144. <Replaces block='water' /> <!-- Only in water, rivers, oceans, etc -->
  145. <Replaces block='lava' /> <!-- Only in water, rivers, oceans, etc -->
  146. <WireframeColor>0xFFBB00BB</WireframeColor>
  147. </Veins>
  148. <!-- Note that both purple decays will catch lava lakes. -->
  149.  
  150. <Veins name='decayWhiteVeinsBedrock' inherits='PresetDecayVeins' block='202:6' >
  151. <!-- White decay is at bedrock -->
  152. <Setting name='MotherlodeHeight' avg='1.5' range='0' />
  153. <Setting name='MotherlodeFrequency' avg=':= 3/225' range='0' />
  154. <Comment> At any time, there are 15*15 = 225 chunks ticking. Or more.
  155. We want some white decay at all times, but at 12 minutes to surface,
  156. not so much that we can't do anything at all </Comment>
  157. <WireframeColor>0xFFBBBBBB</WireframeColor>
  158. <Replaces block='.*'/>
  159. </Veins>
  160. <!-- White decay is slower through bedrock. To increase time pressure, start it at 5.5 instead. -->
  161. </IfCondition>
  162. </ConfigSection>
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