PersonTheCat

Ore Stone Variants Configuration File

Jun 14th, 2018
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  1. # Configuration file
  2.  
  3. blocks {
  4.  
  5. "miscellaneous block settings" {
  6. # Variants will imitate the properties of their background blocks, such as the ability to fall like sand,
  7. # sustain leaves, etc.
  8. B:"Background Block Imitation"=true
  9.  
  10. # Experimental. Setting this to true will disable the overlay transparency for better compatibility with shaders.
  11. B:"Disable Transparency"=false
  12. B:"Enable Advancements"=true
  13. B:"Enable Furnace Recipes"=true
  14. B:"Enable Ore Dictionary"=true
  15.  
  16. # These often do not generate well, as of now.
  17. B:"Generate Overlays from Resource Pack"=false
  18.  
  19. # These settings can be changed per-client.
  20. #
  21. # Set this to true if you're using a resource pack or overlay textures with transparency for a better appearance.
  22. B:"Overlays are shaded / are not highlighted"=false
  23.  
  24. # ####################################################################################################### #
  25. # Shade Overrides
  26. # ------------------------------------------------------------------------------------------------------- #
  27. # Add the names of any blocks you would like to be shaded or not shaded, opposite of the global setting.
  28. # For all blocks, the name follows this model ("minecraft" and "0" are never written):
  29. #
  30. # oreType_bgBlockNamespace_bgBlockName or oreType_bgBlockNamespace_bgBlockName_metaValue
  31. # Example 1: coal_ore_stone or diamond_ore_sand_1
  32. # Example 2: basemetals_copper_ore_quark_limestone
  33. # Example 3: coal_ore
  34. #
  35. # You do have to put the name of the mod for each ore type and for each stone type (unless vanilla). See example 2.
  36. # You can simply put the ore type and all ores of that type will be overriden. See example 3.
  37. # ####################################################################################################### #
  38. S:"Shade Overrides" <
  39. >
  40.  
  41. # To enable built-in textures with shaded backgrounds.
  42. # Supports a number of blocks, including those from Biomes O' Plenty and Glass Hearts, for sylistic consistency.
  43. # This may effect resource packs. Check inside of /config/ore_stone_variants_mods/resources.zip for a way around it.
  44. B:"Use Built-in Blended Textures"=true
  45. }
  46.  
  47. "disable ore variants" {
  48. # This will automatically disable vanilla support (stone, andesite, diorite, and granite)
  49. # in the presence of any mod listed here.
  50. S:"Automatically Disable Vanilla Variants" <
  51. mineralogy
  52. undergroundbiomes
  53. >
  54. }
  55.  
  56. "ore variant drop settings" {
  57. B:"Variants Drop"=false
  58. B:"Variants Still Drop with Silk Touch"=true
  59. }
  60.  
  61. }
  62.  
  63.  
  64. "dense ore variants" {
  65.  
  66. "general dense ore settings" {
  67. # The 0 - 1 chance that dense ores will spawn.
  68. # Min: 0.0
  69. # Max: 1.0
  70. D:"Dense Ore Frequency"=0.09
  71.  
  72. # Adds a second dense variant of every ore. Drops 1-3 ores instead of just 1.
  73. B:"Enable Dense Variants"=true
  74. }
  75.  
  76. }
  77.  
  78.  
  79. "dynamic blocks" {
  80.  
  81. ##########################################################################################################
  82. # variant adder
  83. #--------------------------------------------------------------------------------------------------------#
  84. # You can add as many new ore types as you like using any background block at all, blocks from other mods
  85. # included. A block model will be dynamically generated for each block and they will automatically be added
  86. # to the world generation, where they will generate in the correct blocks (within height restrictions per
  87. # ore type). The ores retain all properties of their original counterparts. These blocks currently obey
  88. # global shade settings, but can still be overridden per-block. The easiest way to find out which name to
  89. # enter is to press f3 + h in-game to see the block's full name.
  90. #
  91. # This is the basic syntax: "<properties>, <blocks>" OR "<properties> <blocks>"
  92. #
  93. # <properties> can refer to one of several things:
  94. #
  95. # * The name of the properties, listed under "Compatible Ores:"
  96. # * The name of the property group, defined below.
  97. # * "all," which uses any valid properties from the property groups below.
  98. # * "default," which uses any properties listed in the default groups below.
  99. # * The registry name of the ore representing the properties, i.e. "minecraft:diamond_ore."
  100. # * if no corresponding properties are found, the properties will be handled dynamically.
  101. # In this case, the ore will generate under the same conditions as those of gold_ore,
  102. # because world generation properties cannot be handled dynamically. Additionally,
  103. # no texture will be generated. You will need to create a property mod or manually
  104. # supply one to work around this.
  105. #
  106. # <blocks> can refer to one of several things:
  107. #
  108. # * The registry name of the block.
  109. # * e.g. "minecraft:sandstone" or just "sandstone"
  110. # * Use an asterisk (*) in place of the state number to retrieve all applicable properties
  111. # for that block.
  112. # * e.g. "stained_hardened_clay:*" instead of "stained_hardened_clay:0,"
  113. # "stained_hardened_clay:1," "stained_hardened_clay:2," etc.
  114. # * The name of the block group, defined below.
  115. # * "all," which will place the properties inside of each of the registered block groups.
  116. # * "default," which will place the properties inside of each of the default block groups.
  117. #
  118. # Comma delimited:
  119. #
  120. # Example 1: coal_ore, minecraft:sandstone:0
  121. # Example 2: iron_ore, red_sandstone
  122. # Example 3: minecraft, stained_hardened_clay:*
  123. # Example 4: custom_props, all
  124. # Example 5: all, stained_hardened_clay:*
  125. #
  126. # Or, space delimited:
  127. #
  128. # Example 6: minecraft minecraft
  129. # Example 7: custom_ore all
  130. # Example 8: gold_ore netherrack
  131. # Example 9: custom_ore default
  132. #
  133. # It is possible to replace all default entries with "default, default" or "all, all" to
  134. # automatically handle spawning default variants, if you prefer having fewer entries in the list.
  135. #
  136. # Example 10: all, all
  137. # Example 11: default default
  138. #
  139. # ------------------------------------------------------------------------------------------------------ #
  140. # Compatible Ores:
  141. # ------------------------------------------------------------------------------------------------------ #
  142. # basemetals:
  143. #
  144. # basemetals_antimony_ore, basemetals_bismuth_ore, basemetals_copper_ore, basemetals_lead_ore,
  145. # basemetals_mercury_ore, basemetals_nickel_ore, basemetals_pewter_ore, basemetals_platinum_ore,
  146. # basemetals_silver_ore, basemetals_tin_ore, basemetals_zinc_ore, basemetals_adamantine_ore,
  147. # basemetals_coldiron_ore, basemetals_cupronickel_ore, basemetals_starsteel_ore
  148. #
  149. # biomesoplenty:
  150. #
  151. # biomesoplenty_amber_ore, biomesoplenty_malachite_ore, biomesoplenty_peridot_ore, biomesoplenty_ruby_ore,
  152. # biomesoplenty_sapphire_ore, biomesoplenty_tanzanite_ore, biomesoplenty_topaz_ore,
  153. # biomesoplenty_amethyst_ore
  154. #
  155. # embers:
  156. #
  157. # embers_aluminum_ore, embers_copper_ore, embers_lead_ore, embers_nickel_ore, embers_silver_ore,
  158. # embers_tin_ore
  159. #
  160. # glasshearts:
  161. #
  162. # glasshearts_agate_ore, glasshearts_amethyst_ore, glasshearts_onyx_ore, glasshearts_opal_ore,
  163. # glasshearts_ruby_ore, glasshearts_sapphire_ore, glasshearts_topaz_ore
  164. #
  165. # iceandfire:
  166. #
  167. # iceandfire_sapphire_ore, iceandfire_silver_ore
  168. #
  169. # immersiveengineering:
  170. #
  171. # immersiveengineering_aluminum_ore, immersiveengineering_copper_ore, immersiveengineering_lead_ore,
  172. # immersiveengineering_nickel_ore, immersiveengineering_silver_ore, immersiveengineering_uranium_ore
  173. #
  174. # minecraft:
  175. #
  176. # coal_ore, diamond_ore, emerald_ore, gold_ore, iron_ore, lapis_ore, redstone_ore, quartz_ore
  177. #
  178. # mineralogy:
  179. #
  180. # mineralogy_phosphorous_ore, mineralogy_sulfur_ore
  181. #
  182. # modernmetals:
  183. #
  184. # modernmetals_aluminum_ore, modernmetals_beryllium_ore, modernmetals_boron_ore, modernmetals_cadmium_ore,
  185. # modernmetals_chromium_ore, modernmetals_iridium_ore, modernmetals_magnesium_ore,
  186. # modernmetals_manganese_ore, modernmetals_osmium_ore, modernmetals_plutonium_ore, modernmetals_rutile_ore,
  187. # modernmetals_tantalum_ore, modernmetals_thorium_ore, modernmetals_tungsten_ore, modernmetals_uranium_ore,
  188. # modernmetals_zirconium_ore
  189. #
  190. # quark:
  191. #
  192. # quark_biotite_ore
  193. #
  194. # simpleores:
  195. #
  196. # simpleores_adamantium_ore, simpleores_copper_ore, simpleores_mythril_ore, simpleores_tin_ore,
  197. # simpleores_onyx_ore
  198. #
  199. # thaumcraft:
  200. #
  201. # thaumcraft_amber_ore, thaumcraft_cinnabar_ore
  202. #
  203. # thermalfoundation:
  204. #
  205. # thermalfoundation_copper_ore, thermalfoundation_lead_ore, thermalfoundation_nickel_ore,
  206. # thermalfoundation_silver_ore, thermalfoundation_tin_ore, thermalfoundation_aluminum_ore,
  207. # thermalfoundation_iridium_ore, thermalfoundation_mithril_ore, thermalfoundation_platinum_ore
  208. ##########################################################################################################
  209.  
  210. "variant adder" {
  211. S:"Add Blocks Here" <
  212. custom, default
  213. mineralogy, default
  214. glasshearts, default
  215. basemetals, default
  216. minecraft, default
  217. another_ore, obsidian_group
  218. minecraft, netherrack
  219. coal_ore log:2
  220. minecraft stained_hardened_clay:*
  221. coal_ore sand
  222. diamond_ore obsidian
  223. redstone_ore obsidian
  224. stonebrick wool
  225. >
  226. B:"Log Skipped Entries"=true
  227.  
  228. # Determines whether to separate entries regstered using an asterisk (*) into multiple blocks.
  229. # E.g. "coal_ore, stained_hardened_clay:*" will create 16 separate blocks instead of one.
  230. # For backward compatibility with pre-4.0 worlds.
  231. B:"Separate Asterisk Entries."=false
  232. B:"Test For Duplicates"=true
  233. }
  234.  
  235. ##########################################################################################################
  236. # block groups
  237. #--------------------------------------------------------------------------------------------------------#
  238. # This category is dynamic. You can actually add fields using the format below
  239. # to establish additional block groups. Groups that are listed by default can be
  240. # edited, but may not be removed. You can disable them by disabling support for
  241. # their respective mods in the mod support category.
  242. ##########################################################################################################
  243.  
  244. "block groups" {
  245. S:minecraft <
  246. stone
  247. stone:5
  248. stone:3
  249. stone:1
  250. >
  251. S:mineralogy <
  252. mineralogy:amphibolite
  253. mineralogy:andesite
  254. mineralogy:basalt
  255. mineralogy:chert
  256. mineralogy:conglomerate
  257. mineralogy:diorite
  258. mineralogy:dolomite
  259. mineralogy:granite
  260. mineralogy:gypsum
  261. mineralogy:limestone
  262. mineralogy:marble
  263. mineralogy:pegmatite
  264. mineralogy:phyllite
  265. mineralogy:pumice
  266. mineralogy:rhyolite
  267. mineralogy:schist
  268. >
  269. S:mineralogy2 <
  270. mineralogy:shale
  271. mineralogy:slate
  272. >
  273. S:obsidian_group <
  274. obsidian
  275. lapis_block
  276. >
  277. S:quark <
  278. quark:limestone
  279. quark:marble
  280. >
  281. }
  282.  
  283. ##########################################################################################################
  284. # property groups
  285. #--------------------------------------------------------------------------------------------------------#
  286. # This category is also dynamic and can be used to define additional property groups.
  287. # Likewise, each default group corresponds to a specific mod and therefore will be
  288. # automatically listed here if it is removed. To stop this from happening, disable
  289. # the group's respective mod in the mod support category.
  290. ##########################################################################################################
  291.  
  292. "property groups" {
  293. S:basemetals <
  294. basemetals_antimony_ore
  295. basemetals_bismuth_ore
  296. basemetals_copper_ore
  297. basemetals_lead_ore
  298. basemetals_mercury_ore
  299. basemetals_nickel_ore
  300. basemetals_pewter_ore
  301. basemetals_platinum_ore
  302. basemetals_silver_ore
  303. basemetals_tin_ore
  304. basemetals_zinc_ore
  305. >
  306. S:custom <
  307. another_ore
  308. >
  309. S:glasshearts <
  310. glasshearts_agate_ore
  311. glasshearts_amethyst_ore
  312. glasshearts_onyx_ore
  313. glasshearts_opal_ore
  314. glasshearts_ruby_ore
  315. glasshearts_sapphire_ore
  316. glasshearts_topaz_ore
  317. >
  318. S:minecraft <
  319. coal_ore
  320. diamond_ore
  321. emerald_ore
  322. gold_ore
  323. iron_ore
  324. lapis_ore
  325. redstone_ore
  326. quartz_ore
  327. >
  328. S:mineralogy <
  329. mineralogy_phosphorous_ore
  330. mineralogy_sulfur_ore
  331. >
  332. S:thaumcraft <
  333. blast_ore
  334. >
  335. }
  336.  
  337. "ore property mods" {
  338. # This will generate a new zip file containing most of the necessary properties for new ore types to be added
  339. # to the mod. It is not recommended to generate these from the server side.
  340. #
  341. # Enter the registry names of any ores you would like starter zips generated for. Expect that some values
  342. # be inaccurate. Expect these ores to not generate in the world until a WorldGenProperties json has been
  343. # manually created. Zip files will be placed in /config/ore_stone_variants_mods/.
  344. #
  345. # Instructions for use:
  346. #
  347. # 1. Enter any registry names here. They will be removed once the game has loaded.
  348. # 2. Load the game.
  349. # 3. Load any world--this is necessary for some values to be retrieved.
  350. # 4. Open or extract the zip file. Check the contents of each json. Some values are
  351. # estimated and thus not exact.
  352. # 5. (Optional) Manually create a WorldGenProperties json so that the ore can be
  353. # generated in the world by the mod. See template.zip for more info
  354. S:"Generate Starter Mods" <
  355. >
  356. }
  357.  
  358. }
  359.  
  360.  
  361. "mod support" {
  362.  
  363. "enable mods" {
  364. B:"Base Metals"=true
  365. B:"Biomes O' Plenty"=true
  366. B:Earthworks=true
  367. B:Embers=true
  368. B:Geolosys=true
  369. B:"Glass Hearts"=true
  370. B:"Ice and Fire"=true
  371. B:"Immersive Engineering"=true
  372. B:Mineralogy=true
  373. B:"Modern Metals"=true
  374. B:Quark=true
  375. B:Rustic=true
  376. B:SimpleOres=true
  377. B:Thaumcraft=true
  378. B:"Thermal Foundation"=true
  379. B:"Underground Biomes"=true
  380. B:Vanilla=true
  381. }
  382.  
  383. "mod generation hax" {
  384. B:BaseMetals=false
  385. B:"Biomes O' Plenty"=false
  386. B:Embers=false
  387. B:"Glass Hearts"=false
  388. B:"Ice and Fire"=false
  389. B:"Immersive Engineering"=false
  390. B:SimpleOres=false
  391. B:Thaumcraft=false
  392. }
  393.  
  394. }
  395.  
  396.  
  397. "world generation settings" {
  398.  
  399. dimensions {
  400. # Mainly for performance purposes. You may try removing -1 and 1 if you don't have any blocks spawning
  401. # in the End or Nether. Or, you may need to add to this array if you want ores spawning in modded dimensions.
  402. # If this array is empty, ores will be able to spawn anywhere.
  403. I:"Dimension Whitelist" <
  404. -1
  405. 0
  406. 1
  407. >
  408. }
  409.  
  410. "generator overrides" {
  411. # For better compatibility with some terrain gen mods. Set this to false if another terrain mod also
  412. # spawns patches of gravel, andesite, etc.
  413. # For best compatibility, please manually disable ore spawning from all other supported mods, or
  414. # Use the mod generation settings below to attempt to handle this automatically.
  415. B:"Replace Vanilla Ore and Stone Generation"=true
  416. }
  417.  
  418. "new stone gen variables" {
  419. # Min: 1
  420. # Max: 3
  421. I:"Andesite Layer"=2
  422.  
  423. # Min: -2
  424. # Max: 2
  425. I:"Andesite Size"=1
  426.  
  427. # Min: 1
  428. # Max: 3
  429. I:"Diorite Layer"=3
  430.  
  431. # Min: -2
  432. # Max: 2
  433. I:"Diorite Size"=1
  434.  
  435. # -2 = off; -1 = half size; 0 = vanilla size; 1 = 1.33 x vanilla; 2 = 1.58 x vanilla
  436. # 2 may cause a small amount of cascading gen lag.
  437. # It is recommended to use another mod, such as Cave Generator, to handle spawning
  438. # of such large stone veins.
  439. # Min: -2
  440. # Max: 2
  441. I:"Dirt Size"=1
  442.  
  443. # Generates stone variants in layers. 1 = y(0 - 20); 2 = y(25 - 45); 3 = y(40 - 80)
  444. B:"Generate Stone Variants in Layers"=false
  445.  
  446. # Min: -2
  447. # Max: 2
  448. I:"Granite Size"=1
  449.  
  450. # Min: -2
  451. # Max: 2
  452. I:"Gravel Size"=1
  453.  
  454. # -1 = half count; 0 = vanilla count; 1 = 2 x vanilla; 2 = 4 x vanilla.
  455. # Min: -1
  456. # Max: 2
  457. I:"Stone Variant Count"=0
  458.  
  459. # Min: 1
  460. # Max: 3
  461. I:graniteLayer=1
  462. }
  463.  
  464. "ore generation settings" {
  465. B:"Biome Specific Generation"=true
  466.  
  467. # The probability that any ore will spawn outside of its selected regions. Allows more types to be easily found.
  468. # Bear in mind that ore veins will still be relatively large and thus easy to find. Limited to a max of 5.0%.
  469. # Min: 0.0
  470. # Max: 5.0
  471. D:"Default Probability For Unselected Chunks"=0.0
  472.  
  473. # Ores most often generate near others of the same type.
  474. # Large ore veins become larger; small ore veins become more frequent.
  475. # World generation may be notably slower, by not severely.
  476. B:"Large Ore Clusters"=false
  477. }
  478.  
  479. }
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