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- # Configuration file
- blocks {
- "miscellaneous block settings" {
- # Variants will imitate the properties of their background blocks, such as the ability to fall like sand,
- # sustain leaves, etc.
- B:"Background Block Imitation"=true
- # Experimental. Setting this to true will disable the overlay transparency for better compatibility with shaders.
- B:"Disable Transparency"=false
- B:"Enable Advancements"=true
- B:"Enable Furnace Recipes"=true
- B:"Enable Ore Dictionary"=true
- # These often do not generate well, as of now.
- B:"Generate Overlays from Resource Pack"=false
- # These settings can be changed per-client.
- #
- # Set this to true if you're using a resource pack or overlay textures with transparency for a better appearance.
- B:"Overlays are shaded / are not highlighted"=false
- # ####################################################################################################### #
- # Shade Overrides
- # ------------------------------------------------------------------------------------------------------- #
- # Add the names of any blocks you would like to be shaded or not shaded, opposite of the global setting.
- # For all blocks, the name follows this model ("minecraft" and "0" are never written):
- #
- # oreType_bgBlockNamespace_bgBlockName or oreType_bgBlockNamespace_bgBlockName_metaValue
- # Example 1: coal_ore_stone or diamond_ore_sand_1
- # Example 2: basemetals_copper_ore_quark_limestone
- # Example 3: coal_ore
- #
- # You do have to put the name of the mod for each ore type and for each stone type (unless vanilla). See example 2.
- # You can simply put the ore type and all ores of that type will be overriden. See example 3.
- # ####################################################################################################### #
- S:"Shade Overrides" <
- >
- # To enable built-in textures with shaded backgrounds.
- # Supports a number of blocks, including those from Biomes O' Plenty and Glass Hearts, for sylistic consistency.
- # This may effect resource packs. Check inside of /config/ore_stone_variants_mods/resources.zip for a way around it.
- B:"Use Built-in Blended Textures"=true
- }
- "disable ore variants" {
- # This will automatically disable vanilla support (stone, andesite, diorite, and granite)
- # in the presence of any mod listed here.
- S:"Automatically Disable Vanilla Variants" <
- mineralogy
- undergroundbiomes
- >
- }
- "ore variant drop settings" {
- B:"Variants Drop"=false
- B:"Variants Still Drop with Silk Touch"=true
- }
- }
- "dense ore variants" {
- "general dense ore settings" {
- # The 0 - 1 chance that dense ores will spawn.
- # Min: 0.0
- # Max: 1.0
- D:"Dense Ore Frequency"=0.09
- # Adds a second dense variant of every ore. Drops 1-3 ores instead of just 1.
- B:"Enable Dense Variants"=true
- }
- }
- "dynamic blocks" {
- ##########################################################################################################
- # variant adder
- #--------------------------------------------------------------------------------------------------------#
- # You can add as many new ore types as you like using any background block at all, blocks from other mods
- # included. A block model will be dynamically generated for each block and they will automatically be added
- # to the world generation, where they will generate in the correct blocks (within height restrictions per
- # ore type). The ores retain all properties of their original counterparts. These blocks currently obey
- # global shade settings, but can still be overridden per-block. The easiest way to find out which name to
- # enter is to press f3 + h in-game to see the block's full name.
- #
- # This is the basic syntax: "<properties>, <blocks>" OR "<properties> <blocks>"
- #
- # <properties> can refer to one of several things:
- #
- # * The name of the properties, listed under "Compatible Ores:"
- # * The name of the property group, defined below.
- # * "all," which uses any valid properties from the property groups below.
- # * "default," which uses any properties listed in the default groups below.
- # * The registry name of the ore representing the properties, i.e. "minecraft:diamond_ore."
- # * if no corresponding properties are found, the properties will be handled dynamically.
- # In this case, the ore will generate under the same conditions as those of gold_ore,
- # because world generation properties cannot be handled dynamically. Additionally,
- # no texture will be generated. You will need to create a property mod or manually
- # supply one to work around this.
- #
- # <blocks> can refer to one of several things:
- #
- # * The registry name of the block.
- # * e.g. "minecraft:sandstone" or just "sandstone"
- # * Use an asterisk (*) in place of the state number to retrieve all applicable properties
- # for that block.
- # * e.g. "stained_hardened_clay:*" instead of "stained_hardened_clay:0,"
- # "stained_hardened_clay:1," "stained_hardened_clay:2," etc.
- # * The name of the block group, defined below.
- # * "all," which will place the properties inside of each of the registered block groups.
- # * "default," which will place the properties inside of each of the default block groups.
- #
- # Comma delimited:
- #
- # Example 1: coal_ore, minecraft:sandstone:0
- # Example 2: iron_ore, red_sandstone
- # Example 3: minecraft, stained_hardened_clay:*
- # Example 4: custom_props, all
- # Example 5: all, stained_hardened_clay:*
- #
- # Or, space delimited:
- #
- # Example 6: minecraft minecraft
- # Example 7: custom_ore all
- # Example 8: gold_ore netherrack
- # Example 9: custom_ore default
- #
- # It is possible to replace all default entries with "default, default" or "all, all" to
- # automatically handle spawning default variants, if you prefer having fewer entries in the list.
- #
- # Example 10: all, all
- # Example 11: default default
- #
- # ------------------------------------------------------------------------------------------------------ #
- # Compatible Ores:
- # ------------------------------------------------------------------------------------------------------ #
- # basemetals:
- #
- # basemetals_antimony_ore, basemetals_bismuth_ore, basemetals_copper_ore, basemetals_lead_ore,
- # basemetals_mercury_ore, basemetals_nickel_ore, basemetals_pewter_ore, basemetals_platinum_ore,
- # basemetals_silver_ore, basemetals_tin_ore, basemetals_zinc_ore, basemetals_adamantine_ore,
- # basemetals_coldiron_ore, basemetals_cupronickel_ore, basemetals_starsteel_ore
- #
- # biomesoplenty:
- #
- # biomesoplenty_amber_ore, biomesoplenty_malachite_ore, biomesoplenty_peridot_ore, biomesoplenty_ruby_ore,
- # biomesoplenty_sapphire_ore, biomesoplenty_tanzanite_ore, biomesoplenty_topaz_ore,
- # biomesoplenty_amethyst_ore
- #
- # embers:
- #
- # embers_aluminum_ore, embers_copper_ore, embers_lead_ore, embers_nickel_ore, embers_silver_ore,
- # embers_tin_ore
- #
- # glasshearts:
- #
- # glasshearts_agate_ore, glasshearts_amethyst_ore, glasshearts_onyx_ore, glasshearts_opal_ore,
- # glasshearts_ruby_ore, glasshearts_sapphire_ore, glasshearts_topaz_ore
- #
- # iceandfire:
- #
- # iceandfire_sapphire_ore, iceandfire_silver_ore
- #
- # immersiveengineering:
- #
- # immersiveengineering_aluminum_ore, immersiveengineering_copper_ore, immersiveengineering_lead_ore,
- # immersiveengineering_nickel_ore, immersiveengineering_silver_ore, immersiveengineering_uranium_ore
- #
- # minecraft:
- #
- # coal_ore, diamond_ore, emerald_ore, gold_ore, iron_ore, lapis_ore, redstone_ore, quartz_ore
- #
- # mineralogy:
- #
- # mineralogy_phosphorous_ore, mineralogy_sulfur_ore
- #
- # modernmetals:
- #
- # modernmetals_aluminum_ore, modernmetals_beryllium_ore, modernmetals_boron_ore, modernmetals_cadmium_ore,
- # modernmetals_chromium_ore, modernmetals_iridium_ore, modernmetals_magnesium_ore,
- # modernmetals_manganese_ore, modernmetals_osmium_ore, modernmetals_plutonium_ore, modernmetals_rutile_ore,
- # modernmetals_tantalum_ore, modernmetals_thorium_ore, modernmetals_tungsten_ore, modernmetals_uranium_ore,
- # modernmetals_zirconium_ore
- #
- # quark:
- #
- # quark_biotite_ore
- #
- # simpleores:
- #
- # simpleores_adamantium_ore, simpleores_copper_ore, simpleores_mythril_ore, simpleores_tin_ore,
- # simpleores_onyx_ore
- #
- # thaumcraft:
- #
- # thaumcraft_amber_ore, thaumcraft_cinnabar_ore
- #
- # thermalfoundation:
- #
- # thermalfoundation_copper_ore, thermalfoundation_lead_ore, thermalfoundation_nickel_ore,
- # thermalfoundation_silver_ore, thermalfoundation_tin_ore, thermalfoundation_aluminum_ore,
- # thermalfoundation_iridium_ore, thermalfoundation_mithril_ore, thermalfoundation_platinum_ore
- ##########################################################################################################
- "variant adder" {
- S:"Add Blocks Here" <
- custom, default
- mineralogy, default
- glasshearts, default
- basemetals, default
- minecraft, default
- another_ore, obsidian_group
- minecraft, netherrack
- coal_ore log:2
- minecraft stained_hardened_clay:*
- coal_ore sand
- diamond_ore obsidian
- redstone_ore obsidian
- stonebrick wool
- >
- B:"Log Skipped Entries"=true
- # Determines whether to separate entries regstered using an asterisk (*) into multiple blocks.
- # E.g. "coal_ore, stained_hardened_clay:*" will create 16 separate blocks instead of one.
- # For backward compatibility with pre-4.0 worlds.
- B:"Separate Asterisk Entries."=false
- B:"Test For Duplicates"=true
- }
- ##########################################################################################################
- # block groups
- #--------------------------------------------------------------------------------------------------------#
- # This category is dynamic. You can actually add fields using the format below
- # to establish additional block groups. Groups that are listed by default can be
- # edited, but may not be removed. You can disable them by disabling support for
- # their respective mods in the mod support category.
- ##########################################################################################################
- "block groups" {
- S:minecraft <
- stone
- stone:5
- stone:3
- stone:1
- >
- S:mineralogy <
- mineralogy:amphibolite
- mineralogy:andesite
- mineralogy:basalt
- mineralogy:chert
- mineralogy:conglomerate
- mineralogy:diorite
- mineralogy:dolomite
- mineralogy:granite
- mineralogy:gypsum
- mineralogy:limestone
- mineralogy:marble
- mineralogy:pegmatite
- mineralogy:phyllite
- mineralogy:pumice
- mineralogy:rhyolite
- mineralogy:schist
- >
- S:mineralogy2 <
- mineralogy:shale
- mineralogy:slate
- >
- S:obsidian_group <
- obsidian
- lapis_block
- >
- S:quark <
- quark:limestone
- quark:marble
- >
- }
- ##########################################################################################################
- # property groups
- #--------------------------------------------------------------------------------------------------------#
- # This category is also dynamic and can be used to define additional property groups.
- # Likewise, each default group corresponds to a specific mod and therefore will be
- # automatically listed here if it is removed. To stop this from happening, disable
- # the group's respective mod in the mod support category.
- ##########################################################################################################
- "property groups" {
- S:basemetals <
- basemetals_antimony_ore
- basemetals_bismuth_ore
- basemetals_copper_ore
- basemetals_lead_ore
- basemetals_mercury_ore
- basemetals_nickel_ore
- basemetals_pewter_ore
- basemetals_platinum_ore
- basemetals_silver_ore
- basemetals_tin_ore
- basemetals_zinc_ore
- >
- S:custom <
- another_ore
- >
- S:glasshearts <
- glasshearts_agate_ore
- glasshearts_amethyst_ore
- glasshearts_onyx_ore
- glasshearts_opal_ore
- glasshearts_ruby_ore
- glasshearts_sapphire_ore
- glasshearts_topaz_ore
- >
- S:minecraft <
- coal_ore
- diamond_ore
- emerald_ore
- gold_ore
- iron_ore
- lapis_ore
- redstone_ore
- quartz_ore
- >
- S:mineralogy <
- mineralogy_phosphorous_ore
- mineralogy_sulfur_ore
- >
- S:thaumcraft <
- blast_ore
- >
- }
- "ore property mods" {
- # This will generate a new zip file containing most of the necessary properties for new ore types to be added
- # to the mod. It is not recommended to generate these from the server side.
- #
- # Enter the registry names of any ores you would like starter zips generated for. Expect that some values
- # be inaccurate. Expect these ores to not generate in the world until a WorldGenProperties json has been
- # manually created. Zip files will be placed in /config/ore_stone_variants_mods/.
- #
- # Instructions for use:
- #
- # 1. Enter any registry names here. They will be removed once the game has loaded.
- # 2. Load the game.
- # 3. Load any world--this is necessary for some values to be retrieved.
- # 4. Open or extract the zip file. Check the contents of each json. Some values are
- # estimated and thus not exact.
- # 5. (Optional) Manually create a WorldGenProperties json so that the ore can be
- # generated in the world by the mod. See template.zip for more info
- S:"Generate Starter Mods" <
- >
- }
- }
- "mod support" {
- "enable mods" {
- B:"Base Metals"=true
- B:"Biomes O' Plenty"=true
- B:Earthworks=true
- B:Embers=true
- B:Geolosys=true
- B:"Glass Hearts"=true
- B:"Ice and Fire"=true
- B:"Immersive Engineering"=true
- B:Mineralogy=true
- B:"Modern Metals"=true
- B:Quark=true
- B:Rustic=true
- B:SimpleOres=true
- B:Thaumcraft=true
- B:"Thermal Foundation"=true
- B:"Underground Biomes"=true
- B:Vanilla=true
- }
- "mod generation hax" {
- B:BaseMetals=false
- B:"Biomes O' Plenty"=false
- B:Embers=false
- B:"Glass Hearts"=false
- B:"Ice and Fire"=false
- B:"Immersive Engineering"=false
- B:SimpleOres=false
- B:Thaumcraft=false
- }
- }
- "world generation settings" {
- dimensions {
- # Mainly for performance purposes. You may try removing -1 and 1 if you don't have any blocks spawning
- # in the End or Nether. Or, you may need to add to this array if you want ores spawning in modded dimensions.
- # If this array is empty, ores will be able to spawn anywhere.
- I:"Dimension Whitelist" <
- -1
- 0
- 1
- >
- }
- "generator overrides" {
- # For better compatibility with some terrain gen mods. Set this to false if another terrain mod also
- # spawns patches of gravel, andesite, etc.
- # For best compatibility, please manually disable ore spawning from all other supported mods, or
- # Use the mod generation settings below to attempt to handle this automatically.
- B:"Replace Vanilla Ore and Stone Generation"=true
- }
- "new stone gen variables" {
- # Min: 1
- # Max: 3
- I:"Andesite Layer"=2
- # Min: -2
- # Max: 2
- I:"Andesite Size"=1
- # Min: 1
- # Max: 3
- I:"Diorite Layer"=3
- # Min: -2
- # Max: 2
- I:"Diorite Size"=1
- # -2 = off; -1 = half size; 0 = vanilla size; 1 = 1.33 x vanilla; 2 = 1.58 x vanilla
- # 2 may cause a small amount of cascading gen lag.
- # It is recommended to use another mod, such as Cave Generator, to handle spawning
- # of such large stone veins.
- # Min: -2
- # Max: 2
- I:"Dirt Size"=1
- # Generates stone variants in layers. 1 = y(0 - 20); 2 = y(25 - 45); 3 = y(40 - 80)
- B:"Generate Stone Variants in Layers"=false
- # Min: -2
- # Max: 2
- I:"Granite Size"=1
- # Min: -2
- # Max: 2
- I:"Gravel Size"=1
- # -1 = half count; 0 = vanilla count; 1 = 2 x vanilla; 2 = 4 x vanilla.
- # Min: -1
- # Max: 2
- I:"Stone Variant Count"=0
- # Min: 1
- # Max: 3
- I:graniteLayer=1
- }
- "ore generation settings" {
- B:"Biome Specific Generation"=true
- # The probability that any ore will spawn outside of its selected regions. Allows more types to be easily found.
- # Bear in mind that ore veins will still be relatively large and thus easy to find. Limited to a max of 5.0%.
- # Min: 0.0
- # Max: 5.0
- D:"Default Probability For Unselected Chunks"=0.0
- # Ores most often generate near others of the same type.
- # Large ore veins become larger; small ore veins become more frequent.
- # World generation may be notably slower, by not severely.
- B:"Large Ore Clusters"=false
- }
- }
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