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Slidecraft decay timer, beta 3 -- release candiate 1

Dec 24th, 2012
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  1. <ConfigSection>
  2.  
  3. <!-- Slidecraft needs some special time pressure -->
  4. <MystcraftSymbol name='slidecraftDecay' displayName='Slidecraft decay timer'>
  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='Slidecraft crumbling world'>
  12. <!-- This is for erosion, crumble, etc. -->
  13. <Comment>
  14. DANGER: This might be waay too high. Earlier testing turned out to have
  15. an error -- instability had been set to a constant for the symbol, which
  16. does not work -- a constant for a symbol is not a constant for a symbol.
  17. </Comment>
  18. <Instability>:= 1200 * age.slidecraftCrumble </Instability>
  19. </MystcraftSymbol>
  20.  
  21. <!-- Decay presets -->
  22. <VeinsPreset name='PresetDecayRaw' block='202:0' inherits='PresetSmallDeposits'>
  23. <Description>
  24. Modification of emerald for decay blocks. Adjusts until we get something that works.
  25. Idea is single block deposits, fairly rare.
  26. </Description>
  27. <DrawWireframe>:=drawWireframes</DrawWireframe>
  28. <WireframeColor>0xFF444444</WireframeColor>
  29. <Setting name='MotherlodeFrequency' avg=':= 1/30' range='0'/>
  30. <!-- Motherlode size was 0.7071, which works very nicely if it's always on an n.5 height level.
  31. But it's not - - range cannot be forced to an integer. It's a float in the range, not an int
  32. in the range. Grumble. -->
  33. <Setting name='MotherlodeSize' avg='0.9571' range='0' />
  34. <!-- This height aims at rivers and lakes (and oceans) -->
  35. <Setting name='MotherlodeHeight' avg=':= 58/64 * dimension.groundLevel' range=':= 4/64 * dimension.groundLevel'/>
  36. <Setting name='OreRadiusMult' avg='1.0' range='0'/>
  37.  
  38. </VeinsPreset>
  39.  
  40. <VeinsPreset name='PresetDecayVeins' block='202:0' inherits='PresetDecayRaw'>
  41. <Replaces block='.*stone'/>
  42. <Replaces block='.*dirt'/>
  43. <Replaces block='.*sand'/>
  44. <Replaces block='bedrock'/>
  45. <Replaces block='gravel'/>
  46. <Replaces block='lava'/>
  47. <Replaces block='cobblestone'/>
  48. <Replaces block='obsidian'/>
  49. <Replaces block='ore.*' />
  50. <Replaces block='water'/>
  51. </VeinsPreset>
  52.  
  53. <VeinsPreset name='PresetDecayVeinsNoWater' block='202:0' inherits='PresetDecayRaw'>
  54. <Replaces block='.*stone'/>
  55. <Replaces block='.*dirt'/>
  56. <Replaces block='.*sand'/>
  57. <Replaces block='bedrock'/>
  58. <Replaces block='gravel'/>
  59. <Replaces block='lava'/>
  60. <Replaces block='cobblestone'/>
  61. <Replaces block='obsidian'/>
  62. <Replaces block='ore.*' />
  63. </VeinsPreset>
  64.  
  65. <CloudPreset name='PresetBlackDecayCloud' block='202' >
  66. <Setting name='DistributionFrequency' avg=':= 8/225' range='0'/>
  67. <DrawWireframe>:=drawWireframes</DrawWireframe>
  68. <WireframeColor>0xFF444444</WireframeColor>
  69. <!-- This is a tall, thin, scattered distribution of black decay -->
  70. <!-- Danger: This fails to properly catch cave worlds. -->
  71. <Setting name='CloudHeight' avg='32' range='0' />
  72. <Setting name='CloudInclination' avg='0' range='0' />
  73. <Setting name='CloudRadius' avg='7.5' range='3.5' type='normal' />
  74. <Setting name='CloudSizeNoise' avg='0' range='0'/>
  75. <Setting name='CloudThickness' avg='20' range='0'/>
  76. <Comment> Rough estimate: 150 * 30 = 4,500 blocks in the zone.
  77. If the goal is 20 black decay, that's 1 in 225 </Comment>
  78. <Setting name='OreDensity' avg=':= 20/4500'/>
  79. <Setting name='OreRadiusMult' avg='1' range='0' />
  80. <Setting name='OreVolumeNoiseCutoff' avg='0.5'/>
  81. </CloudPreset>
  82.  
  83. <CloudPreset name='PresetBlackDecayCloudNoWater' block='202:0' inherits='PresetBlackDecayCloud'>
  84. <Replaces block='.*stone'/>
  85. <Replaces block='.*dirt'/>
  86. <Replaces block='.*sand'/>
  87. <Replaces block='bedrock'/>
  88. <Replaces block='gravel'/>
  89. <Replaces block='lava'/>
  90. <Replaces block='cobblestone'/>
  91. <Replaces block='obsidian'/>
  92. <Replaces block='ore.*' />
  93. </CloudPreset>
  94.  
  95. <IfCondition condition=':= age.slidecraftDecay > 0'>
  96. <Comment> Black decay doesn't work well. It is slow. Almost no spreading.
  97. There are only tiny decay pockets before white swallows it all.
  98. Maybe if it can generate larger starting stuff, like a vertical
  99. ellipsoid, so it can fall over a larger area ...
  100. I like that idea. I *really* like that idea. Each block is slow
  101. but it has enough of a head start to be able to have an effect.
  102. I think this idea is obviously well-justified, and you can tell
  103. by using a fixed-point font to read this paragraph.
  104. </Comment>
  105. <Cloud name='blackDecayCloud' inherits='PresetBlackDecayCloudNoWater' block='202'>
  106. <!-- Everything in the defaults -->
  107. </Cloud>
  108.  
  109. <!-- For hills, cave worlds, etc, have smaller, higher clouds... -->
  110. <Cloud name='blackDecayClouldHillsCaveWorlds' inherits='PresetBlackDecayCloudNoWater' block='202'>
  111. <Setting name='CloudHeight' avg=':= _default_+64' range=':= 0.7 * _default_' />
  112. <Setting name='CloudRadius' avg=':= 0.7 * _default_' range=':= 0.7 * _default_' />
  113. <Setting name='CloudThickness' avg=':= 0.7 * _default_' range=':= 0.7 * _default_'/>
  114. </Cloud>
  115.  
  116. <Comment> TODO: Higher spread range in hilly biomes
  117. Lower spread range in "water" biomes
  118. Rivers (55) vs oceans (42) vs normal (66) vs ...
  119.  
  120. Sadly, you cannot use the height of the noise function cutoff.
  121. "Biome height levels" does not work for small/tiny biomes, and
  122. lacking vanilla's transition biomes, does not work for large
  123. height differences next to each other.
  124. </Comment>
  125.  
  126. <Veins name='decayPurpleWater' inherits='PresetDecayRaw' block='202:4'>
  127. <Setting name='MotherlodeHeight' avg=':= round(_default_) +0.5' />
  128. <Setting name='MotherlodeFrequency' avg=':= 7/225' />
  129. <Replaces block='water' /> <!-- Only in water, rivers, oceans, etc -->
  130. <Replaces block='lava' /> <!-- Only in water, rivers, oceans, etc -->
  131. <WireframeColor>0xFFBB00BB</WireframeColor>
  132. </Veins>
  133.  
  134. <Comment> We also have cave worlds with lower water ... </Comment>
  135. <Veins name='decayPurpleCaveWater' inherits='PresetDecayRaw' block='202:4'>
  136. <Setting name='MotherlodeHeight' avg=':= round(_default_ /2) +0.5' />
  137. <Setting name='MotherlodeFrequency' avg=':= 7/225' />
  138. <Replaces block='water' /> <!-- Only in water, rivers, oceans, etc -->
  139. <Replaces block='lava' /> <!-- Only in water, rivers, oceans, etc -->
  140. <WireframeColor>0xFFBB00BB</WireframeColor>
  141. </Veins>
  142. <!-- Note that both purple decays will catch lava lakes. -->
  143.  
  144. <Veins name='decayWhiteVeinsBedrock' inherits='PresetDecayVeins' block='202:6' >
  145. <!-- White decay is at bedrock -->
  146. <Setting name='MotherlodeHeight' avg='1.5' range='0' />
  147. <Setting name='MotherlodeFrequency' avg=':= 3/225' range='0' />
  148. <Comment> At any time, there are 15*15 = 225 chunks ticking. Or more.
  149. We want some white decay at all times, but at 12 minutes to surface,
  150. not so much that we can't do anything at all </Comment>
  151. <WireframeColor>0xFFBBBBBB</WireframeColor>
  152. <Replaces block='.*'/>
  153. </Veins>
  154. <!-- White decay is slower through bedrock. To increase time pressure, start it at 5.5 instead. -->
  155. </IfCondition>
  156. </ConfigSection>
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