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- <ConfigSection>
- <!-- Slidecraft needs some special time pressure -->
- <MystcraftSymbol name='slidecraftDecay' displayName='Slidecraft decay timer'>
- <!-- No other forms of instability for Slidecraft. -->
- <!-- This might change. All potions/decay disabled in config, but erosion,
- crumble, etc might be fun. Need to think about this. -->
- <Instability>:= -1000 * age.slideCraftDecay </Instability>
- </MystcraftSymbol>
- <MystcraftSymbol name='slidecraftCrumble' displayName='Slidecraft crumbling world'>
- <!-- This is for erosion, crumble, etc. -->
- <Comment>
- DANGER: This might be waay too high. Earlier testing turned out to have
- an error -- instability had been set to a constant for the symbol, which
- does not work -- a constant for a symbol is not a constant for a symbol.
- </Comment>
- <Instability>:= 1200 * age.slidecraftCrumble </Instability>
- </MystcraftSymbol>
- <!-- Decay presets -->
- <VeinsPreset name='PresetDecayRaw' block='202:0' inherits='PresetSmallDeposits'>
- <Description>
- Modification of emerald for decay blocks. Adjusts until we get something that works.
- Idea is single block deposits, fairly rare.
- </Description>
- <DrawWireframe>:=drawWireframes</DrawWireframe>
- <WireframeColor>0xFF444444</WireframeColor>
- <Setting name='MotherlodeFrequency' avg=':= 1/30' range='0'/>
- <!-- Motherlode size was 0.7071, which works very nicely if it's always on an n.5 height level.
- But it's not - - range cannot be forced to an integer. It's a float in the range, not an int
- in the range. Grumble. -->
- <Setting name='MotherlodeSize' avg='0.9571' range='0' />
- <!-- This height aims at rivers and lakes (and oceans) -->
- <Setting name='MotherlodeHeight' avg=':= 58/64 * dimension.groundLevel' range=':= 4/64 * dimension.groundLevel'/>
- <Setting name='OreRadiusMult' avg='1.0' range='0'/>
- </VeinsPreset>
- <VeinsPreset name='PresetDecayVeins' block='202:0' inherits='PresetDecayRaw'>
- <Replaces block='.*stone'/>
- <Replaces block='.*dirt'/>
- <Replaces block='.*sand'/>
- <Replaces block='bedrock'/>
- <Replaces block='gravel'/>
- <Replaces block='lava'/>
- <Replaces block='cobblestone'/>
- <Replaces block='obsidian'/>
- <Replaces block='ore.*' />
- <Replaces block='water'/>
- </VeinsPreset>
- <VeinsPreset name='PresetDecayVeinsNoWater' block='202:0' inherits='PresetDecayRaw'>
- <Replaces block='.*stone'/>
- <Replaces block='.*dirt'/>
- <Replaces block='.*sand'/>
- <Replaces block='bedrock'/>
- <Replaces block='gravel'/>
- <Replaces block='lava'/>
- <Replaces block='cobblestone'/>
- <Replaces block='obsidian'/>
- <Replaces block='ore.*' />
- </VeinsPreset>
- <CloudPreset name='PresetBlackDecayCloud' block='202' >
- <Setting name='DistributionFrequency' avg=':= 8/225' range='0'/>
- <DrawWireframe>:=drawWireframes</DrawWireframe>
- <WireframeColor>0xFF444444</WireframeColor>
- <!-- This is a tall, thin, scattered distribution of black decay -->
- <!-- Danger: This fails to properly catch cave worlds. -->
- <Setting name='CloudHeight' avg='32' range='0' />
- <Setting name='CloudInclination' avg='0' range='0' />
- <Setting name='CloudRadius' avg='7.5' range='3.5' type='normal' />
- <Setting name='CloudSizeNoise' avg='0' range='0'/>
- <Setting name='CloudThickness' avg='20' range='0'/>
- <Comment> Rough estimate: 150 * 30 = 4,500 blocks in the zone.
- If the goal is 20 black decay, that's 1 in 225 </Comment>
- <Setting name='OreDensity' avg=':= 20/4500'/>
- <Setting name='OreRadiusMult' avg='1' range='0' />
- <Setting name='OreVolumeNoiseCutoff' avg='0.5'/>
- </CloudPreset>
- <CloudPreset name='PresetBlackDecayCloudNoWater' block='202:0' inherits='PresetBlackDecayCloud'>
- <Replaces block='.*stone'/>
- <Replaces block='.*dirt'/>
- <Replaces block='.*sand'/>
- <Replaces block='bedrock'/>
- <Replaces block='gravel'/>
- <Replaces block='lava'/>
- <Replaces block='cobblestone'/>
- <Replaces block='obsidian'/>
- <Replaces block='ore.*' />
- </CloudPreset>
- <IfCondition condition=':= age.slidecraftDecay > 0'>
- <Comment> Black decay doesn't work well. It is slow. Almost no spreading.
- There are only tiny decay pockets before white swallows it all.
- Maybe if it can generate larger starting stuff, like a vertical
- ellipsoid, so it can fall over a larger area ...
- I like that idea. I *really* like that idea. Each block is slow
- but it has enough of a head start to be able to have an effect.
- I think this idea is obviously well-justified, and you can tell
- by using a fixed-point font to read this paragraph.
- </Comment>
- <Cloud name='blackDecayCloud' inherits='PresetBlackDecayCloudNoWater' block='202'>
- <!-- Everything in the defaults -->
- </Cloud>
- <!-- For hills, cave worlds, etc, have smaller, higher clouds... -->
- <Cloud name='blackDecayClouldHillsCaveWorlds' inherits='PresetBlackDecayCloudNoWater' block='202'>
- <Setting name='CloudHeight' avg=':= _default_+64' range=':= 0.7 * _default_' />
- <Setting name='CloudRadius' avg=':= 0.7 * _default_' range=':= 0.7 * _default_' />
- <Setting name='CloudThickness' avg=':= 0.7 * _default_' range=':= 0.7 * _default_'/>
- </Cloud>
- <Comment> TODO: Higher spread range in hilly biomes
- Lower spread range in "water" biomes
- Rivers (55) vs oceans (42) vs normal (66) vs ...
- Sadly, you cannot use the height of the noise function cutoff.
- "Biome height levels" does not work for small/tiny biomes, and
- lacking vanilla's transition biomes, does not work for large
- height differences next to each other.
- </Comment>
- <Veins name='decayPurpleWater' inherits='PresetDecayRaw' block='202:4'>
- <Setting name='MotherlodeHeight' avg=':= round(_default_) +0.5' />
- <Setting name='MotherlodeFrequency' avg=':= 7/225' />
- <Replaces block='water' /> <!-- Only in water, rivers, oceans, etc -->
- <Replaces block='lava' /> <!-- Only in water, rivers, oceans, etc -->
- <WireframeColor>0xFFBB00BB</WireframeColor>
- </Veins>
- <Comment> We also have cave worlds with lower water ... </Comment>
- <Veins name='decayPurpleCaveWater' inherits='PresetDecayRaw' block='202:4'>
- <Setting name='MotherlodeHeight' avg=':= round(_default_ /2) +0.5' />
- <Setting name='MotherlodeFrequency' avg=':= 7/225' />
- <Replaces block='water' /> <!-- Only in water, rivers, oceans, etc -->
- <Replaces block='lava' /> <!-- Only in water, rivers, oceans, etc -->
- <WireframeColor>0xFFBB00BB</WireframeColor>
- </Veins>
- <!-- Note that both purple decays will catch lava lakes. -->
- <Veins name='decayWhiteVeinsBedrock' inherits='PresetDecayVeins' block='202:6' >
- <!-- White decay is at bedrock -->
- <Setting name='MotherlodeHeight' avg='1.5' range='0' />
- <Setting name='MotherlodeFrequency' avg=':= 3/225' range='0' />
- <Comment> At any time, there are 15*15 = 225 chunks ticking. Or more.
- We want some white decay at all times, but at 12 minutes to surface,
- not so much that we can't do anything at all </Comment>
- <WireframeColor>0xFFBBBBBB</WireframeColor>
- <Replaces block='.*'/>
- </Veins>
- <!-- White decay is slower through bedrock. To increase time pressure, start it at 5.5 instead. -->
- </IfCondition>
- </ConfigSection>
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