:= -1000 * age.slideCraftDecay 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. := 1200 * age.slidecraftCrumble Modification of emerald for decay blocks. Adjusts until we get something that works. Idea is single block deposits, fairly rare. :=drawWireframes 0xFF444444 :=drawWireframes 0xFF444444 Rough estimate: 150 * 30 = 4,500 blocks in the zone. If the goal is 20 black decay, that's 1 in 225 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. 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. 0xFFBB00BB We also have cave worlds with lower water ... 0xFFBB00BB 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 0xFFBBBBBB