So, "Mining Level" must be an integer (whole number). That is how "hard" the tool is (pickaxe, but other tools are registered, so you can mine obsidian with an onyx hoe1). I think vanilla levels are 0 (cobble does not consistently drop from stone), 1 (makes iron drop), 2 (gold, redstone, diamond), 3 (obsidian). Mods have extended this, which is why Simple Ores materials go up to 5. I'm not sure how high this can go, but keeping it low simplifies things.
Uses is the number of uses for the tools. Armor has a different way to determine how much damage it absorbs, which I don't quite understand. Repairing on the Anvil restores 25% of the max value per ingot added. (So, yes, it can take four ingots to fully repair a shovel, that cost one ingot to make. Replacement is usually better, unless you have an enchantment you love.) It must be an integer, but can go into the thousands.
Mining speed is the multiplier for how fast the pickaxe breaks a rock. The durability of a block works against this, and there is a penalty if you are not using a pickaxe, to determine how long it takes to break that block stone or mythril ore or obsidian. It is "floating point" (has a decimal), but I've only seen values of x.0 or x.5, I'm sure for simplicity.
Damage is how many half-hearts is added to your base attack value. One damage point is half a heart. It must be an integer. While visually in the game, one point shows as half a heart, it is 1 damage value.
Enchantability is the highest level enchantment you can get if you put it on an enchanting block. If you spend 30 levels on an arsenide bronze sword, you will still get an enchantment with a total value of 9 levels. You can go way past this by merging with books on the anvil. This is what means spending 30 levels on an enchantment will get you Looting + Knockback + Sharpness, or Knockback 1. (Enchanting books is a better idea, so you don't put Bane of Arthropods on your nice Onyx sword.)
Defense, like Damage, is whole integers in the game, but 1 point is represented by a half-armor on the display. So, an arsenide bronze helm puts 1.5 armor icons on your defense, but in the code, it is 3 points.
1 This used to be popular. While the damage was not good, somewhere around late 1.4, early 1.5, it was found that attacking with a hoe did not cost durability points. Normally, using a tool for the wrong job doubles the durability cost. This made a diamond hoe a good weapon against common mobs.
I haven't tried it recently, but my Silk Touch shears are still in pristine shape. If you use them to dig grassy dirt blocks or ice, there is / was not durability cost.
I understand it but feel really weird cause some one explained the table to me and I wasn't expecting it, hehehe.
This is world ID 6, in Aroma1997's Miner's World mod:
Yes, that is tin and Copper from Simple Ores.
I'm posting an ALPHA version of the "higher dimensions generator" mod. Alpha means "make a backup of your game".
This mod only affects the world generator, and does not add content.
Load the mod. Start Minecraft, go past the launcher screen, and to to the actual game menu. Then, quit. Go to the config file (go to .minecraft\config\simpledimensiongen Configuration and the file simpledimensiongen.cfg, and open it. Go to the bottom (yes, I will move it), to find and change the world ID. Save it, and make sure your editor did not put a .txt or other extension after the file name.
Then, test.
Remember, generation will occur in blocks that have never before been generated. This means it should be tested in a new world, or you will have to hike to the ends of the known world.
The worldgen variables in the new config file apply to the new world, not vanilla. So, you can change the spawn rates and vein size.
The download is here:
(Link removed. See lower post.)
Again, this is in an early state. I have used it in my "live" game.
EDIT: some formatting and variable names will change. Be prepared to delete the config file for this when it goes live.
Also, I will be attempting a follow-up with Zot's Only Silver when this is stable.
EDIT: A monstrous, dimension-heavy version is here:
(Link removed. See lower post.)
This is expected to be the final release. Those who have MystCraft or a lot of dimension mods, I ask to please test this one. The Alpha version does one surface dimension. The Beta version does up to 25 surface and 6 nether dimensions.
The Beta version has five surface world parameter sets (alpha, beta, delta, gamma, & epsilon), and each set can be generated by five world id's (alpha01, alpha02, etc.). There is also the Nether sets FirstCircle, SecondCircle, and ThirdCircle, each with two world ID's.
I will be releasing a light version along with the official release that just has three independent surface worlds, and one nether world. This is for those with only one or a few dimensions, who do not want a lot of clutter.
No, I am not sure how so many world ID's will affect world generation time and lag. This is why I need testers, to see if the large version is a good idea. If world generation goes through the entire world ID list for every chunk, this could cause lag and transparent chunk problems. If it goes through the world ID list once when you spawn in a world, it will have only a miniscule effect when you go through a portal.
The next post will show the Beta version's config file.
And, again, back up your game before testing.
To clarify: I need testers because I'm not testing this against Simple Ores. I'm testing this against mods I don't have and don't even know about. That's why I'm asking for assistance.
This is the config file for the BETA version of Simple Higher Dimensions (the large version). The numbers at the beginning of sections are to group the sections for ease of use. Otherwise, it is all alphabetical.
Excellent! I will be loading it up here shortly and test out a few dimensions that I make use of!
Thanks again for you work!!
Thank you! Remember,
You must edit one of the world ID's in the config to match the world ID of the higher dimension.
If it is an existing dimension, this will affect new chunk generation only. This does not reset existing chunks. (From the errors I have heard, that is a good thing.)
This is a general point, and I don't know... (DoubleABuilder, this could be affecting your tests.) I do not know if chunk generation is set when you enter a world, and if starting the game in a world counts as "entering". I think it would, because you can add ores to "the surface", walk in a direction, and eventually find the ores when you go past your previously explored zone. With higher dimensions, you may have to leave and enter the world.
I have done a few test so far and have had mixed results
World IDs are entered properly according to the config files of the various mods with them listed (for reference I am using Twilight Forest, and Mists of RioV)
All test have been done on new worlds, spawned in creative mode so i can get to the other dimensions to check them out quicker.
I can get Twilight forest (id=7) to generate ores properly which is the primary one I was hoping to get to work.
But as for the Mists of RioV dimensions (ids = 11, 12, 13, 14) I have been unable to get anything else to spawn within them. I have tried changing the IDs in the various spots in your config (alpha, gamma, ect), to include the few nether dimensions (as a couple would fit that bill in RioV) but as of yet I haven't been able to locate any of the simple ores in any of them.
Luckily for me anyways, The twilight forest was really the only other one i truly wanted the ores to spawn in as the RioV dimensions are a bit different and don't have regular ores to begin with. So not sure if that is effecting anything or not.
Hopefully its something with the way RioV handles its dimensions and not your mod that is having issues with them. Regardless You have done a great job and have accomplished almost exactly what I was looking for!
I have done a few test so far and have had mixed results
Thank you. I would like to get a few more tests. If some of the larger, lots-of-worlds mods do not work with this, I may just post a small version and single version. Right now, I'm planning on large (25 surface), small (9 surface), and tiny (2 surface) versions. If MoR and Myst do not work with this, I may skip the large version.
I also have a question for those with more Java programming experience:
Because I am using variables that can be set in a config file, I had to change the normal worldgen procedure from using a case statement to using a list of if statements (ending in "else return").
Now, it seems to me that the game engine should go through this list every time you go into a new dimension, and trigger generation once it hits a matching (world ID = user set variable).
Could it be possible that the game just goes through the list of if statements once, and once it finds a matching world ID, does not consult the table again? This doesn't seem to make sense, but it would explain cyrusblaze's observed behavior (the TF world has the lowest ID).
Cyrusblaze, could you possibly create a new game, and go into a MoR world before going into any other dimension? Or have you done this?
I have made some tweaks, and the mod ID has changed. I think these will be the final releases if testing goes well. You can archive any versions in use, along with their config files. (Or just keep them in place if they are working.)
There will be three versions.
LARGE
(go to main post)
This is the large array, with a possible 25 surface and 6 Nether worlds.
There are five independent surface generation sets, Alpha, Beta, Gamma, Delta, and Epsilon. Each set can be linked to five world ID's, Alpha01, Alpha02, up through Epsilon05. There are three independent Nether Generation sets, FirstCircle, SecondCircle, and ThirdCircle, each with two world ID's.
SMALL
(go to main post)
This is the small (smaller) array, with a possible 9 surface and 2 Nether worlds.
There are three independent surface generation sets, Aleph, Beth, and Gimel. Each set can be linked to three world ID's, Aleph01 through Gimel03. There is one Nether generation set, FourthCircle, which can be linked to two world ID's.
TINY
(go to main post)
This is the smallest planned array, with 4 possible surface and one Nether worlds.
There are two independent surface generation sets, Alif and Baa. Each set can be linked to two world ID's, Alif01 through Baa02. There is one Nether generation set, FifthCircle, which has one world ID, FifthCircle01.
Please choose a "size" appropriate to your world generation needs. Since these are independent mods (different mod ID's) which all use different variable names, they should stack. Mixing Tiny and Small may be a better fit for personal needs than Large, or all three can be used together.
If testing goes well with most mods (and I can make a list of mods they don't work with), I will post these, and then port the same sets to Zot's Only Silver mod.
Testing with randomly-generated Mystcraft worlds...
Metholodogy: Creative-mode, generate random descriptive books, set their dimension IDs into SimpleDimension's config file and turn up generation to ludicrous amounts. Do minimal travel to find an ore from Simple Ores.
Searched 15 dimensions, all but 4 had ores.
Exceptions:
- Could not find land or underwater stone.
- Dirt all the way down to the bedrock.
- No land. No water. Only clouds and sky.
- Also only clouds and sky.
Rollback Post to RevisionRollBack
[Scott]: Things I have managed to get in the last five minutes, in order of ascending importance: cobblestone, planks, lapis lazuli, redstone, gold, coal, diamond. VERY LOST.
Testing with randomly-generated Mystcraft worlds...
Metholodogy: Creative-mode, generate random descriptive books, set their dimension IDs into SimpleDimension's config file and turn up generation to ludicrous amounts. Do minimal travel to find an ore from Simple Ores.
Searched 15 dimensions, all but 4 had ores.
Exceptions:
- Could not find land or underwater stone.
- Dirt all the way down to the bedrock.
- No land. No water. Only clouds and sky.
- Also only clouds and sky.
Awesome awesomeness is awesome!
Thank you. Two questions. Which file did you use? The code should be the same among all, except for trimming down the size and changing names, but I am curious.
Are the four worlds what you expected? I know Mystcraft allows for some very... "interesting" worlds.
Thank you. Two questions. Which file did you use? The code should be the same among all, except for trimming down the size and changing names, but I am curious.
Are the four worlds what you expected? I know Mystcraft allows for some very... "interesting" worlds.
I used the Large file.
Since they were randomly generated worlds, rather than written, I didn't really have any expectations going in. Got some really cool worlds that I'd kind of wish I'd generated on my game world instead of my test world, though.
Rollback Post to RevisionRollBack
[Scott]: Things I have managed to get in the last five minutes, in order of ascending importance: cobblestone, planks, lapis lazuli, redstone, gold, coal, diamond. VERY LOST.
Thank you everyone who has been testing so far. I think the large / small / tiny files will be the same as the release, although I will add a hard dependency to the final release. (Minecraft will not load if you try to load the generation file without Simple Ores, rather than Minecraft crashing when it tries.) Unless I make changes, anyone using one of these files can keep using what you have, or update. The config file will be the same and ModID the same, so if you do update, your test config file should carry over.
And on to Zot201's Only Silver.
I think I have a compilable version of the Tiny that will generate Silver. Technically, the only dependency for that will be Only Silver. (I don't know if Only Silver has a dependency on Simple Ores.) I have to go tend to some things now, but I hope to get the tiny version compiled and tested on the client tonight. If it works, I will convert the Small and Large (partially done) mods.
For those who use Only Silver, the Simple Ores and Only Silver generation mods work the same way. While they have separate config files, the world ID's have the same names (Greek, Hebrew, and Arabic letters). If you have the Tiny version, you would have to set Alif01 in both config files get both the Simple Ores and Silver in your higher dimension. However, the names being the same makes it easier to keep the two files synchronized. If you want, however, you could use them completely separately, so you could put Silver in one world and Simple Ores in another. If you went crazy with MystCraft, you could even mix all the generator mods and have copper-rich worlds, silver rich worlds, tin rich worlds, etc.
I've mined silver in the Mining World mod with Zot's Only Silver mod. I've converted the Large, Small, and Tiny mods from Simple Ores to Only Silver. These mods only affect silver ore generation, and have a hard dependency on Only Silver by zot201. The generation sets and number of world ID's, and names, match the mods above. There is no Nether generation info, as silver does not generate in the Nether. The config files are in a separate director than the Simple Ores config files, under Minecraft's config directory.
These mods have a hard dependency on Only Silver, and Minecraft will not start if Only Silver is not present.
It does not affect already-generated chunks in a world, but will affect new worlds and "unexplored" parts of the world.
Large
Five generation sets (Alpha, Beta, Gamma, Delta, Epsilon), and each set can be tied to five world ID's.
(go to main post)
Small
Three generation sets (Aleph, Beth, Gimel), and each set can be tied to three world ID's.
(go to main post)
Tiny
Two generation sets (Alif, Baa), and both can be tied to two world ID's.
(go to main post)
I have no reason to believe that the mods could not be used together.
The main post has been updated with release versions of Simple Ores and Only Silver higher generation mods. If you migrate, check your config files, as some tweaks to formatting may cause new sections to be added, and your world ID settings to break and need resetting.
I am using the Tiny versions of both in my live game.
The mod I was working on was put on hold for a bit, as there is some programming I have to learn to make it work properly. I ended up waking up with the higher dimensions mod-mod mostly sorted out, and a bug to get that done.
And you are probably wondering, what will akkamaddi do next? Or, is akkamaddi a sad, soulless creature who never steps outside?
Well... um... yes. But anyway.
I have some simple ideas. One is a Nether utility ore, including an "out" that lets me do what I want and not feel obliged to make two other ores.
Along those lines... I will probably break that one into two parts. One will be the ore and basic functions. The other will be Fusion Furnace recipes. I would like some feedback, though... do many use Simple Ores *without* the Fusion Furnace? Perhaps I should just make one pack.
Second, Zot's silver needs some Fusion Furnace luvz, and I have the icon set to begin that. It's just one alloy, but I personally would like to keep silver in the family.
I also have two gold alloys, but that will likely wait. I also have two very small FF recipe packs, but they have to wait on metadata support.
And, I have to finish up Arsenic....
A bit further ahead, I will probably make an "akkamaddi mod pack" with just my work. (there will be a "without silver" and "with silver" version.)
Anyway, I will be late for work. Thank you, everyone for your support. Keep mining!
I have found that less than 5% of people use SimpleOres without the Fusion Furnace
I love the Fusion Furnace. I just wish the fuel useage was like this "1 Coal/Charcoal=4 Fused things with no wasted energy". It seems that after Fusing 4 items, there is still some energy left but not enough to fully fuse something. Maybe this can be tweaked?
I understand it but feel really weird cause some one explained the table to me and I wasn't expecting it, hehehe.
This is world ID 6, in Aroma1997's Miner's World mod:
Yes, that is tin and Copper from Simple Ores.
I'm posting an ALPHA version of the "higher dimensions generator" mod. Alpha means "make a backup of your game".
This mod only affects the world generator, and does not add content.
Load the mod. Start Minecraft, go past the launcher screen, and to to the actual game menu. Then, quit. Go to the config file (go to .minecraft\config\simpledimensiongen Configuration and the file simpledimensiongen.cfg, and open it. Go to the bottom (yes, I will move it), to find and change the world ID. Save it, and make sure your editor did not put a .txt or other extension after the file name.
Then, test.
Remember, generation will occur in blocks that have never before been generated. This means it should be tested in a new world, or you will have to hike to the ends of the known world.
The worldgen variables in the new config file apply to the new world, not vanilla. So, you can change the spawn rates and vein size.
The download is here:
(Link removed. See lower post.)
Again, this is in an early state. I have used it in my "live" game.
EDIT: some formatting and variable names will change. Be prepared to delete the config file for this when it goes live.
Also, I will be attempting a follow-up with Zot's Only Silver when this is stable.
EDIT: A monstrous, dimension-heavy version is here:
(Link removed. See lower post.)
This is expected to be the final release. Those who have MystCraft or a lot of dimension mods, I ask to please test this one. The Alpha version does one surface dimension. The Beta version does up to 25 surface and 6 nether dimensions.
The Beta version has five surface world parameter sets (alpha, beta, delta, gamma, & epsilon), and each set can be generated by five world id's (alpha01, alpha02, etc.). There is also the Nether sets FirstCircle, SecondCircle, and ThirdCircle, each with two world ID's.
I will be releasing a light version along with the official release that just has three independent surface worlds, and one nether world. This is for those with only one or a few dimensions, who do not want a lot of clutter.
No, I am not sure how so many world ID's will affect world generation time and lag. This is why I need testers, to see if the large version is a good idea. If world generation goes through the entire world ID list for every chunk, this could cause lag and transparent chunk problems. If it goes through the world ID list once when you spawn in a world, it will have only a miniscule effect when you go through a portal.
The next post will show the Beta version's config file.
And, again, back up your game before testing.
To clarify: I need testers because I'm not testing this against Simple Ores. I'm testing this against mods I don't have and don't even know about. That's why I'm asking for assistance.
I primarily use RioV and Twilight Forest to add a few extra dimension to my game, and I will give feed back later today on well it all works out.
Thanks again for you work!!
Sorry, but the image links are broke. I'm not sure if that's good, bad, or more cow bell.
Thank you! Remember,
World IDs are entered properly according to the config files of the various mods with them listed (for reference I am using Twilight Forest, and Mists of RioV)
All test have been done on new worlds, spawned in creative mode so i can get to the other dimensions to check them out quicker.
I can get Twilight forest (id=7) to generate ores properly which is the primary one I was hoping to get to work.
But as for the Mists of RioV dimensions (ids = 11, 12, 13, 14) I have been unable to get anything else to spawn within them. I have tried changing the IDs in the various spots in your config (alpha, gamma, ect), to include the few nether dimensions (as a couple would fit that bill in RioV) but as of yet I haven't been able to locate any of the simple ores in any of them.
Luckily for me anyways, The twilight forest was really the only other one i truly wanted the ores to spawn in as the RioV dimensions are a bit different and don't have regular ores to begin with. So not sure if that is effecting anything or not.
Hopefully its something with the way RioV handles its dimensions and not your mod that is having issues with them. Regardless You have done a great job and have accomplished almost exactly what I was looking for!
Great work!!
Thank you. I would like to get a few more tests. If some of the larger, lots-of-worlds mods do not work with this, I may just post a small version and single version. Right now, I'm planning on large (25 surface), small (9 surface), and tiny (2 surface) versions. If MoR and Myst do not work with this, I may skip the large version.
I also have a question for those with more Java programming experience:
Because I am using variables that can be set in a config file, I had to change the normal worldgen procedure from using a case statement to using a list of if statements (ending in "else return").
Now, it seems to me that the game engine should go through this list every time you go into a new dimension, and trigger generation once it hits a matching (world ID = user set variable).
Could it be possible that the game just goes through the list of if statements once, and once it finds a matching world ID, does not consult the table again? This doesn't seem to make sense, but it would explain cyrusblaze's observed behavior (the TF world has the lowest ID).
Cyrusblaze, could you possibly create a new game, and go into a MoR world before going into any other dimension? Or have you done this?
There will be three versions.
LARGE
(go to main post)
This is the large array, with a possible 25 surface and 6 Nether worlds.
There are five independent surface generation sets, Alpha, Beta, Gamma, Delta, and Epsilon. Each set can be linked to five world ID's, Alpha01, Alpha02, up through Epsilon05. There are three independent Nether Generation sets, FirstCircle, SecondCircle, and ThirdCircle, each with two world ID's.
SMALL
(go to main post)
This is the small (smaller) array, with a possible 9 surface and 2 Nether worlds.
There are three independent surface generation sets, Aleph, Beth, and Gimel. Each set can be linked to three world ID's, Aleph01 through Gimel03. There is one Nether generation set, FourthCircle, which can be linked to two world ID's.
TINY
(go to main post)
This is the smallest planned array, with 4 possible surface and one Nether worlds.
There are two independent surface generation sets, Alif and Baa. Each set can be linked to two world ID's, Alif01 through Baa02. There is one Nether generation set, FifthCircle, which has one world ID, FifthCircle01.
Please choose a "size" appropriate to your world generation needs. Since these are independent mods (different mod ID's) which all use different variable names, they should stack. Mixing Tiny and Small may be a better fit for personal needs than Large, or all three can be used together.
If testing goes well with most mods (and I can make a list of mods they don't work with), I will post these, and then port the same sets to Zot's Only Silver mod.
I'll temporarily remove my Twilight Forest mod, and try the process again and see what I can come up with.
I'll post back once I have some more data for you. (could be a couple hours)
Metholodogy: Creative-mode, generate random descriptive books, set their dimension IDs into SimpleDimension's config file and turn up generation to ludicrous amounts. Do minimal travel to find an ore from Simple Ores.
Searched 15 dimensions, all but 4 had ores.
Exceptions:
- Could not find land or underwater stone.
- Dirt all the way down to the bedrock.
- No land. No water. Only clouds and sky.
- Also only clouds and sky.
Awesome awesomeness is awesome!
Thank you. Two questions. Which file did you use? The code should be the same among all, except for trimming down the size and changing names, but I am curious.
Are the four worlds what you expected? I know Mystcraft allows for some very... "interesting" worlds.
I used the Large file.
Since they were randomly generated worlds, rather than written, I didn't really have any expectations going in. Got some really cool worlds that I'd kind of wish I'd generated on my game world instead of my test world, though.
And on to Zot201's Only Silver.
I think I have a compilable version of the Tiny that will generate Silver. Technically, the only dependency for that will be Only Silver. (I don't know if Only Silver has a dependency on Simple Ores.) I have to go tend to some things now, but I hope to get the tiny version compiled and tested on the client tonight. If it works, I will convert the Small and Large (partially done) mods.
For those who use Only Silver, the Simple Ores and Only Silver generation mods work the same way. While they have separate config files, the world ID's have the same names (Greek, Hebrew, and Arabic letters). If you have the Tiny version, you would have to set Alif01 in both config files get both the Simple Ores and Silver in your higher dimension. However, the names being the same makes it easier to keep the two files synchronized. If you want, however, you could use them completely separately, so you could put Silver in one world and Simple Ores in another. If you went crazy with MystCraft, you could even mix all the generator mods and have copper-rich worlds, silver rich worlds, tin rich worlds, etc.
However... now I must go cook dinner.
These mods have a hard dependency on Only Silver, and Minecraft will not start if Only Silver is not present.
It does not affect already-generated chunks in a world, but will affect new worlds and "unexplored" parts of the world.
Large
Five generation sets (Alpha, Beta, Gamma, Delta, Epsilon), and each set can be tied to five world ID's.
(go to main post)
Small
Three generation sets (Aleph, Beth, Gimel), and each set can be tied to three world ID's.
(go to main post)
Tiny
Two generation sets (Alif, Baa), and both can be tied to two world ID's.
(go to main post)
I have no reason to believe that the mods could not be used together.
I am using the Tiny versions of both in my live game.
The mod I was working on was put on hold for a bit, as there is some programming I have to learn to make it work properly. I ended up waking up with the higher dimensions mod-mod mostly sorted out, and a bug to get that done.
And you are probably wondering, what will akkamaddi do next? Or, is akkamaddi a sad, soulless creature who never steps outside?
Well... um... yes. But anyway.
I have some simple ideas. One is a Nether utility ore, including an "out" that lets me do what I want and not feel obliged to make two other ores.
Along those lines... I will probably break that one into two parts. One will be the ore and basic functions. The other will be Fusion Furnace recipes. I would like some feedback, though... do many use Simple Ores *without* the Fusion Furnace? Perhaps I should just make one pack.
Second, Zot's silver needs some Fusion Furnace luvz, and I have the icon set to begin that. It's just one alloy, but I personally would like to keep silver in the family.
I also have two gold alloys, but that will likely wait. I also have two very small FF recipe packs, but they have to wait on metadata support.
And, I have to finish up Arsenic....
A bit further ahead, I will probably make an "akkamaddi mod pack" with just my work. (there will be a "without silver" and "with silver" version.)
Anyway, I will be late for work. Thank you, everyone for your support. Keep mining!
And that 5% probably wants as much simplicity as possible, so just bundle it with the FF, correct?
Thank you. I will plan on that in the future.
I love the Fusion Furnace. I just wish the fuel useage was like this "1 Coal/Charcoal=4 Fused things with no wasted energy". It seems that after Fusing 4 items, there is still some energy left but not enough to fully fuse something. Maybe this can be tweaked?