PersonTheCat / OreStoneVariants

A powerful utility for generating new blocks when given a foreground and background.
GNU General Public License v3.0
7 stars 8 forks source link

Request for Tinker's Construct Support #37

Open Voxel-Friend opened 6 years ago

Voxel-Friend commented 6 years ago

Now, this is a bit of an edge case, but here me out. Quark adds basalt. Mods like NetherEX add other forms of netherrack. Currently (to my knowledge) there is no way to add variants of Ardite and Cobalt to these stone types. The ability to do this will allow me to further streamline my mod-pack (as of yet unreleased) and would open up more customization options for other pack creators. I appreciate your feedback and consideration in this regard.

PersonTheCat commented 6 years ago

Oh okay, sure. I can do that. I'm just not sure exactly when yet, due to classes and other projects going on at the moment. In the meantime, if you don't want to wait, you should be able to add these ores yourself using the mods system. Let me know if you decide to do that and need any help setting it up.

Edit: just to confirm, are you referring to stone types from NEX, ore types from some other mod, or stone types from tinkers construct? I've tried TS before and have surprisingly had a lot of issues. I can look at it again, though.

Voxel-Friend commented 6 years ago

To clarify, I am talking about adding ardite and cobalt variants to various stone types. And, yes, some help in regards to adding the ores would be extremely appreciated.

PersonTheCat commented 6 years ago

Hi, again. So, one easy way to get started is by using the starter mod generator in the config file. It's a bit hacky, but it will save you from having to manually locate at least a few properties. You just enter any ore's registry name on a new line under "Generate Starter Mods" and then start a world and it'll place a zip file for each ore under /config/ore_stone_variants_mods/. It might be best to stick with doing that for just one ore at a time, in case it can't find the name correctly. Like I said, it's pretty hacky, but it's really just supposed to help you get started. You'll want to take a look inside of or extract that zip file and make sure that everything inside of both RecipeProperties.json and especially OreProperties.json appears accurate. With just those two files, the ore should generate, but it'll generate under the same conditions as those of gold. You'll need to manually create a WorldGenProperties.json to override those properties and make sure it works correctly. I recommend looking at the example json, here. You can see that there aren't really all that many properties to find and enter. Once you get all of that set up, you can try it and make sure everything functions correctly. The most common issue you might run into is that the overlay doesn't generate very well. I removed hundreds of lines from OSV's overlay extraction algorithm because I was getting frustrated with how difficult it was to maintain. I also felt that there was still too much room for improvement and thus it wasn't all worth it. But seeing as I still haven't gotten around to doing that, I'm starting to regret it. If this is an issue for you, just crop the pixels out in Paint, GIMP, or another such program and export that into a new overlay to replace the old one. For any other issues you have, you can send the configuration files to me individually or inside of a zip and I'll take a look at them for you and help you figure it out. It will be easier for me to do that if I can point to something specific. In the meantime, please let me know if you have any suggestions for facilitating this process. I'm open to ideas and am always happy to discuss what else can be implemented.