CustomOreGen gives the user control over the placement of ores and other blocks via a sophisticated XML configuration language. Config authors can generate ores according to three main distribution types: veins, clouds and vanilla clusters. They can also substitute any block in the world with another one. The configurations can be parameterized by custom options (such as whether a particular ore should be deposited as a vein or cloud), and the player can configure those options through an in-game GUI during world creation. Default configurations are included for vanilla and most major mods. See the wiki for documentation and the MCF post for more information.
I miss this mod. It's near and dear to my heart. RIP
can use this mod with mineralogy mod?
how can i config this mod i can't even start this
What's about porting to 1.12+?
If you are getting "cascading worldgen lag" on your server when exploring new terrain caused by this mod, consider the following:
Turn down your coal spawn sizes, and possibly opt not to use the "vein" ore structures.
Explanation:
Normally, when you explore new undeveloped terrain, the server (or internal server on singleplayer) has to generate new terrain. It does this chunk-by-chunk as necessary, with a chunk being a 16 x 16 x 256 section of blocks. Vanilla Minecraft tries to avoid positioning any "structures" such that they overlap chunk borders. This is because if a chunk is loaded, and some structure inside can't be completed without loading another chunk next to it... well it loads that next chunk too. But maybe that next chunk /also/ has an incomplete structure, so it loads a third and fourth chunk, and...
Cascading worldgen lag.
The veins of ore, and in my case it was almost entirely caused by massive veins of coal, were sometimes hundreds of ores long. So to complete the generation of a vein of ore, the mod has to load several chunks. But then those chunks may also have a vein that causes more chunks to be loaded. With my settings, I found out that my server was sometimes stopping to generate 50 chunks because of ores when a vanilla server might have only generated a handful. 50 chunks is 3,276,800 blocks. While we were trying to play.
Turning down the size of our spawns (but increasing the frequency just a little to compensate) and setting coal specifically to use "vanilla" structures instead of veins fixed this issue. Now it's far less common for ore structures to cross chunk borders in problematic ways.
I didn't figure this out on my own, see: https://www.reddit.com/r/feedthebeast/comments/5x0twz/investigating_extreme_worldgen_lag/
and this mod: https://www.curseforge.com/minecraft/mc-mods/world-stripper
WorldStripper lets you eliminate a massive section of "filler" terrain and see just the ores and other interesting structures below the surface. That let me see that my coal veins were just absurdly massive, even if they didn't feel that way when I was playing on survival.
its not work... i did max 5.
wiki is gone
In reply to FrozenToothpaste:
The wiki seems to still be here: https://custom-ore-generation.fandom.com
In reply to lawremi:
I'm pretty sure they mean the wiki linked in the top bar, which points to shoutwiki.com
1) Is there a better forum or Discord server for discussing and asking questions about COG? I looked around and this is the best I've found.
2) I've been trying, and I can't seem to increase the density of the Railcraft poor ores in their sparse veins. How do I do that? The wiki isn't super detailed on dealing with the mod files. I've tried to copy the RailCraft.xml to the custom folder, and then change the lines
to
...but it won't parse that and breaks. Suggestions?
In reply to jel03201984:
ty
@lawremi
I tryed to search for infomation on the wiki for this mod put it dosen`t help at all
idk where the file is located where I can edit the generation
i would also like to see some pictures so that i can get a small overview at least
would be great if you answer.
In reply to Forge_User_00539446:
Image of location: https://ibb.co/z837tfP
I'm assuming you're familiar with your AppData folder for modding, but just in case you're not, I included the full path where this is located (on default settings). Typically, (as in, almost always) mods are built to create .xml config files inside the config folder the first time you load a world. If you don't see a config file you're expecting to see, start a world, and they should pop into existence. After that, there'll be a CustomOreGen folder with the appropriate files that the COG wiki talks about.
Changing spawn frequently of coal ores or other makes redstone ore and gold ore spawn on surface but other than that work better than other these type of mods.
In reply to powraca1:
That's intentional (at least for redstone), and you can disable it by changing the distribution type for those ores.
I'm hoping this is compatible with Ore Stone Variants, but by default, it seems like COG doesn't spawn any ores in any of the stone variants (diorite, etc). Even for ores in normal stone, HWLYA shows the block as being from their origin (Vanilla, Immersive Engineering, etc) rather than from OSV (which is what I would have expected, since it's what I see in other non-COG worlds). Is this something that needs to be tweaked in the config (and if so, what's the simplest way to do that?), or is it an issue with the order of events (ie, COG is destroying/overwriting OSV blocks)?
EDIT: I've got a custom config now with the veins replacing variant stone, but OSV still doesn't seem to be replacing them with its own integrated blocks. I guess they're both trying to do their thing "last" and COG is winning :/
In reply to curiousepic:
You'd have to configure COG to replace the stone variants with the integrated blocks from OSV directly.
In reply to lawremi:
Aah, I see. So, within the same Veins element, is it possible to do something like:
<OreBlock block='ore_stone_variants:coal_ore:0' weight='1.0' />
<ReplacesOre block='stone' weight='1.0' />
<OreBlock block='ore_stone_variants:coal_ore:1' weight='1.0' />
<ReplacesOre block='stoneDiorite' weight='1.0' />
In order to match up the proper replacements, or is only one OreBlock element expected within the config?
In reply to curiousepic:
You can have multiple <OreBlock> elements, but COG will choose randomly from them. There is no way to specify multiple one-to-one mappings in a single distribution. But with inheritance, it is pretty easy to create one sub-distribution per mapping.
This mod was the key to me getting an obscure prospecting mod for 1.7.10 to work with custom ores from Thermal Foundation. I guess it somehow forces the game to generate all ores along with the initial worldgen, which is exactly what I needed. Thank you kind mod author, you are the reason the people on my server can now pan for silver and tin.