File Details
Ore Stone Variants-6.2.jar
- R
- Jun 27, 2021
- 503.51 KB
- 1.0M
- 1.16.5+2
File Name
Ore Stone Variants-6.2.jar
Supported Versions
- 1.16.5
- 1.16.4
- 1.16.3
Ore Stone Variants 6.2
OSV 6.2 includes a ton of bug fixes, as well as support for a couple new mods, item and block tag support, and a bunch of QOL changes.
Tag Support
OSV 6.2 will now dynamically insert ore variants into existing item and block tags. Please note that these only exist in memory and are not generated inside of config/osv/resources. This is because tags tend to change unpredictably and there's no way to know whether to add new variants to a tag once the file has already generated.
OSV will give you the following toggles in the common config file:
copyBlockTagscopyItemTagscopyBgTagscopyFgTagscopyDenseTags
As well as a toggle per ore inside of each ore's preset:
copyTags
Variant-ception
Presets now have a nested field, which can point to any other preset when optionally given a chance to spawn. You can use this feature to create "poor" or "budding" variants, as well as any other variant variants you want
Place this object inside of your root object or under
gen for more precise control:
nested: [
{ type: "gold_ore", chance: 0.09, required: false }
]
New Mod Support
OSV now comes with out of the box support for two new mods:
- Oh, The Biomes You'll Go (BYG)
- DruidCraft
New Commands
/osv reload-> reloads OSV presets and other assets. This is capable of reloading world generation settings and will take affect as soon as you restart your world. No need to reload the game./osv regenerate-> regenerates and reloads OSV models and textures. Your oldconfig/osv/resources/assetswill be backed up inside ofconfig/osv/backups. You will see a warning after creating more than 10 backups. Make sure to keep it clean./osv get-> Gets a list of all variants in a given block or property type.
Other New Settings
- (presets)
canBeDense-> whether a preset can ever spawn as a dense variant. You may need this in conjunction with nested types. - (common)
ignoreInvalidPresets-> whether to simply skip any presets that fail to load. The game will log the issue, but not crash. If you enable this feauture and encounter any issues in game with features mysteriously not working, please disable it before doing anything else. - (common)
ignoreInvalidEntries-> whether to simply skip any entries inside ofblockRegistry.values. The game will log the issue, but not crash. If you enable this feature and encounter any issues in game with features mysteriously not working, please disable it before doing anything else. - (common)
generateResources-> whether to search for missing resources each time the game loads. You can disable this feature once all of your presets are finished and your game may load a little quicker as a result.
Miscellaneous
/osv generatenow supports a couple additional config types/osv generateno longer requires that all settings be found- Ported the Hjson linter from Cave Generator. Your
/osv displayand/osv updatecommand output should look a little nicer now. - OSV will now ignore non-JSON files when loading presets
- You can now sort your presets into subdirectories
- The default presets are now sorted into subdirectories
config/osv/resourcescan now be used as a datapack- Deferred the default
stagefor all default ore presets so that variants are much more likely to successfully spawn inside of custom stone types. - Several improved data types in code
- The new default block list is
all all. This should hopefully make your setup a little less confusing for new users, as you'll only need to create new group entries and don't have to worry about the block list until you want more specific control over where your ores can spawn. /osv putwill refuse to add any invalid entires- Added a few more overrides to
WorldInterceptor. Even more ore features can be imitated with this new versio. - OSV will now detect when a
texture.locationis already an overlay and, if so, copy it directly instead of attempting to generate a mangled overlay from it.
Bug Fixes
- Fixed
gen.countignoring the spread syntax ([min, max]) - Fixed some registry names not working with
/osv generate - Fixed a rare and inconsistent
ConcurrentModificationExceptionthat sometimes occurred with other mods - Prevented some commands from running on the server side. You cannot generate presets on the server side because no client side assets exist there.
- Fixed random textures not working correctly. You can now place multiple textures inside of
texture.original: []ortextures.original: { "...": [] }and multiple distinct, random block models will be generatd for these variants. - Fixed a few of the values in mods.toml

