- Replace custom LatitudeBiomeSource/BiomeBand system with LatitudeSignalDensityFunction + LatitudeZonePlacement (mixin-based) - Add mandatory Lithosphere (mr_lithosphere) dependency + mixin config - Override overworld/large_biomes noise_settings for ultra-wide terrain - Rename remove_vanilla_ores -> z_remove_vanilla_ores (load order) - Merge cold/hot/tempered biome tags into latitude_*_surface tags - Rework OresCommand, OreBiomeFinderItem, ModConfigs for new system - Remove obsolete latitude classes, tests & world preset overrides - Bump mod_version 3.2 -> 4.1
177 lines
8.0 KiB
Markdown
177 lines
8.0 KiB
Markdown
# 🔧 Custom Ore Gen
|
||
|
||
**Custom Ore Gen** completely overhauls Minecraft's ore generation by replacing vanilla distribution with a **latitude-based system** driven by the world's Z coordinate, and adds a complete intermediate equipment tier between iron and diamond: **Diamond Shards**.
|
||
|
||
After months of reworking, **version 4.0** is a full rewrite — rebuilt from the ground up for **NeoForge 1.21.1**, dropping KubeJS entirely in favor of fully data-driven biome modifiers, and introducing a brand-new world of latitude exploration.
|
||
|
||
***
|
||
|
||
## 🎯 Overview
|
||
|
||
A mod that:
|
||
|
||
* Replaces **all** vanilla overworld ore generation with a **latitude system** (north = cold, south = hot, middle = temperate)
|
||
* Adds a new intermediate equipment tier: **Diamond Shards**
|
||
* Encourages **north/south exploration** to gather specific resources
|
||
* Locks the **Deep Dark** to cold northern latitudes as a legendary feature
|
||
* The temperate band is **16,000 blocks wide** (Z = −8000 to +8000), so most spawns already land in a balanced area
|
||
* Ships custom **ultra-wide terrain** through its **Lithosphere** companion mod
|
||
* Automatically integrates with **Biomes O' Plenty**, **Create** and **Mekanism**
|
||
|
||
***
|
||
|
||
## 🌍 Latitude-Based Ore Generation
|
||
|
||
The world is split into three latitude bands running along the **Z axis**. Travel north or south to change which ores you can find — *your Z coordinate, not your biome, decides the ores* (Emeralds being the biome-tagged exception).
|
||
|
||
| Zone | Direction | Ores |
|
||
| --- | --- | --- |
|
||
| ❄️ **Cold** | North (Z < -8000) | Lapis, Deepslate Diamond |
|
||
| 🔥 **Hot** | South (Z > 8000) | Pure Gold, Redstone, Copper |
|
||
| 🌳 **Temperate** | Middle (-8000 → 8000) | Iron, Concentrated Coal |
|
||
| ⛰️ **Mountain biomes** | Anywhere (by biome tag) | High Emerald |
|
||
| ✨ **Rare biomes** | Anywhere (by biome tag) | Lower Emerald |
|
||
| 🔷 **All zones** | Everywhere | Deepslate Shard Diamond, Shard Diamond Block |
|
||
|
||
> ⚠️ **Note**: _Deepslate Shard Diamond Ore_ is the **only progression ore that spawns in ALL zones**, ensuring accessible early-game progression wherever you start. The temperate band is huge (16,000 blocks), so you almost always start in a balanced ore zone.
|
||
|
||
🧭 Use the **Ore Biome Finder** item or the **`/ores`** command to see exactly which ores are available at your current Z coordinate — the output is **color-coded per zone** (cold = aqua, hot = gold, temperate = green, shard ores = light purple).
|
||
|
||
***
|
||
|
||
## 💎 Diamond Shard Tier — New Progression
|
||
|
||
A complete set of tools and armor that bridges the gap between iron and diamond.
|
||
|
||
### ⚙️ **Available Equipment**
|
||
|
||
| Type | Components | Durability |
|
||
| --- | --- | --- |
|
||
| **Tools** (Pickaxe, Axe, Shovel) | Diamond Shards | 450 |
|
||
| **Paxel** (3-in-1 tool) | Diamond Shards | 800 |
|
||
| **Full Armor Set** | Diamond Shards + 2 Diamonds | 17 protection, Toughness 1.0 |
|
||
|
||
> ✅ **The Paxel** combines the functions of **pickaxe, axe, and shovel** into a single tool — affecting every block mineable by those tags.
|
||
|
||
> 🛠️ All stats above are the **defaults** — every durability, speed and damage value, plus the cold/hot zone thresholds and ore drops, is configurable in `custom-ore-gen-common.toml`.
|
||
|
||
### 🧪 **Shard → Diamond Conversion**
|
||
|
||
9 Diamond Shards → 1 Diamond (3×3 crafting grid).
|
||
|
||
### 🛡️ **Armor Recipes**
|
||
|
||
* **Helmet**: 5 Diamond Shards
|
||
* **Chestplate**: 8 Diamond Shards + 1 Diamond
|
||
* **Leggings**: 7 Diamond Shards + 1 Diamond
|
||
* **Boots**: 4 Diamond Shards
|
||
|
||
> ⚙️ **Repair** any Diamond Shard equipment with Diamond Shards on an anvil.
|
||
|
||
***
|
||
|
||
## 🔍 Ore Biome Finder
|
||
|
||
A handy tool to instantly know which ores are available at your current latitude.
|
||
|
||
🎮 **Alternatives**:
|
||
|
||
* Craft the **Ore Biome Finder** item (check JEI for the recipe).
|
||
* Use the **`/ores`** (or `/ore`) command — it shows your X/Z position, the zone determined by Z, the cold/hot thresholds, and a **color-coded** list of findable ores.
|
||
|
||
***
|
||
|
||
## 📦 Installation & Dependencies
|
||
|
||
### ⚠️ **Mandatory Requirements**
|
||
|
||
* **Minecraft**: 1.21.1
|
||
* **NeoForge**: 21.1.x
|
||
* **Lithosphere**: 1.7+ _(required — provides the custom ultra-wide terrain the mod is balanced for)_
|
||
|
||
### 🌐 **Optional but Recommended**
|
||
|
||
* **Biomes O' Plenty** — ore generation automatically extends to all its biomes.
|
||
* **Create** — ore-processing compat (crushing/milling shard diamond ore, mixing shards → diamond).
|
||
* **Mekanism** — enriching compat for shard diamonds.
|
||
|
||
> 🚫 The mod does **not** use KubeJS anymore. Vanilla ores are fully removed via NeoForge **biome modifiers** — no scripts, nothing to run.
|
||
|
||
***
|
||
|
||
## 🎮 Gameplay & Progression
|
||
|
||
1. **Initial Stage**
|
||
Start in the temperate band and mine **Deepslate Shard Diamond Ore** (available everywhere) to obtain **Diamond Shards**.
|
||
|
||
2. **First Equipment**
|
||
Craft Diamond Shard tools (or the versatile Paxel) for better efficiency than iron.
|
||
|
||
3. **Targeted Exploration**
|
||
Travel north or south along the Z axis to reach different ore zones:
|
||
* **North (Cold)**: Lapis and Deepslate Diamonds
|
||
* **South (Hot)**: Pure Gold, Redstone, Copper
|
||
* **Mountain biomes**: High Emeralds
|
||
* **Rare biomes**: Lower Emeralds
|
||
|
||
4. **Final Progression**
|
||
Combine 9 Diamond Shards to create a regular Diamond and access vanilla diamond equipment.
|
||
|
||
***
|
||
|
||
## 📊 Equipment Statistics Comparison
|
||
|
||
| Material | Protection | Chestplate Durability |
|
||
| --- | --- | --- |
|
||
| Iron | 15 | 240 |
|
||
| **Diamond Shard** | **17** | **300** |
|
||
| Diamond | 20 | 528 |
|
||
|
||
***
|
||
|
||
## 🌟 Key Features
|
||
|
||
* 🗺️ **Latitude Exploration**: the Z coordinate — not the biome — decides your ores
|
||
* 🌌 **Legendary Deep Dark**: locked to cold northern latitudes only (via a safe mixin)
|
||
* 🚀 **Custom Ultra-Wide Terrain**: ships with Lithosphere for a fresher, wider world
|
||
* ⚔️ **Balanced Progression**: Diamond Shard tier bridges the iron–diamond gap
|
||
* 🚫 **No Vanilla Ores**: fully removed via data-driven biome modifiers (no scripts)
|
||
* 🌍 **Modpack Friendly**: automatic integration with any biome mod through the Z system
|
||
* 🎨 **Dedicated Creative Tab**: all mod items in the "Custom Ore Gen" tab
|
||
* 🛠️ **Versatile Tools**: the Paxel saves inventory space
|
||
* 📊 **In-game Info**: Finder item + `/ores` command with color-coded zones
|
||
* ⚙️ **Fully Configurable**: zone thresholds, tool stats, armor values and ore drops
|
||
|
||
***
|
||
|
||
## 🆕 What's New in 4.0
|
||
|
||
Version 4.0 is a ground-up rebuild. Highlights:
|
||
|
||
* **Full NeoForge 1.21.1 port** — left Forge 1.20.1 and KubeJS behind; everything is now data-driven biome modifiers.
|
||
* **Latitude ore system** — ores are now distributed by **Z coordinate** instead of biome categories, so it works with *any* biome mod out of the box.
|
||
* **Ultra-wide custom terrain** — bundled through the **Lithosphere** companion mod.
|
||
* **Legendary Deep Dark** — the Deep Dark now only generates in cold northern latitudes, making it a true endgame destination.
|
||
* **Create & Mekanism compat** — recipes for crushing, milling, mixing and enriching shard diamonds.
|
||
* **Color-coded `/ores` & Ore Finder** — clear, readable output that explains the Z mechanic.
|
||
* **Polished ore behaviour** — all 4 vanilla diamond features are properly removed, and copper now uses the correct deepslate texture underground.
|
||
|
||
> 💡 Existing worlds from older versions are **not** compatible — create a **new world** after installing 4.0.
|
||
|
||
***
|
||
|
||
## 📝 Important Notes
|
||
|
||
* ⚠️ **Create a NEW world** after installing. Chunks generated before installation keep their old ore distribution.
|
||
* The cold/hot zone thresholds default to **Z = ±8000** but are fully adjustable in the config.
|
||
* Emeralds remain **biome-based** (mountain and rare-biome tags), not latitude-based.
|
||
* All Diamond Shard equipment can be repaired with Diamond Shards.
|
||
|
||
***
|
||
|
||
### 🎯 **Why Choose Custom Ore Gen?**
|
||
|
||
Because it brings **logic to exploration** (travel the world to find specific ores), **smoother progression** (a real iron-to-diamond bridge), and **seamless integration** with many modded biomes — all without tedious configuration.
|
||
|
||
> **Happy mining!** 🌍⛏️✨
|