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Vein Feature Generator
dshadowwolf edited this page Jul 17, 2020
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The vein feature generator attempts to spawn a long, snaking "vein" of an ore in the world. It does this by choosing a starting point in a chunk, picking a direction to go and "simulating" a walk for the length of the vein, at each step deciding on a somewhat random new direction to move in. It then goes back and at each of those single block steps tries to generate a small node of the specified block(s).
As no canonical example of this generator exists, here are the parameters it takes and an explanation of them:
- minHeight - the minimum Y level a vein can spawn at or reach
- maxHeight - the maximum Y level a vein can spawn at or reach
- variation - the amount of variation in the size of the "node" generated at each "step" of the vein as well as the difference in length of the vein
- frequency - how frequently the feature will be generated
- minAttempts - minimum number of times to try and generate this feature
- maxAttempts - maximum number of times to try and generate this feature
- length - mean length of any given vein
- startFacing - which direction will the vein prefer to head in on spawn ? ("UP", "DOWN", "NORTH", "SOUTH", "EAST", "WEST", "RANDOM" (randomly choose), "VERTICAL" (choose either up or down randomly), "HORIZONTAL" (choose any but "UP" or "DOWN" randomly)
- size - how many blocks will spawn as a "node" of the vein at each "step" along its length ?
MMD OreSpawn
OreSpawn 4
- Start here
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- Geomes and formations
- Ore patterns and runtime features
- Biomes and world materials
- Terrain dimensions
- Geology templates
- Configuration reference
- Worldgen providers
- Developer guide
- Java API
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- Troubleshooting
OreSpawn 3 Legacy
- OS3 documentation index
- OS3 JSON documentation
- OS3 simple integration
- Block definitions
- Working example
- Feature file format
- Preset file format
- Inter Mod Communication
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