Not 100% certain, more like 99%, but I do believe this mod has made the nodes indestructible. They give infinite resources and take no damage. The only setting I changed/wanted was to remove the nodes from generating (if that helps anything).
Here is hopefully a simple one. This mod is needed server and client side.
What needs to be the same on both sides though, what would happen if the ore tuner config files were not the same on a server and someone locally? (Thinking of starting a solo game and tweaking the values a bit, not sure if I need to have a whole new mod setup for that)
Terrain blocks will be generated on the server, so I think the setting "OreVeinsAmount" on the clients will not affect the ore veins. Not sure about "BoulderOnTheSurface" setting. Should be server controlled as well. Needs testing. As for the "ColoredDotOnTheMap" setting I think the client value matters only.
Another idea for this, and don't know if this is possible or how hard. What about having different values for the % depending on the type of terrain, so say mountains are more likely to have ore?
OreTunner cannot 'force' the game to generate extra ores in some specific terrain like mountains. It just 'limits' the vanilla ore generator. Maybe I can make a separate configurable limit for mountains, but I'm not sure if I manage to check the terrain type from the code. Anyway, thanks for idea.
How does the % of ore nodes that reach the surface, what does it actually do for those?
Does it just not render the ore boulder, or a block or 2 down, or does it stop much deeper underground. When it doesn't reach the surface, what does it do instead?
For those ore veins that reach the surface in vanilla - this mod decides if they actually reach the surface (a simple position-based random for each vein, result depends on the config value 'OreVeinsAmount'). This mod cannot make more surface ores than vanilla generates. In case the vein is decided to be cut - the mod prevents generating its ore blocks underground (not just 2 blocks but not very deep). The deep veins can still be found, as usual in vanilla. The boulder is placed automatically by the game for all ore veins that reach the surface. But you can disable it by setting 'BoulderOnTheSurface' to false.
You can check how it works easily. No need to generate new world every time. 1. Generate just 1 world 2. Remove its starting points except some one (file: %appdata%\7DaysToDie\GeneratedWorlds\<WorldName>\spawnpoints.xml) to start in the same location every time. 3. Configure the OreTunner and start the new game in this world. 4. Set the god mode and check the ores around. Then you can just reconfigure OreTunner and start new game in the same world and check the difference.
Is this mod altering the number of ore nodes that spawn in the first place? I've set the OreVeinsAmount to 95, and it still seems like there are a lot less ore nodes than usual.
No it is not. You limited default ore amount on the surface to 95%. Did you start new game after that? And check the console (F1), there will be errors in case the config file is bad.
hello, this requires a new world I assume?just tried installing it into my existing game but no change. And are the points on the map activated by default? or do I have to turn them off myself? Find the mod good, thanks for your work. i play UL, for info.
Yes, you better create a new world. Or start the new game on existing world. The ores are generating when player discovers new territory (like all trees, bushes, grass, trash, etc). You can continue to play your old game, but you will only notice changes in ores on newly revealed territory.
Boulders and points on the map activated by default. Edit the config file to deactivate them.
16 comments
This mod is needed server and client side.
What needs to be the same on both sides though, what would happen if the ore tuner config files were not the same on a server and someone locally?
(Thinking of starting a solo game and tweaking the values a bit, not sure if I need to have a whole new mod setup for that)
Not sure about "BoulderOnTheSurface" setting. Should be server controlled as well. Needs testing.
As for the "ColoredDotOnTheMap" setting I think the client value matters only.
What about having different values for the % depending on the type of terrain, so say mountains are more likely to have ore?
Just a thought
Maybe I can make a separate configurable limit for mountains, but I'm not sure if I manage to check the terrain type from the code.
Anyway, thanks for idea.
Does it just not render the ore boulder, or a block or 2 down, or does it stop much deeper underground.
When it doesn't reach the surface, what does it do instead?
The boulder is placed automatically by the game for all ore veins that reach the surface. But you can disable it by setting 'BoulderOnTheSurface' to false.
You can check how it works easily. No need to generate new world every time.
1. Generate just 1 world
2. Remove its starting points except some one (file: %appdata%\7DaysToDie\GeneratedWorlds\<WorldName>\spawnpoints.xml) to start in the same location every time.
3. Configure the OreTunner and start the new game in this world.
4. Set the god mode and check the ores around.
Then you can just reconfigure OreTunner and start new game in the same world and check the difference.
I've set the OreVeinsAmount to 95, and it still seems like there are a lot less ore nodes than usual.
You limited default ore amount on the surface to 95%. Did you start new game after that? And check the console (F1), there will be errors in case the config file is bad.
If you set 100 then the ores amount will be the same like if you play without this mod.
In vanilla 100% of ore rises to the surface?
And are the points on the map activated by default? or do I have to turn them off myself?
Find the mod good, thanks for your work.
i play UL, for info.
Boulders and points on the map activated by default. Edit the config file to deactivate them.