About
This mod adds new ore variants for andesite, diorite, granite, and virtually any other block, which can be configured in the common config file. It is capable of generating new textures and model files, replicating and modifying drops, recipes, and world generation properties, and is intended to do just about anything that any other ore generation mod can do, within reason.
This mod is highly configurable and almost all features can be finely tuned. So much so that users should expect a small learning curve when adding support for new ores or modifying existing ore properties. A wiki is coming soon!
Block Imitation
Generated variants are capable of dynamically emulating various features from other background stone and ore blocks, including:
- Gravity
- Rotation data (6.0+)
- Particle effects
- Oxidation (6.0+)
- Mob spawning (6.0+)
- Various other modded functionalities
Custom Ores
Users can create additional variants by writing new presets which define custom light levels, texture paths, generation properties, and more.
These variants can then be placed in almost any block by creating new entries in the common config file, or by running this command:
/osv put <new_ore> [<additional_ores>] in <stone_type>
Because some people just want to watch the world burn; and others just want coal in a log.
Mod Support
Ore Stone Variants comes with out of the box support for all ores and almost all new stone types added by the following mods:
- Create
- Quark
- SimpleOres
- Ice and Fire
Mod Support for 1.12
The following mods are automatically supported in 1.12:
- Stone types from:
- Quark
Underground Biomes- Mineralogy
- Earthworks
- Rustic
- Ore types from:
- Quark
- SimpleOres
- Ice and Fire
- Base Metals
- Biomes O' Plenty
- Glass Hearts
- Thermal Foundation
- Embers
- Immersive Engineering
- Thaumcraft
- Modern Metals
- Direct mod interactions:
- Geolosys (2.0+ only; pre OSV 5.0).
Underground Biomes is no longer supported, as its stone generates too late for OSV to replace.
Dense Ore Variants
This mod also provides support for dense ore variants and can dynamically generating dense variant assets and settings. All you need to do is enable this feature in the common config file!
Screenshots
Screenshots (Modded Ores)
New Stone Types From Quark:
New Stone Types from Mineralogy
New Stone Types from Underground Biomes
For all mods supported in OSV, if the same mod is not supported by Underground Biomes, support will automatically be added using their stone types.
All Ores from SimpleOres
These blocks function exactly like their counterparts, including support for all advancements added by SimpleOres. All settings are currently based on the mod's default settings. However, future builds may provide the option to either read from or (if possible) circumvent SimpleOres' configuration file.
Overworld Ores from Ice and Fire
All Ores from Base Metals
All Ores from Biomes O' Plenty
All Ores from Glass Hearts
Texture Features
Full range of transparency:
Which implies automatic CTM support for background layers:
Large Cluster Mode
Ore Stone Variants also provides the option (1.12 only--1.16 provides dedicated generators configured per ore and related commands) to generate variants in large, isolated clusters. Multiple clusters of the same type will generate in common areas. All you need to do is enable this feature in the common config file.
Large Cluster Mode (More Info)
- Enabling this feature in the config file will generate unique probabilities for each ore based on their location, per world seed.
- See this map for an example of how that looks. Frequencies are slightly exaggerated in the example.
- Ores will most often generate near others of the same type.
- Large ore veins (> 3) will be much larger, but half as frequent in selected regions.
- Small ore veins (< 4) will be much more frequent, up to 20x as likely to spawn in selected chunks, down to 13x in neighboring chunks, and then 6x one chunk farther out.
- Expect large areas with no resources, and equally large areas with far too many.
- Expect a slightly lower generation time on average. It's nothing severe; initial world generation should take an extra 3-5 seconds or so and tick speed appears to be mostly unaffected.
- This feature may be fairly unbalanced. You may start a new world and find that you have absolutely no coal, but already hundreds of iron. If you'd like to help me balance and improve the feature, please comment here, send me a private message, or submit a suggestion under the issues page either here or on GitHub.
Suggestions and bug reports can be sent to GitHub. However, I welcome any feedback and am usually willing to discuss potential changes or additions to the mod on Discord. I'm also willing to help you get things setup exactly how you like them, so feel free to join us there! Here's a link.