1.12 .2

This tutorial is set by the author to use the CC by-NC protocol.

The easiest thing to achieve is the 1.18 huge cave. You only need to find the parameters used in Yung's cave optimization configuration file to adjust the parameters to generate large caves


Next increase the number of underground layers

First improve the sea level, create a new OTG world type, find "WaterLeVelMax" in its WorldConfig file and fill in the sea level height you want

Then use the biological group modifier to set the basic height of the biological group. The script code is as follows:

 tweaker.setworld (0) // Only effective for the main world

General = Frallbiomesexcept ("Minecraft: Deep_ocean", "Minecraft: Frozen_ocean", "Minecraft: FROZEN_RIVER", "Minecraft: Ocean", "MineCraft: River")

General.set ("height", 1.5) // Select most biological groups and set height

Deep_ocean = Forbiomes ("Minecraft: Deep_ocean")

Deep_ocean.set ("Height", -1)

frozen_ocean = Forbiomes ("Minecraft: FROZEN_OCEAN")

frozen_ocean.set ("height", -0.6)

Ocean = Forbiomes ("Minecraft: Ocean")

Ocean.set ("height", -0.6) // Select the marine biological group and set the height

River = Forbiomes ("Minecraft: River", "Minecraft: Frozen_river"))

River.set ("Height", 0.4) // Select the river biological group and set the height

The above parameters are personally thought that when the sea level is 85, the parameters in other cases can try it by themselves

Although the basic height of the marine biological group, the underwater temple will be generated at the original height, so you need to use other MODs to adjust (the solution measures are updated one after another ...)


Finally come to generate shabu rock

Find a MOD with deep slate first. Of course, you can write one by yourself (here is the future decoration)

Write the script, the code is as follows:

 tweaker.setworld (0)

Stone = Forblock ("Minecraft: Stone")

Deepslate = ForBlock ("FD: Deepslate")

All = Forallbiomes ()

Tweaker.setplacementStage ("Post_ores") // Set the replacement time

PlaceDeepslate = NewBlockReplacement ()

Placedeepslate.set ("block", deepslate) PlaceDeepslate.set ("miny", 0)

Placedeepslate.set ("Maxy", 33)

all.registergenblockrep (Stone, PlaceDeepslate))

Tweaker.setplacementStage ("Post_decorate") // The two replacements must occur at different times, otherwise the weight will be chaotic

PlaceDeepslate1 = NewBlockReplacement ()

Placedeepslate1.set ("block", deepslate)

Placedeepslate1.set ("miny", 32)

Placedeepslate1.set ("maxy", 35)

All.registergenBlockRep (8, Stone, PlaceDeepslate1)

PlaceDeepslate2 = NewBlockReplacement ()

Placedeepslate2.set ("block", deepslate)

PlaceDeepslate2.Set ("MINY", 34)

Placedeepslate2.set ("maxy", 37)

All.registergenBlockRep (4, Stone, PlaceDeepslate2)

PlaceDeepslate3 = NewBlockReplacement ()

PlaceDeepslate3.set ("block", deepslate)

PlaceDeepslate3.Set ("MINY", 36)

Placedeepslate3.set ("maxy", 39)

All.registergenBlockRep (2, Stone, PlaceDeepslate3)

PlaceDeepslate4 = NewBlockReplacement ()

placedeepslate4.set ("block", deepslate)

PlaceDeepslate4.Set ("MINY", 38)

PlaceDeepslate4.Set ("Maxy", 41)

all.registergenblockrep (1, Stone, PlaceDeepslate4)

All.registergenBlockRep (8, Stone, Stone)

The y = 32 and below are all deep slate. 32 <41 o'clock y the smaller the deep plate rock probability

The production of deep minerals is similar

Please check wiki


The tutorial is to be continued. If there is a better implementation method, welcome to comment