This tutorial is set by the author's setting without permission.
Official case intercept
{{"Dependencies": "ThermalFoundation",
"POPULATE": {
"Tin": {
"Enabled": "True",
"Distribution": "Uniform",
"Generator": {
"Block": {{
"Name": "Thermalfoundation: OR
"Properties": {
"Type": "TIN"
}
},
"Material": "MineCraft: Stone",
"Cluster-siZe": 8},
"Cluster-Count": 7, 7,
"Min-height": 20, 20,
"Max-height": 55,
"Retrogen": "true",
"Biome": "all",
"Dimension": {
"RESTRICTION": "Blacklist",
"Value": [[
-1,
1
]
}
}
}
}
Interpretation part
{{
"Priority": 100, // Priority (can be changed [100] but must be numbered) (can also be not written)
"Population": {// Can't move "tin": {// Name (you can change [tin] Do not delete ""
"ENABLED": "True", whether it is enabled (can be changed [true] but it must be Boolean value)
"Distribution": "Uniform", // Generate distribution ([uniform]) As for what can be changed, please go to the COFH-WORLD official wiki
// Note: Uniform is evenly allocated. It is also possible to change it. It mainly depends on the "min-height", "max-height" part of the following
"Generator": {// The beginning of the block part (cannot move)
"Block": "Minecraft: Coal_ore", // The square replaced by //
(Note: I want to fill in the things in the lower right corner of the F3 here.) I take him not to eat the cube meat value
If you are changing the MOD, you have to put the square and use your quasi star to point you to the block you want
What to copy
Write again
"Block": {{
//:
"Name": "nuclearcraft: ou",
"Properties": {
// Properties features (where it means here, it means that the mate of the block is written)
"Type": "Lithium"
}
},
"Material": "Minecraft: Stone", // The replaced block
// For example, if I want to replace the stone with coal, I should be "block": "coal", "material": "stone"
"Cluster-siZe": 8 // The size of a pile of mine // For example, you can see 8 iron mines when you get off the mine.
},
"CLUSTER-COUNT": 7, // How many piles are there in a block (can be changed [17] but must be numbered)
"Min-height": 20, // How many can be generated at the minimum (can be changed [20] but must be numbered)
"Max-height": 55, // How much is the maximum generated (can be changed [55] but must be numbered)
"RETROGEN": "True", // Will it re -generate minerals in the generated blocks (can be changed [true] but it must be Boolean value)
"Biome": "all", // What biological group will replace the block (which can be changed [all])
// Note: ALL is all biological group systems
Can be changed to
"biome":
"RESTRICTION": "Whitelist", // Whitelist or blacklist (which can be modified [Whitelist (Whitlist)] can also be changed to [BlackList (blacklist)])))))
"Value": [// Do not move
{//Do not move
"Type": "ID", // Do not move
"Entreme_hills" in "Entry": [//
"Extreme_hills",
"Smaller_Extreme_hills",
"Extreme_hills_with_trees", "Mutated_extreme_hills",
"Mutated_extreme_hills_with_trees"
]
}
]
},
"Dimension": {// dimension
"RESTRICTION": "BlackList", // Blacklist (which can be modified is [BlackList (blacklist)] can also be changed to [Whitelist (white list)]))))
"Value": [// Inside-1 and 1 are dimensions ID
// Note: The dimension ID can use the FTB task mod to get the FTB task is really easy to use!
-1,
1
]
}
}, If you don't want to continue writing, "," delete
}
}
}
OK tutorial finished the case in this example
(Here I used to change NC ore)
The official case here intercepts the CFG file from him automatically generated