Ore generation is now dependent on biomes.
Number of ore generated is dependent on the avg height of the chunk. I.E. Mountains have more ore than plains.
Iron and gold ore drop chunks which can be smelted into ingots. Chunks are affected by fortune. [ Can be turned off in config. ]
Examples:
{minecraft:coal_ore~0,[PLAINS;FOREST;JUNGLE;LUSH;OCEAN],(0111;0112;0124;180),[SANDY;SNOWY;DRY],(1111;2543;6987;180),[],(0011;0023;0055;180)}
{minecraft:iron_ore~0,[FOREST;JUNGLE;DRY],(0010;0020;0040;150),[BEACH;MOUNTAIN;OCEAN],(1111;2352;3795;150),[],(0110;0230;0570;150)}
{minecraft:gold_ore~0,[COLD;OCEAN;PLAINS;SWAMP],(1110;1110;1320;100),[JUNGLE;LUSH;MESA;DENSE],(1110;2352;3870;100),[],(1100;2300;3500;100)}
{minecraft:diamond_ore~0,[DEAD;WASTELAND],(1000;1000;5000;8),[MUSHROOM;MAGICAL],(1100;3200;7300;8),[],(1000;2000;5000;8)}
{minecraft:lapis_ore~0,[DEAD;SPOOKY;WASTELAND],(1000;2000;3000;4),[MUSHROOM;FOREST;MAGICAL],(1110;5310;7310;4),[],(1100;4200;5200;4)}
{minecraft:redstone_ore~0,[SAVANNA;RARE],(1000;2000;3000;36),[SWAMP;RIVER],(1001;5001;6009;36),[],(1000;3000;5000;36)}
Create a file in the mod's config folder named: "CustomGen.txt"
Each entry should be on one line
1. ModID:OreName~VariantNumber
2. List of low generation types
3. Low generation configuration (xxxx, xxxx, xxxx, x)
3.a. Layers to generate. Each 0 or 1 represents a quarter of the chunk, starting from the lowest. 0 is don't generate in this quarter, 1 is generate in this quarter. (1001) on a chunk with avg height of 64 will generate from 0-16 and 48-64.
3.b. Size to generate. Number from 1 to 5 (unless layer not generated then put 0). Avg number of vein size for each number: [1->2, 2->5, 3->8, 4->10, 5->12.5]. Order is same as layers above.
3.c. Chance to generate. Number from 1 to 9. Multiplier effect: (0.5 + 0.125 * (number-1)).
3.d. Base amount. Any number above 0.
4. List of high generation types
5. High generation configuration (same as low)
6. [] - Leave empty
7. Normal generation configuration