#worldgen effects / optimization

11 messages · Page 1 of 1 (latest)

azure canopy
#

Hello! I'm learning right now, making my own modpack(aka editting ATM8) and in the worldgen settings, They have this at the start:

WorldgenEvents.remove(event => {
  event.removeFeatureById('underground_ores', [
    "ftbic:ore_iridium_large",
    "ftbic:ore_iridium_buried",
    "ftbic:ore_tin_upper",
    "ftbic:ore_tin_small",
    "ftbic:ore_lead_small",
    "ftbic:ore_uranium_extra",
    "ftbic:ore_aluminum_upper",
    "ftbic:ore_iridium",
    "ftbic:ore_aluminum_small",
    "ftbic:ore_lead_middle",
    "ftbic:ore_uranium",
    "ftbic:ore_aluminum_middle",
    "ftbic:ore_lead_upper",
    "ftbic:ore_uranium_lower",
    "ftbic:ore_tin_middle",
    "thermal:apatite_ore",
    "thermal:cinnabar_ore",
    "thermal:lead_ore",
    "thermal:nickel_ore",
    "thermal:niter_ore",
    "thermal:silver_ore",
    "thermal:sulfur_ore",
    "thermal:tin_ore",
    "xycraft_world:ore_aluminum",
    "biggerreactors:uranium_ore",
    "biggerreactors:deepslate_uranium_ore"
  ])
})

My assumption is that this was more than likely utilized to help reduce duplicates, but does this also help optimize world generation and new chunk generation? In the same aspect, they have additional events:

  event.addOre((ore) => {
    ore.id = "kubejs:mining_uraninite"
    ore.biomes = ['allthemodium:mining']
    ore.addTarget('minecraft:stone', 'powah:uraninite_ore')
    ore.addTarget('minecraft:deepslate', 'powah:deepslate_uraninite_ore')
    ore.size(4)
    ore.count(6)
    ore.squared()
    ore.uniformHeight(64, 254)
  })

I assume this increases performance cost, as it is a new task. If I changed the distribution amount, would this help improve worldgen?

elder sinewBOT
#

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tight veldt
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frist one is removing ores from world generation... second one is adding an ore to world generation.

nimble goblet
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you'd probably save nanoseconds in terms of performance

azure canopy
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Yes. sorry, my thought process is like:
Alright, this says to not fire these events, but is it just that? Does worldgen treat it like it exists still, and even if I remove them, the performance cost is there?

#

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limpid trellis
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but the performance impact would be negligable

#

its probably to reduce duplicates and make tweaking generation easier

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and to show the generation settings all in one place where it is easier to manage

azure canopy
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heck, alright. Definitely means I got a good bit more to study on worldgen/chunk generation performance. Thank you everyone for the quick replies <3