Crea
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I have a kinda big mod idea but I'm a scrub at coding
I took a look at the modding tutorial pages and they mostly made my head hurt. Which is a shame because I would really like to get in to the modding community rather than being a leech.

The idea I mostly want to create is an extensive ore generation mod for new ores. My reasoning is due to my experiences with modded Minecraft. I have always enjoyed Minecraft and particularly modded Minecraft but one thing that always bothered me was everyone creates their own mods and their own ores for each mod and as a result you have an ore generation that ends up being really messy. Five mods are all generating their unique tin ore and it makes inventory stacks ugly and sometimes causes crafting issues if one mods tin ore isn't compatible with another mods copper ore. I always wished there was just an ore mod that everyone agreed to use when generating custom content that needed new ores.

So before a bunch of great mods pop up that all end up adding their own custom tin (among other ores) it'd be nice if there was an ore mod that just blanketed over a lot of the possible ores people may want to use.

Some ores that I'd consider adding:

Tin
Lead
Uranium
Titanium
Platinum
Sulfur
Cobalt
Tungsten
Nickel
Aluminum
Mihtril
Orichalcum

Clearly what I listed for ores isn't all this is limited to, just some examples to put forward. I'd also implemented all of the corresponding ingots since some of these ores (Tungsten, Nickel, and Aluminum) are used to create stronger version of other metals. So for exampled you could smelt down some Platinum in to Platinum ingots or you could smelt Platinum with Aluminum to create Hardened Platinum. Tungsten and Iron would create Steel while Nickel, Copper, and Tungsten would be used to create Hardened Steel.

And that's it. Just a bunch of ore generation and the corresponding ingots. This would give a good foundation for other modders to work off of and hopefully aleviate the need for each individual mod that uses new ores to have to create their own ore generation. I know it's not a current issue, but it's just something I wish had happened for Minecraft so consider it an attempt at future proofing and alleviating the potential cluttering of too many mods adding the same ore.

If you like this idea please let me know, and if it seems like people are interested maybe I'll take some time and study Crea modding a bit harder. Or if you're a capable modder and you want to steal this idea then by all means go for it (just let me know so I don't start trying to work on it while someone else is). If you think this is a bad idea I'd also really appreciate hearing your reasons why but please do give me a thought out response. Thanks!
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Showing 1-7 of 7 comments
Baxter900 4 23 Jun, 2016 @ 9:26am 
That's a good idea. The one thing I disagree on is how to go about creating it. You proposed making it beforehand so they could all rely on it. Instead what I think would be better would be to have a public git where people can add their materials to the mod so other people can use them.

I also think it might be cool to extend it beyond just ores and into other resources as well.

I unfortunately have my hands a bit full crea-wise right now. But it's a relatively simple mod to make once you have the art for it. Just grab another ore like gold.ce or silver.ce, re-texture it and rename it in the file. For ones that are crafted from other ores, you just need to change what it crafts from, which is also in the .ce file (so look at gold_ingot.ce or whatever it's called).

EDIT: For reference gold.ce is how it naturally occurs in the world and is in mod/core/tile and looks like this: http://pastebin.com/9RnZjc4b
There's also a gold.png right next to it that is what it takes it's appearance from.

The gold_ore.ce is what gold.ce drops when destroyed and is in mod/core/item/material and looks like this: http://pastebin.com/SK0YxRcW
It has a gold_ore.png which is what it looks like in your inventory and a gold_ore_wicon.png which is what it looks like when dropped in the world.
Last edited by Baxter900; 23 Jun, 2016 @ 9:37am
An actual duck 23 Jun, 2016 @ 9:44am 
My only concern is someone will create a mod that will have lead equipment and will add lead ore generation as a result. Then someone else will build a mod that uses lead to make some sort of decoration and as a result they create a lead ore generation too. Now if you want both mods you install them and you end up with two different leads generating, and they don't work between each other.

Once that occurs and someone tries to create a universal ore mod then that means the creators of those mods would have to go back and rewrite their mods to work off of the universal system, or just ignore any sort of universal system (which is what happened in Minecraft).

I'm open to the idea that doing it later would be better but that's just my argument as to why earlier is best.

Thanks for the links! I'll be looking more in to learning to mod things myself so any helpful references are appreciated.
Last edited by An actual duck; 23 Jun, 2016 @ 9:45am
Baxter900 4 23 Jun, 2016 @ 10:00am 
Interestingly due to the way Crea's coded, if two people use the same file name "lead.ce" or "lead_ore.ce" then even if they are two different ores, they should still be accepted as the same thing if used as a resource for crafting. The only problem that would occur is if one person decides to call it "lead.ce" and the other calls it "lead_ore.ce". They could actually fix this problem by setting the genus of the material to 'lead' or 'lead_ore', whichever one is not the file name. In that case any recipes calling for either one will accept both.
An actual duck 23 Jun, 2016 @ 10:07am 
Oh awesome! Well that actually solves a major part of my concern then and would actually lend more to your notion of it being a better idea later on. Thanks for letting me know.
Lorinthio 1 25 Jun, 2016 @ 9:42pm 
Whenever I stream on twitch I am usually modding crea, feel free to check it out! But I'm focused on my 100 level cap extension! I may steal some of your ore ideas for it once I get more equipment coded!

But if you hop on my stream I can answer you questions and how to do some stuff 😃
An actual duck 26 Jun, 2016 @ 11:30am 
Thanks! I've been researching and recently started small by expanding on a mod that alters level requirements for equipment (I am not a fan of level scaling and level requirements on items only compounds that issue). For anyone experienced with modding you'll probably think that's super simple to do but it's definitely a good starting point for someone like me. I'll check out your stream, though!
An actual duck 26 Jun, 2016 @ 10:52pm 
I added you as a friend. I'm not sure when your streams are and I'm definitely interested so I figured I would just add you.
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