Gatharoth wrote:MESE is more common than iron is =/ I found 4 iron, 40 MESE =/
Edit: Found 3 more Iron, and 50 MESE.
Edit2: Tip: If you find 2 or more iron, start clearing around them. On that 3 I just found above, found another 6 under stone
mcburgerbob wrote:On my first day i found alot of iron lol
zoup wrote:Hi,
I greet you all with my first post! With big thanks to c55 and all contributors for this great project :)
I have seen there have been two approaches to deal with the iron problem, they do not seem to work for me though. How does it turn out for the rest of you?
I am quite unexpierienced with git and I installed via archlinux's user repositories which is giving me the install script for a 0.4.dev-20120122-1 build. Please excuse if I got this wrong: The patch should be included that way already, or am I wrong?
dannydark wrote:how far down are you digging? because for me at around about 15/20 blocks down its quite common to find Iron and obviously the further down you go the more Iron you will find.
dannydark wrote:Iron can also be found quite often amongst coal so if you see some coal have a dig around chances are you will also find a couple blocks of iron too.
dannydark wrote:hmmm well I think the bug might still exist, on my local world iron is very common, however, I'm playing on jordan4ibanez's server at the moment and I've been looking for Iron for about the last 30mins or so and have only found 2 blocks (I even had a quick fly around in free move -600 blocks deep and could see lots of mese and coal but naff all iron).
Maybe I was just lucky to get a seed with lots of iron on my single player world.
/*
Add others
*/
{
u16 a = mineralrandom.range(0,15);
a = a*a*a;
u16 amount = 20 * a/1000;
for(s16 i=0; i<amount; i++)
{
s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
u8 base_content = c_stone;
MapNode new_content(CONTENT_IGNORE);
u32 sparseness = 6;
if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
new_content = MapNode(c_stone_with_iron);
else if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
{
new_content = MapNode(c_stone_with_coal);
}
if(new_content.getContent() != CONTENT_IGNORE)
{
for(u16 i=0; i<27; i++)
{
v3s16 p = v3s16(x,y,z) + g_27dirs[i];
u32 vi = vmanip.m_area.index(p);
if(vmanip.m_data[vi].getContent() == base_content)
{
if(mineralrandom.next()%sparseness == 0)
vmanip.m_data[vi] = new_content;
}
}
}
}
}
minetest.register_on_generated(
function(minp, maxp)
max_add = 5
for x = minp.x,maxp.x do
for y = minp.y,maxp.y do
for z = minp.z,maxp.z do
pos = {x=x, y=y, z=z}
if minetest.env:get_node(pos).name == "default:stone_with_iron" then
max_check = 5
while max_check do
pos_i = {x=pos.x + math.random(-1, 1), y=pos.y + math.random(-1, 1), z=pos.z + math.random(-1, 1)}
if minetest.env:get_node(pos_i).name == "default:stone" then
minetest.env:add_node(pos_i, {name="default:stone_with_iron"})
--print ("[Extra Iron] Added extra iron!")
max_add = max_add - 1
break
end
max_check = max_check - 1
end
end
if max_add == 0 then
return
end
end
end
end
end
)
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