Create Striated Stones Tweaks
ArchivedA relatively small worldgen datapack that makes some tweaks and changes to the generation of Create's layered stones.
Compatibility
Minecraft: Java Edition
Platforms
75% of ad revenue goes to creators
Support creators and Modrinth ad-free with Modrinth+Creators
Details
This pack is in no way associated with the development of Create itself, but does naturally require it to function.
What does this pack do exactly?
The pack changes / adds the following:
The normal Create striated ore gen (including the nether ores) have been altered to remove all of their air exposure, to visually clean up regular caves
Create's unique stonetypes (excluding scoria and scorchia) have been separated into unique generation features (with normal air exposure) that only generate in certain biomes / regions:
- Asurine spawns in: Frozen oceans, deep frozen oceans, snowy plains, snowy taigas, ice spikes, groves, snowy slopes, snowy beaches, frozen peaks and frozen rivers
- Crimsite spawns in: Taigas, old growth pine taigas and old growth spruce taigas
- Veridium spawns in: Jungles, sparse jungles and bamboo jungles
- Ochrum spawns in: Badlands, eroded badlands and wooded badlands
- Limestone spawns in: Deserts, savannas, windswept savannas and savanna plateaus
Why did I make these alterations?
Create's striated stones have always bugged me for the same reason that vanilla diorite does, they can clash really quite badly with the rest of the underground, especially if many different types generate near each other! The simple fix to this in my opinion was the same fix I also applied to diorite blobs, which was to reduce their air exposure to zero so that they can't visually bug me in caves anymore.
However, this alone would make it harder to get those blocks for use in builds (which I really like them for), and additionally many of Create's unique stones can be crushed to gain certain ore resources (notably Asurine is an alternate source of Zinc, which is a useful and unfarmable material), making it a bad move to simply make the stones craftable to counter that issue.
So I thought about how to solve it, and I realised I might even be able to improve the generation overall.
In vanilla Create, it isn't particularly easy to locate specific stones for builds either, due to the lack of pattern in their generation. If the stones could be found in specific areas of the game, it would be much more viable to target those areas and hunt for specific stone types, so I created new generation features (totally separate from my altered base generation) for each main stonetype that were biome-specific, in ways that felt fitting to me.
Ochrum crushes to gold, therefore it should go in badlands! Veridium is green and vibrant, and feels at home underneath jungles! Asurine is blue and belongs in frozen biomes, but given its nature as a zinc source I made it more common (and thus more realistic to use as an actual source of zinc) by giving it to every frozen biome I could think of! Crimsite felt like it would work under taigas (I’m really not sure why, it just made sense to me), and finally Limestone seemed to belong in more desert biomes.
- I didn’t bother with Scoria and Scorchia because they can be crafted
Final Notes:
Currently the pack is for 1.20.1 only, though it might work on earlier versions? I'll probably make versions for 1.18.2 and 1.19.2 at some point though.
I make no guarantees or commitments to maintaining this pack, I kinda threw this together on a whim.
It's worth noting that because the normal generation is effectively just hidden you can still find random Create stone patches buried throughout every biome of the overworld (which means you can still bulk tunnel bore to collect them if you want to), and also means that you can find them generating semi-exposed in aquifers / along rivers and coastlines.