public void generateOverworld(World world, Random random, int x, int z) {
// Vanilla
this.addOreSpawn(OresRegister.oreQuartz, world, random, x, z, 1, 1, 7 + random.nextInt(14), 1, 5, 65);
this.addOreSpawn(Blocks.coal_ore, world, random, x, z, 1, 1, 1 + random.nextInt(4), 1, 5, 65);
this.addOreSpawn(Blocks.redstone_ore, world, random, x, z, 1, 1, 1 + random.nextInt(15), 1, 5, 20);
this.addOreSpawn(Blocks.diamond_ore, world, random, x, z, 1, 1, 1 + random.nextInt(6), 1, 5, 15);
this.addOreSpawn(Blocks.emerald_ore, world, random, x, z, 1, 1, 1 + random.nextInt(7), 1, 5, 12);
this.addOreSpawn(Blocks.gold_ore, world, random, x, z, 1, 1, 1 + random.nextInt(8), 1, 5, 50);
this.addOreSpawn(Blocks.iron_ore, world, random, x, z, 1, 1, 1 + random.nextInt(9), 1, 5, 65);
this.addOreSpawn(Blocks.lapis_ore, world, random, x, z, 1, 1, 1 + random.nextInt(10), 1, 5, 65);
// Mehanism
this.addOreSpawn(OresRegister.oreCopper, world, random, x, z, 1, 1, 1 + random.nextInt(5), 1, 5, 65);
this.addOreSpawn(OresRegister.oreTin, world, random, x, z, 1, 1, 1 + random.nextInt(17), 1, 5, 65);
this.addOreSpawn(OresRegister.oreOsmium, world, random, x, z, 1, 1, 1 + random.nextInt(13), 1, 5, 35);
// ImmersiveEngineering
this.addOreSpawn(OresRegister.oreLead, world, random, x, z, 1, 1, 1 + random.nextInt(11), 1, 5, 55);
this.addOreSpawn(OresRegister.oreNickel, world, random, x, z, 1, 1, 1 + random.nextInt(12), 1, 5, 55);
this.addOreSpawn(OresRegister.oreSilver, world, random, x, z, 1, 1, 1 + random.nextInt(16), 1, 5, 55);
// TConstruct
this.addOreSpawn(OresRegister.oreArdite, world, random, x, z, 1, 1, 1 + random.nextInt(1), 1, 5, 10);
this.addOreSpawn(OresRegister.oreAluminum, world, random, x, z, 1, 1, 1 + random.nextInt(2), 1, 5, 65);
this.addOreSpawn(OresRegister.oreCobalt, world, random, x, z, 1, 1, 1 + random.nextInt(18), 1, 4, 5);
}
public void addOreSpawn(Block block, World world, Random random, int blockXPos, int blockZPos, int maxX, int maxZ, int maxVeinSize, int chancesToSpawn, int minY, int maxY) {
int diffBtwnMinMaxY = maxY - minY;
for (int x = 0; x < chancesToSpawn; x++) {
int posX = blockXPos + random.nextInt(maxX);
int posY = minY + random.nextInt(diffBtwnMinMaxY);
int posZ = blockZPos + random.nextInt(maxZ);
(new WorldGenMinable(block, maxVeinSize)).generate(world, random, posX, posY, posZ);
}
}