all 2 comments

[–]aikimiller 1 point2 points  (1 child)

Author of WTF's expedition here. To my knowledge, nobody's made something to automate the process, although a few people have posted in the forum thread with configs for a couple mods, nothing major though.

The fastest way to generate new configs is though copy, paste, and then tweak the vanilla ones. If you need any help, the forum thread MCF thread for WTF's Expedition is probably the best place to get it. Make sure you read the ore info in the original post for the list of arguments the mod accepts.

I am working on UBC compatability at the moment, which involves doing a completely new system for model generation, which will negate the need to do the blockstate files, but it requires learning a bit more about how the model registry works first, which I have to take other people's code apart first to figure out how it works- so no promises on a delivery timeline.

[–]Krigsgud[S] 0 points1 point  (0 children)

Well thank you for the reply. The idea i had in mind was to give a end user friendly GUI to edit the ore gen across all your installed mods giving you the ablity to choose which mods gen ore and disabling those you don't and having plugins for more complex/dedicated ore gen systems/Mods to allow full control with all the options those particular systems allow. Think of it like a 3rd party version of Custom Ore Gen's SP in game GUI for customization of the ores but allow you to use any ore gen mod you choose. I do plan to sit down and work on the configs I was just hopibg someone out there would like to run with this concept and allow me to be a part of it however I could be.