Phase 9 begins: bigger, sparser veins, a mine-through respawn block, left-out lines

Phase 8 approved (2026-11-09). Adrian's Phase 9 answers: left-out Pokemon rare
in fitting zones; legendaries from crafted summons; no public release.

- Ore veins more sporadic but bigger: nodes about 40 % rarer, veins about 30 %
  further apart, each one block larger in radius. 1.5-3x the ore overall; a
  new island is needed to see it. World check on the regenerated island passes.
- The respawn block (Regenerating Ore Veins' regenerator): the aim passes
  through it unless sneaking (mixin, the pack's first), so ore behind it can be
  mined; much fainter glass through KubeJS assets. Self-test
  regenerator_lets_the_aim_through casts a real ray.
- 31 lines (67 species) with no matching island biome, or no spawn data
  (Rotom), get rare homes in fitting zones (world/zones.json -> homeless).
  Existing spawns and guardians don't change. JEI data and quests regenerated.
- surface_nodes_lie_in_the_ground checks the node's centre column: a wider
  node's edge can lie under a tree or a slope.
- Roadmap: every implemented Pokemon obtainable; Iris and Complementary
  Reimagined as the default shader.

Self-tests and the island check pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
claudeandClaude Opus 5.5 committed 2026-11-09 12:45:44 +01:00
1 parent 0be2c2e5c6
commit e206664b3d
45 files changed
+2723 -242

No files matched your search

@@ -7,6 +7,7 @@ import net.minecraft.core.BlockPos
import net.minecraft.core.Direction
import net.minecraft.gametest.framework.GameTestAssertException
import net.minecraft.world.level.ChunkPos
import net.minecraft.world.level.levelgen.Heightmap
/**
* Ore nodes on the island (Adrian, 2026-10-30): a surface node is a small lump of ore in the ground of its zone with
@@ -44,8 +45,9 @@ object OreNodeTests {
if (cave) {
s.check(level.getBiome(ground.above()).`is`(node.biome!!)) { "the ${node.vein} at ${ground.toShortString()} isn't in ${node.biome}" }
} else {
val top = blocks.maxBy { it.y }
s.check(level.canSeeSky(top.above())) { "the ${node.vein} at ${ground.toShortString()} is under cover" }
// Open ground over the node's centre (leaves don't count): a wide node's edge may lie under a tree or a slope.
val surface = level.getHeight(Heightmap.Types.MOTION_BLOCKING_NO_LEAVES, ground.x, ground.z)
s.check(surface <= ground.y + 2) { "the ${node.vein} at ${ground.toShortString()} is under cover (ground at $surface)" }
s.check(blocks.all { Zones.at(level, it)?.id == zone }) { "the ${node.vein} at ${ground.toShortString()} reaches out of $zone" }
}
}