Configuring Ore Spawn Height Ranges and Distribution Shapes in EMI Ores
EMI Ores lets you control the vertical spread of ore generation and the shape of that spread through its interface and hotkeys, rather than through crafting.
Height Values and the SHIFT Key
Height information is shown in two forms, and the SHIFT key switches between them while you hold it. Holding SHIFT displays the height values belonging to the dimension you are currently in. Holding SHIFT also displays relative height values, which express positions as offsets rather than absolute coordinates.
These two readouts let you judge where a range sits in relation to the dimension you are viewing. Use the corresponding hotkey (set it in the controls menu) to open the interface where these values are configured.
Distribution Shapes
Ore placement between the lower and upper limits follows one of three profiles. Each profile decides how likely a given height is to receive ore.
- Uniform height distribution — every height between the limits is treated the same, so the chance does not rise or fall across the range.
- triangle — a triangular height distribution, where likelihood builds toward a single peak and drops away on either side.
- Trapezoid height distribution — a trapezoid shape, where likelihood climbs to a flat plateau and then descends again.
Range Boundaries and the Middle Range
Two boundaries define where a distribution begins and ends: the bottom of the world and the top of the world. Everything else about the shape plays out between these two edges.
The middle range setting carries the label "Most common from to". It marks the span that the distribution favours most heavily, so the shape's peak or plateau sits inside that span rather than at the extremes.
Dimension-Specific Application
Height settings apply to the current dimension only, and the interface notes that the dimension in question may not contain the feature you are editing. This means a range you set while viewing one dimension does not carry over to another.
Discard on Air Chance
The discard on air chance setting controls the chance that a placement is skipped when it would be exposed to air. Raising or lowering this value changes how often ore is thrown away in open spaces.
Biome Condition Flags
A group of toggles describes the conditions under which a feature belongs. Each flag pairs a condition with a dimension.
- Is Cold In Overworld, Is Cold In The Nether, and Is Cold In The End
- Is Dense In Overworld, Is Dense In The Nether, and Is Dense In The End
- Is Dry In Overworld and Is Dry In The Nether
- Is Hot In Overworld and Is Hot In The Nether
- Is Sparse In Overworld, Is Sparse In The Nether, and Is Sparse In The End
- Is Wet In Overworld and Is Wet In The Nether
Each flag applies its condition to the dimension named in it. Cold, dense, dry, hot, sparse, and wet are separate conditions, and not every condition is offered for every dimension — the End, for example, appears only with cold, dense, and sparse flags.
Working Through a Configuration
Decide first which dimension you are editing, since the settings bind to it alone. Set the bottom of the world and the top of the world to establish the outer limits. Choose uniform, triangle, or trapezoid depending on whether you want flat odds, a single peak, or a plateau. Use middle range to place the favoured span, and adjust discard on air chance to control losses in exposed areas. Finish by setting the biome condition flags that match where the feature should appear.