Talk:Emerald Ore

Picture
Someone needs to change the picture. As of 12w21b the block has GREEN dots, not RED dots! -- Sanoth 13:52, 25 May 2012 (UTC)


 * Ultradude makes most of the nice block renders; bug him about it if he doesn't make a new one in the next day or two. -- Orthotope 14:20, 25 May 2012 (UTC)

Spawn
Can someone test if these ore's spawn naturally? --Dyon 14:43, 24 May 2012 (UTC)
 * It should spawn naturally like all other ores, but probably more rarely. - Asterick6 (talk) 19:35, 24 May 2012 (UTC)

I tested this with a lot of tnt. I went through a jungle and a desert but found no emeralds, so i wend under some mountains, and I found some. 68.2.171.84 19:10, 26 May 2012 (UTC)

Needless edit war
Rather than that round of a dozen changes and reverts, why didn't the three/four of you sort things out on the talk page, like you're supposed to?? --Simons Mith 22:49, 24 May 2012 (UTC)
 * There's really not much else to say. It's a bad test and in no way does it prove anything. --Moxxy 00:22, 25 May 2012 (UTC)

Fortune
Does enyone know what happens when you mine Emerald Ore with a Fortune pick axe? Does Fortune work on it?


 * fortune does indeed work on them. --IPeer 15:36, 25 May 2012 (UTC)

Emerald Tools, Really?
Who made that up. Seriously, that is just ridiculous.

Analysis on code to confirm ore rarity
The,   as of 12w21b, is unchanged. Here's something that is changed:

aou.java: import java.util.Random; public class aou extends ahq {   protected aou(int i)    { super(i); R = new gf(tc.bR.bU, 6); }   public void a(act act, Random random, int i, int j)    { super.a(act, random, i, j); int k = i + random.nextInt(16); int l = random.nextInt(28) + 4; int i1 = j + random.nextInt(16); R.a(act, random, k, l, i1); }   protected oo R; } is, and emerald initializes it with   6, the same as lapis. is. is used for  and   - it is. is, and the overwritten   method is. Normally,  is the following: public void decorate(World par1World, Random par2Random, int par3, int par4) {       biomeDecorator.decorate(par1World, par2Random, par3, par4); } That is, the normal generation settings for everything. This ordinary generation occurs once, before any emerald ore is even generated, thus all ores, dirt, etc., already exist. Note that ores normally generate before things such as sand and lakes generate, but after dirt and gravel (and only generate inside smoothstone).

The rest of the code in the overwritten method seems to be a copy of the code from 's. In this case, the equivalent call, placed in the  class, would have been. Compare with diamond's, and you'll see the code is attempting to generate emerald ores the same number of times per chunk as diamond (in other words, once), and instead of falling between layers 0 and 15, generation attempts will fall between 4 and 31.

No other biome generators reference, thus the   and   biomes are the only ones to generate emerald at all.

-

'''As a summary of all this: for Extreme Hills and Extreme Hills Edge biomes, emerald ore veins will be as common as diamond veins, but they will be spread out across almost twice the area. Also, the veins may actually be more common, because the deepest veins will be at layer 4, while diamond will waste generation attempts trying to generate in the bedrock (and thus failing to generate at all for that chunk). The actual veins are generated with the same size as lapis veins, thus a given vein of emerald will likely be smaller than a given vein of diamond (as is the case for lapis), unless I misunderstand what  does.'''

There, now please stop with all of this "25 times rarer" and "40 times rarer" "proven in the code" nonsense. I actually checked the code, and mentioned what parts I checked. For extreme hills and extreme hills edges, this ore is roughly the same rarity as diamond, or perhaps only slightly rarer.

If you want to talk about how rare this ore is because it only appears in two biomes (one of which is only a technical biome), fine. But don't say you checked x chunks, only y of which were the relevent biome, and use that to say how rare it is. The numbers you get from doing that would vary so much based on what part of the world you do it in, and what seed you're on. I could just as easily complain about how rare clay is, if I didn't look in swamp and ocean biomes. --WolfieMario 17:56, 25 May 2012 (UTC)


 * This is incredibly helpful, thank you! :] Verhalthur (talk)(contribs) 18:37, 25 May 2012 (UTC)


 * Nice. My world analysis (~10,000 chunks, ~1900 of which are extreme hills/edge) agrees with this; in columns that are part of Extreme Hills [Edge] biomes, the chance of finding emerald and diamond ores is just about the same. A small amount can be found in other biomes, probably when a vein starts generating in Extreme Hills Edge and extends out of it. It's somewhat more common in River biomes than others; my guess is that's because they can cut through the middle of an Extreme Hills biome, rather than just border it.


 * Jeb said there'd be more reasons to go to specific biomes in the future; looks like this is one of them. -- Orthotope 00:40, 26 May 2012 (UTC)

I think that they might spawn under mountains because, in real life, the finest emeralds are from the foothills below the Andes in Columbia. The reason why people say it's 25 times rarer is because its only found in one biome. 68.2.171.84 19:15, 26 May 2012 (UTC)

Not biome specific?
I found these

Not in the correct biome
 * Can you provide the seed where you found this? And is it anywhere near Extreme Hills or Extreme Hills Edge? I'm examining the generation code, and there's nothing to indicate emeralds can spawn without an Extreme Hills or Extreme Hills Edge biome. In fact, the only thing marked as special for a river biome is the lack of passive mobs. If it's a river cutting through Extreme Hills, it's possible that part of that chunk is Extreme Hills (/Edge). Anyways, I'm looking deeper into the code for river generation now... --WolfieMario 22:45, 25 May 2012 (UTC)
 * The only references to emerald ore in the code that I've found are for which pick can harvest it, what it drops, the block ID and name, and the class which generates Extreme Hills and Extreme Hills Edge. If that river cuts through Extreme Hills (or Edge), that's the only explanation I can think of, aside from a glitch... Supporting my theory (and the code), here's some counts:


 * For a large area (sadly, MCEdit did not save how large it was), there were 6946 diamond ores and zero emerald ores. This was a diverse area, including plains, forests, jungles, taigas, tundras, and rivers. For size reference, it was an area containing 1746191 bedrock. Here's a screencap of the area:
 * http://i1050.photobucket.com/albums/s412/WolfieMario/prettybigcropped.png


 * Notice the lack of Extreme Hills? I picked another area, containing only Extreme Hills, and it contained 208652 bedrock, 861 diamond ore, and 952 emerald ore.
 * Another area of Extreme Hills contained 180888 bedrock, 758 diamond ore, and 847 emerald ore.


 * There's almost 100 more emerald ore than diamond ore in these areas, so it's actually more common than diamond :o


 * Now, for rivers crossing through Extreme Hills...
 * 2139 bedrock, 10 diamond ore, 9 emerald ore
 * 480 bedrock, 3 diamond ore, 4 emerald ore


 * Rivers will not contain emerald unless they cross through Extreme Hills, it seems. I suppose it's just a quirk in the terrain generation, but it's reassuring to know that rivers cutting through Extreme Hills do not lower the amount of emerald.


 * On a related note, I figured out why people kept insisting Jungles generate emerald ore. MCEdit lists both emerald ore and cocoa plants as "Future Block!", and these people must have gotten confused. However, MCEdit will also list the block ID, and only 129 corresponds to emerald ore. --WolfieMario 01:05, 26 May 2012 (UTC)

About Silk Touch on this block
About Emerald Ore, is it possible to get Emerald Ore by itself by Silk Touch? If it can be dropped by itself, it should be smelted into Emeralds too. Anyone else test this out? I just wanted to know by the way. 99.130.172.234 23:06, 25 May 2012 (UTC)
 * Indeed, you just will get the Emerald Ore Block --Dyon 09:22, 26 May 2012 (UTC)
 * Thanks for telling me that! Case closed. 99.130.172.234 11:40, 26 May 2012 (UTC)

Citation?
This line from the article, “It was removed by Jeb from extreme hills biomes, because people thought it was the main way to obtain emerald Ore whereas Jeb wanted trading to be it and actually finding the Ore to be a ‘Nice find’,” has absolutely no citations and uses wrong grammar in a few locations. To me, it looks like an addition from the "And now they were removed thanks to multiple people b****ing about it. Way to go guys! >.>” "clan". Someone should probably add either a citation or “citation needed” tag to that.
 * Jeb actually said it himself in the tweets cited earlier on the page. However, the line seems to be an unnecessary repetition of information; I'll try putting the info in a more prominent place so people stop adding the same stuff in multiple places (...though honestly, is it too much to ask someone to read the article before they edit it?) --WolfieMario 23:36, 29 May 2012 (UTC)
 * Oh, it seems like MegaScience took care of it :p --WolfieMario 23:41, 29 May 2012 (UTC)

# of emeralds per ore block dropped?
See heading; how many emeralds does an emerald ore block drop when mined with an unenchanted tool? Thanks!
 * One, like diamond. Remember, this ore's only meant as a nice find; you're supposed to get emerald by trading. Personally, I would use silk touch to mine any emerald ore I find; even Fortune III would waste it when you consider how cheap emeralds are in exchange for wheat or paper. --WolfieMario 04:34, 31 May 2012 (UTC)

Changes to the emerald ore generator
When Jeb re-added emerald ore to the generator, he added it in a different way. Here's the Extreme Hills (and Edge) biome generator class, apb.class as of 12w22a.

import java.util.Random; public class apb extends ahw {       protected apb(int i)        { super(i); }       public void a(acz acz1, Random random, int i, int j)        { super.a(acz1, random, i, j); int k = 3 + random.nextInt(6); for(int l = 0; l < k; l++) {               int i1 = i + random.nextInt(16); int j1 = random.nextInt(28) + 4; int k1 = j + random.nextInt(16); int l1 = acz1.a(i1, j1, k1); if(l1 == tg.t.bX) acz1.d(i1, j1, k1, tg.bR.bX); }       }    }

This is rather simple and no longer uses the standard ore generator. For each chunk, 3-8 times, a random coordinate is selected in the chunk. If that coordinate is stone, it is changed to emerald. This can happen anywhere between layers 4 and 31, inclusive. I'll update the article shortly --WolfieMario 03:30, 1 June 2012 (UTC)