24,527 ARTICLES
ON THIS WIKI

Talk:Stable Ages

Instability Formula[edit]

I've looked at some of the code for Mystcraft 0.9.5.00, and come up with what I believe to be the formula for determining instability. Feel free to correct anything you believe to be incorrect!

Instability =
+ (# of Biomes * 10)
+ (# of Biomes under Biome Controller Minimum * 25)
+ (# of Biomes over Biome Controller Maximum * 100)

+ (Missing Biome Controller?: 50)
+ (Missing Lighting Controller?: 50)
+ (Missing Terrain Controller?: 50)
+ (Missing Time Controller?: 50)
+ (Missing Weather Controller?: 50)
+ (# of extra Controllers * 200)

+ (>3 Crystals?: 200)
+ (>3 Glowstone?: 200)
+ (>3 Dungeons?: 100)
+ (>3 Mineshafts?: 100)
+ (>3 Strongholds?: 100)
+ (>3 Villages?: 100)
+ (>8 Obelisks?: 100)
+ (>8 Wooden Tendrils?: 100)

+ (Any # Dense Ores?: 600)
+ (Any # Accelerated?: 250)

- (# of Random Explosions * 25) [All benefit lost if >3]
- (# of Charged * 25) [All benefit lost if >3]
- (# of Meteors * 125) [All benefit lost if >3]
- (# of Scorched * 75) [All benefit lost if >3]

This sum is then modified based on Difficulty:

Peaceful: *0.25
Easy: *0.5
Normal: *1.0
Hard: *1.75

(Note that the Difficulty used by Mystcraft can be overridden by the general >> S:options.difficultyoverride setting; a value of 0 is peaceful, 1 is easy, 2 is normal, and 3 is hard)

I'm not completely clear on how the instability value is used, however from what I can tell, whenever MC checks instability, it will randomly select an effect with a stability rating able to offset the current instability 'deficit'. It will not select an effect with a stability value greater than 4*(Instability Deficit) - since the lowest stability rating is 50, a final instability rating less than 12.5 can be considered completely stable.