Inactive [WGEN] Mineral Veins 1.4.1 - Ore placement overhaul [1.2.5-R1]

Discussion in 'Inactive/Unsupported Plugins' started by m0rt, Sep 7, 2011.

     
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    m0rt

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    Mineral Vein - Ore generator modification
    Version: v1.4.1
    Download: jar
    Source: github
    BukkitDev

    WARNING - As of MV 1.4.1, instead of veins.yml, config.yml is used. It's purely a name change, caused by switching over to the new API, file format remains the same.

    Mineral Vein changes the way ores are generated. Instead of lots of small, randomly placed deposits, several huge veins will be generated.
    Technically, Mineral Vein adds new BlockPopulator that removes all previously placed ores and generates new ones. This ensures compatibility with any other world generators, including the default one.

    Veins
    Veins are vast, rare areas, that are rich on particular resource. These veins are multiple chunks wide and long, their respective resources don't exist outside them. Veins aren't made completely of given material, it's just very common there, and often multiple veins of different materials overlap. This ore distribution changes mining for resources completely - you have to scout wide areas for a vein, and when you finally find one, it can supply you for quite a long time. In general, the average density of resources/chunk is simillar, but the distribution is changed completely.

    Converting old worlds

    By default, the plugin works as world generator and only affects newly generated chunks. However, you can force it manually to apply the algorithm to any chunks that are already present.
    The command \mineralvein apply <worldname> [x] [z] [width] [height] will apply this to the selected world. Run this command just once after installing MineralVein, then you don't have to run it at all. By default the command is accessible from console and/or anyone with "MineralVein.apply" permission. (since you need to run this command exactly once, you propably won't need the permission at all.
    The numbers default to 0,0 (center) and 200x200 chunks around it. If your map is bigger, use appropriate setting (widht corresponds to X coordinate, the value is in chunks).

    Screenshot:
    comparsion.png Vanilla minecraft on left, MineralVein right. (white areas are iron blocks, other ores aren't shown, but generated in simillar manner)



    Configuration
    All variables used in ore placement can be set in config file.

    Code:
    worlds:
      default:
        -
            block: GOLD_ORE
            seed: 35434
            density: 3
            thickness: 4
            densityBonus: 0
            heightAvg: 20
            heightVar: 20
            heightLength: 80
            densLength: 80
            exclusive: false
            #biomes: [forest,swampland]
            #exclude_biomes: [desert]
            mode: replace
    
    Each item of the list represents one "layer" that is generated. By default, there is one layer for each ore type, but there can be more.
    seed is a unique number for each layer. If you want to create a layer with two different ores, that always uses same space, just use the same seed.
    density is a chance multiplier. Higher density means more ore
    thickness is vertical size (actually it's distance from the center of the vein, in which the ore can spawn, so it's one-half of the actual thickness)
    densityBonus: The density in an area is determined using a random generator, that gives values between -1 and 1, where 0 and less represent no chance of ore spawning in given location. Giving a densityBonus of 1 will represent in this layer to be filled with resource everywhere on the map.
    heighAvg is the average height in which this layer can be found
    heightVar is the random portion of heigh, the actual heigh goes from avg - var to avg + var (in the example, setting of 20/20 would result in layer beeing between 0-40)
    heightLength is distance in blocks between height definition points changes (higher values -> less frequent height changes)
    densLength is distance in blocks between density definition points changes (higher values -> bigger, rarer veins)
    exclusive parameter makes sure no other veins appear if this one is present (technically, it descreases their chance by the density of this ore here)
    biomes is a list of biomes this vein can appear in. If this parameter is NOT present, it appears everywhere.
    exclude_biomes is a list of biomes to be excluded from the list (logically this should be used when biomes option is defaulted to all)
    mode allows to turn off replacement (by setting mode to "add") - this vein will just add more blocks, without removing the old ones


    This section explains how exactly the ore generation works, which should help you in deciding what config to use.

    The ore placement process works in two levels: column(X and Z coordinate) and block (Y coordinate, within the column). Some of the values (like VeinHeight) will be generated for each column, then all blocks within the column will have a specific chance to spawn ore in them. The following tutorial explains how a single ore vein is generated.

    At the very beginning, height and density maps are generated. Those describe distribution of VeinHeight (block height in world) and VeinDensity (spawn chance multiplier). These maps are based on world seed, so they are identical every time you run the apply command.
    tut1.gif
    This is an example of a density map (not yet finished). The way this generator works is it selects random values each densLength blocks (in this case 40), and interpolates inbetween. (This is a simplified generator, the actual generator has much smoother results). Another example:

    tut2.gif
    Here the densLength is 20, resulting in much faster changes in density. In a moment, the density is "cut", anyting below zero is ignored.

    tut3.gif
    This represents the basic ore vein distribution. Wherever you can see the red plane, the density map generated value below zero, therefore this ore will not spawn in this column. However, before the cut is done, densBonus is applied.

    tut4.gif
    This is the same map with +0.3 densBonus applied. You can see the red areas are much rarer, resulting in ore beeing much more common. This value (random+densBonus) is now multiplied by density, giving the final VeinDensity for the particular column.
    Generating heigh map is simpler, the height map just needs to be adjusted according to heightAvg and heightVar (note this is just a side view, for a single Z coordinate):
    tut5.gif
    This could be described by a simple formula height=heightAvg+(rand*heightVar).

    So now we have VeinHeight and VeinDensity for each column. Each column is then run through, and generated a ChanceMap for. It looks like this (Y is on the horizontal axis):
    tut6.gif
    The result of this function (0 to 1) is multiplied by VeinDensity for this column, resulting in a chance that the ore is spawned in this block (0 is no chace, 1 is 100% chance).
    You can see that blocks that are close to the VeinHeight have a high chance of ore spawning, while blocks that are further that thickness have zero chance. Then a "dice" is rolled for each block and compared with the resulting chance, to see whether this block will have the ore spawned in it or not. Note that the "dice" roll is completely random, independent of world seed, so each run of apply would result in different local layout.


    Changelog:
    Version 1.4.1:
    • Compatibility for MC 1.2.3
    • Minor fixes, permissions should work
    Version 1.3.10:
    • added debug mode ("debug: true" in config file)
    • BEWARE - permission now defaulted to OP (temporary solution)
    Version 1.3.9:
    • application now runs in sync, should take care of concurrent modification exceptions
    Version 1.3.8:
    • fixed some issues, now works quite fine
    Version 1.3.7:
    • Now supports ANY id, even non-existing ones. Useful for MCForge-added blocks (e.g. Industrialcraft)
    Version 1.3.6:
    • fixed thread usage in apply command
    Version 1.3.5:
    • new HeightRel option
    Version 1.3.4:
    • Two new config options - mode and exclude_biomes
    • Fixed bug with using same noise generator for height and density
    • Fixed apply command
    Version 1.3.3:
    • Fixed crash for config files that don't have "default" world setting
    Version 1.3.2:
    • The "Apply" command is now executed in separate thread, and worlds can be referenced by their index (failed command will display list of worlds and indexes)
    • Huge changes in default config file, hopefully for the best
    Version 1.3.1:
    • The "Apply" command now works much better and safer
    Version 1.3:
    • Added exclusive and biomes parameters to config
    • It is now possible to populate already existing worlds
    Version 1.2:
    • Added heightLenght and densLength parameters to conf file
    Version 1.1:
    • Fixed bugs, switched to in-built Noise generators for better results
    Version 1.0:
    • First release

    This post has been edited 23 times. It was last edited by m0rt Mar 6, 2012.
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    Acrinom

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    M0rt, thank you for your work. Just thank you. Gizmo, your explanations have helped me FINALLY work on the mining atmosphere I've been waiting for since Alpha 1.1.

    I am currently configuring a setup that will give me ore deposits shaped like vanilla deposits... that is, almost all ore is touching an adjacent ore. Very little holes. The veins themselves are three times bigger than vanilla but three times rarer.

    The problem I have with the default config is that short of shaft mining a chunk when you hit a vein, you have no direction as to where to find the rest. If you're doing that, it would work just as well with vanilla ore distribution.

    Essentially, you may only find diamonds every hour or so of mining, but when you do, you find around 20-30. That equals out roughly to my normal strip mining average with vanilla ore.

    If anyone is interested in my config, let me know. When I finish it tonight or tomorrow (hopefully) I can post pics and the config.

    I am not very familiar with this board, but if there is anyway for my to give a +1 or kudos to the both of you, let me know. I liked the posts at least.

    Edit: Gizmo, are you sure what you said about heightLength is correct? Not at all saying you are wrong, I simply got different results.

    "heightLength:
    This controls how the vein is spread in three dimensions. This functions similar to densLength, but controls the vertical spread of the vein. A larger value will cause a more horizontal flow of a vein, while a smaller value will cause a more vertical flow. The default value of 80 does a pretty good job of creating veins that ‘snake’ through the ground."

    I seem to get more horizontal results on small diamond patches with a lower value such as 1-5. Using 200 gave me perfectly vertical pillars. Maybe this is just an anomaly based on the advanced algorithm that goes into vein shape. I have a lot of variables changed to get the exact shape I'm looking for. I run a very high densLength to make the veins larger, then tone down their frequency with the density bonus.
    On another note, if anyone cares at all about my config, I should have it done today. I am leaving gold a little heavy for powered rails. It was requested by players on my server.


    Edit 2:

    Okay I think I finished my config. Screenshot below.

    [IMG]

    And the config:

    Code:
    default:
            
        -
            block: GOLD_ORE
            seed: 35434
            density: 1000
            thickness: 2
            densityBonus: -0.6
            heightAvg: 20
            heightVar: 10
            heightLength: 10
            densLength: 40
            exclusive: false
     
        -
            block: IRON_ORE
            seed: 67436874
            density: 1000
            thickness: 5
            densityBonus: -0.8
            heightAvg: 32
            heightVar: 30
            heightLength: 80
            densLength: 20
            exclusive: false
        -
            block: REDSTONE_ORE
            seed: 4325483
            density: 1000
            thickness: 3
            densityBonus: -0.75
            heightAvg: 10
            heightVar: 10
            heightLength: 10
            densLength: 20
            exclusive: false
        -
            block: DIAMOND_ORE
            seed: 98746835
            density: 1000
            thickness: 2
            densityBonus: -0.8
            heightAvg: 10
            heightVar: 3
            heightLength: 100
            densLength: 15
            exclusive: false
        -
            block: LAPIS_ORE
            seed: 63834343
            density: 1000
            thickness: 4
            densityBonus: -0.9
            heightAvg: 10
            heightVar: 10
            heightLength: 10
            densLength: 20
            exclusive: false
        -
            block: COAL_ORE
            seed: 543543
            density: 1000
            thickness: 4
            densityBonus: -0.6
            heightAvg: 40
            heightVar: 40
            heightLength: 80
            densLength: 20
            exclusive: false

    This post has been edited 6 times. It was last edited by Acrinom Feb 19, 2012.
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    ImKharn

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    I get error:
    Server: /mineralvein apply world
    CONSOLE: I'm sorry, but you do not have permission to perform this command. Please contact the server administrators if you believe that this is in error.

    On both the console and in game with my character. This happens with no permissions mod installed and with permissions mod installed. This also happens with a fresh install and an unmodified config file.

    I see lots of other people with this problem.
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    ImKharn

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    Less important requests, Can you update your original post to describe how to configure rarity of ore?
    For example, If I wanted the total number of diamond blocks per chuck to average about half of that of diamond, which of your settings would I change?

    ---------------------
    At the end of a mineralvein apply execution, can you return text containing the total amount of each ore gained or lost in the transition?
    E.G.
    Gold Ore: 569 removed, 1258 added
    Iron Ore:...


    This will allow us to know how much your mod changed the value of our ores.

    TY

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    Awolfgang

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    seems 1.2 broke your plugin (maybe with the new height limit?) any eta on a update.
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    Domochevsky

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    ...1.2 has been out for how long now? 6 hours? Give him a break, will ya. ;)

    (But people immediately asking for a update was inevitable, really. I imagine all mod makers will have this flood of people going on right now. Especially when it's forbidden to ask for updates, like on mcf.net.)

    This post has been edited 1 time. It was last edited by Domochevsky Mar 2, 2012.
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    Awolfgang

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    I asked for eta because he hasn't updated in a while so I'm wondering if it will be 2 days or a week
    and this is one of the plugins my server needs in order for the economic system to make any sence
    chill dude

    *a suggestion to developers plan ahead for updates and say how fast they plan to update based on the information available

    This post has been edited 1 time. It was last edited by Awolfgang Mar 2, 2012.
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    Dark_Link777

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    CommanderGizmo's post was extremely helpful, but I felt like his config was a little too stingy. I also thought Acrinom's was a little too generous with some ores. I wrote a small plugin that counts up the ores in a 10x10 square of chunks centered around you and set to work on making my own, hopefully balanced config. If anything, I'd say mine is also too generous, but that's how I prefer it. :)

    If anyone's interested, here it is:
    Code:
    default:
        -
            # Scatter all the ores throughout every biome.
            # These values are slightly lower than the vanilla generation to compensate for the biome-specific veins.
        -
            block: GOLD_ORE
            seed: 35434
            density: 1
            thickness: 3
            densityBonus: -.65
            heightAvg: 20
            heightVar: 10
            heightLength: 80
            densLength: 20
            exclusive: false
     
        -
            block: IRON_ORE
            seed: 67436874
            density: 1
            thickness: 4.5
            densityBonus: -.3
            heightAvg: 32
            heightVar: 40
            heightLength: 80
            densLength: 20
            exclusive: false
        -
            block: REDSTONE_ORE
            seed: 4325483
            density: 1
            thickness: 5
            densityBonus: -.6
            heightAvg: 10
            heightVar: 10
            heightLength: 80
            densLength: 20
            exclusive: false
        -
            block: DIAMOND_ORE
            seed: 98746835
            density: 1
            thickness: 3.5
            densityBonus: -.8
            heightAvg: 15
            heightVar: 15
            heightLength: 80
            densLength: 20
            exclusive: false
        -
            block: LAPIS_ORE
            seed: 63834343
            density: 1
            thickness: 1
            densityBonus: -.6
            heightAvg: 20
            heightVar: 20
            heightLength: 80
            densLength: 20
            exclusive: false
        -
            block: COAL_ORE
            seed: 543543
            density: 1
            thickness: 4
            densityBonus: -.1
            heightAvg: 40
            heightVar: 40
            heightLength: 80
            densLength: 20
            exclusive: false
     
        -
            # Now we do the special biome veins.
            # These boost the ore count above normal for their special biomes.
     
        -
            block: COAL_ORE
            seed: 8723587
            density: 1
            thickness: 3
            densityBonus: -.85
            heightAvg: 40
            heightVar: 40
            heightLength: 80
            densLength: 300
            exclusive: false
            biomes: [RAINFOREST,SEASONAL_FOREST,FOREST,SHRUBLAND,PLAINS,EXTREME_HILLS]
        -
            block: COAL_ORE
            seed: 912664757
            density: 1
            thickness: 5
            densityBonus: -.75
            heightAvg: 40
            heightVar: 40
            heightLength: 80
            densLength: 500
            exclusive: false
            biomes: [SWAMPLAND]
        -
            block: IRON_ORE
            seed: 386577239
            density: 1
            thickness: 5
            densityBonus: -.55
            heightAvg: 32
            heightVar: 40
            heightLength: 80
            densLength: 300
            exclusive: false
            biomes: [TAIGA,EXTREME_HILLS]
        -
            block: GOLD_ORE
            seed: 653679925
            density: 1
            thickness: 2
            densityBonus: -.85
            heightAvg: 20
            heightVar: 10
            heightLength: 80
            densLength: 200
            exclusive: false
            biomes: [FOREST,RAINFOREST,OCEAN]
        -
            block: GOLD_ORE
            seed: 428091861
            density: 1
            thickness: 2
            densityBonus: -.65
            heightAvg: 50
            heightVar: 10
            heightLength: 80
            densLength: 200
            exclusive: false
            biomes: [RIVER]
        -
            block: REDSTONE_ORE
            seed: 310489593
            density: 1
            thickness: 5
            densityBonus: -.85
            heightAvg: 10
            heightVar: 10
            heightLength: 80
            densLength: 200
            exclusive: false
            biomes: [TAIGA,TUNDRA,ICE_DESERT]
        -
            block: LAPIS_ORE
            seed: 404598128
            density: 1
            thickness: 4
            densityBonus: -.5
            heightAvg: 30
            heightVar: 30
            heightLength: 80
            densLength: 200
            exclusive: false
            biomes: [SAVANNA,SHRUBLAND]
        -
            block: LAPIS_ORE
            seed: 360789460
            density: 1
            thickness: 5
            densityBonus: -.55
            heightAvg: 30
            heightVar: 30
            heightLength: 80
            densLength: 200
            exclusive: false
            biomes: [OCEAN,SAVANNA,SHRUBLAND]
        -
            block: DIAMOND_ORE
            seed: 653679925
            density: 1
            thickness: 3
            densityBonus: -.5
            heightAvg: 25
            heightVar: 20
            heightLength: 80
            densLength: 100
            exclusive: false
            biomes: [DESERT]
        -
            block: DIAMOND_ORE
            seed: 565674529
            density: 1
            thickness: 2
            densityBonus: -.8
            heightAvg: 25
            heightVar: 20
            heightLength: 80
            densLength: 50
            exclusive: false
            biomes: [RAINFOREST]
    I've refrained from updating my server so far until all my plugins are up to date. xD I would love to not have to redo this config for 1.2, but I understand if the new map format demands it. Thanks for the plugin!
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    m0rt

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    The problem is that I used old Configuration class, which was removed in the new release. I will try to fix it asap, along with the new height limit.

    Fixed for 1.2.3, you just need to rename veins.yml to config.yml (I also mention that in first post). Also the permissions should work now.

    This post has been edited 1 time. It was last edited by m0rt Mar 6, 2012.
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    phlum

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    i love the plugin, one of the ones that i will always use, love waching factions fight over ore deposits
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    turtlelord

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    is this mod compatible with Nordic?
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    m0rt

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    @phlum: That's great, I have never tried it with a faction plugin, but I can see how it can be fun.

    @turtlelotd: I don't see why it shouldn't be, MV runs after world generation and deletes ores. Ofc I can't see the source code, so it's hard to tell, but if Nordic uses bukkit worldgenerator system properly, it should be.
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    WorleyGlobal

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    Yes, it is completely compatible. It is also compatible with Tropic.
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    phlum

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    this is my faction config, the gold is default
    Code:
    -
    block: IRON_ORE
    seed: 67436874
    density: 0.6
    thickness: 12
    densityBonus: 0.1
    heightAvg: 25
    heightVar: 20
    heightLength: 80
    densLength: 400
    exclusive: false
    -
    block: REDSTONE_ORE
    seed: 4325483
    density: 0.7
    thickness: 6
    densityBonus: 0.1
    heightAvg: 15
    heightVar: 10
    heightLength: 20
    densLength: 150
    exclusive: false
    -
    block: DIAMOND_ORE
    seed: 98746835
    density: 0.3
    thickness: 6
    densityBonus: 0.1
    heightAvg: 10
    heightVar: 10
    heightLength: 10
    densLength: 200
    exclusive: false
    -
    block: LAPIS_ORE
    seed: 63834343
    density: 0.3
    thickness: 8
    densityBonus: -0.2
    heightAvg: 10
    heightVar: 10
    heightLength: 10
    densLength: 40
    exclusive: false
    -
    block: COAL_ORE
    seed: 543543
    density: 0.65
    thickness: 10
    densityBonus: -0.0
    heightAvg: 40
    heightVar: 40
    heightLength: 80
    densLength: 400
    exclusive: false

    This post has been edited 1 time. It was last edited by phlum Mar 17, 2012.
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    ImKharn

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    I see some posts about it and I cant be sure by what people have typed..... who here has made a configuration that has almost exactly the same ores per chunk as vanilla minecraft?

    I dont want the value/rarity of ores to change in any way just group their placement closer to real life.

    Help?

    EDIT: Dark_Link777 in your notes you mention vanilla. Are you saying vanilla for this mod or vanilla for minecraft?

    This post has been edited 1 time. It was last edited by ImKharn Mar 19, 2012.
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    ImKharn

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    I did /mineralvein apply world from the console. The console did nothing in reply. How do I know apply worked?

    The mod is loaded.

    EDIT: Ok in your original post you used a backslash, for the command to work I have to use a forward slash. It is applying now.

    This post has been edited 1 time. It was last edited by ImKharn Mar 19, 2012.
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    Dark_Link777

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    I meant vanilla for Minecraft, sorry for not clarifying. Hope that helps!
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    ImKharn

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    Thank you Dark_Link777, I have applied mineral vein with your settings. I hope m0rt makes them the default for the mod.

    My server autorestarts at 4am. Apparently the application of mineral vein took so long when I went to bed it didnt get past 18%. Is mineral vein apply safe to run again? Should I expect it to be really broken and restore from backup?

    CONSOLE: Application on world: 13MB, 18.0%
    CONSOLE: Application on world: 11MB, 18.0%
    CONSOLE: Application on world: 11MB, 18.0%
    CONSOLE: Application on world: 11MB, 18.0%
    CONSOLE: Application on world: 9MB, 18.0%
    CONSOLE: Application on world: 9MB, 18.0%
    CONSOLE: Application on world: 8MB, 18.0%
    CONSOLE: CONSOLE: Forcing save..
    Server: Automatic restart.
    Server: Server is restarting. World is being saved.
    CONSOLE: CONSOLE: Enabling level saving..
    CONSOLE: CONSOLE: Forcing save..
    CONSOLE: CONSOLE: Stopping the server..


    EDIT: The issue still happens even if I turn off automatic restarts. The server goes really fast to 16 percent then takes hours to go from 16 to 18%, then never goes past 18 percent for hours, then the server crashes. When I got back home today from work the server was off.

    This post has been edited 2 times. It was last edited by ImKharn Mar 21, 2012.
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    m0rt

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    @ImKharn: This is very strange, but it seems as some chunk unloading error. The applying process hold until there is enough free memory, which for some reason doesn't happen. Are you running the server with enough ram? Maybe it could work if it had more memory to waste.
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    ImKharn

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    I use paid for server hosting. Is it possible to use less ram? Do you think Its possible for me to download the map, convert it in single player on my gaming computer and upload it?
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    m0rt

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    I don't know what hosting you use, but they usually have about 5x smaller RAM than you would need when using bukkit. I is of course possible to convert it on your computer, if you manage to get the map file from the hosting service. However you should still use MV for newly generated chunks.
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    ImKharn

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    I have the map downloaded.
    I have never installed bukkit before. Can I install it to single player or do I have to host a server?
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    m0rt

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    Bukkit is a server by itself, it doesn't have any client version. Just put the "world" folder, the bukkit jar and a folder "plugins" (with mineral vein in it) to the same folder and double-click bukkit. You don't even have to join the game, you can just use the command from console.
  25. Offline

    last_408

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    I know that you probably get asked this alot: When are you going to update so that this is compatible with mc 1.2.4?

    Please PM me, I would like to discuss something with you.
  26. Offline

    ImKharn

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    From what I am reading, this mod will increase the amount of ore in your world and change the value of stuff.
    For people wanting to edit m0rts settings to match vanilla minecraft. You will find this research useful.

    Vanilla Minecraft ore frequency:
    Average of 110 coal ore per chunk
    Average of 84 iron ore per chunk
    Average of 25 redstone ore per chunk
    Average of 7.5 gold ore per chunk
    Average of 3.4 Lapis Lazuli ore per chunk
    Average of 3 diamond ore per chunk
    (233 ore per chunk) = (2% of all stone)
    Source: Official Minecraft wiki for all but one ore type which was gathered via forum.

    Personally, I am looking to edit this such that it has vanilla ore populations but make the groupings of ore so huge and spread out that 8/9 chunks dont have ore at all. IMAO, this will be closer to real life. (though in real life rare ore is only found a few places on earth)

    EDIT: Want to include that
    Dark_Link777
    Has already made settings that place ore in vanilla amounts. I personally am doing my research so I can edit this and have deposits be even more rare and bulky.

    This post has been edited 3 times. It was last edited by ImKharn Mar 29, 2012.
  27. Offline

    m0rt

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    @last_408: After a quick test I would say it works for 1.2.4, so far I could tell.
    @ImKharn: What are these values? The amounts in vanilla, or with MV? And are they calculated or measured?
    The idea with 8/9 chunks is neat, however considering the number of different ores (especially if you're using IC or RP or stuff), finding a specific ore under this conditions could take very long.
  28. Offline

    last_408

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    @m0rt Then my apologies. I generated a new multiverse world with tropic and a custom seed. After which I tried to use minveral veins to repopulate this world with rescources. It didn't work, I removed and did not save the error code it threw. I will retry, thanks again!
  29. Offline

    ImKharn

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    Ok, @m0rt I updated the post to explain further, and yes it would take a long time to find ores if most chunks are empty, but at the same time once you do find ore, it will be a massive massive amount that you hide and dont tell anyone til you finish the hours mining it out :)
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    Mstabarrie

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    I have a question hopefully someone can answer. I started a server that has completely custom landscapes all made manually using voxel sniper 2000x2000. When I first began I tried to make extra ores but couldn't figure out anything cause I wasn't as smart back then. So right now all I have is world edit ores by doing //set 1,1,1,1,1,1,56,14 which just makes single ore chains and is super stupid to mine. Is there any way to make this plugin or any plugin help me to add ores to a already created world?
  31. Offline

    m0rt

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    @Mstabarrie: That's exactly what MV can do, however currently it only replaces stone with ores, so if you have some other base material, it won't work. All you have to do is run the server with the plugin and then use the command (/mineralvein apply), it should go through the entire world and generate ore veins.
  32. Offline

    ImKharn

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    @m0rt Can you please add one somewhat simple feature.
    At the end of mineral vein apply, send a server announcement that Looks like
    Coal: Removed: 20600 Placed: 21060
    Iron: Removed: 15087 Placed 14508
    ETC...


    This will allow people who applied it to know how much more or less ore was placed.
    Thanks!

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