Mineral Vein
Mineral Vein changes the way ores are generated. Instead of lots of small, randomly placed deposits, several huge veins will be generated.
Source
MC 1.2.3 - As of MV 1.4.1, config.yml is used instead of veins.yml. The format renames the same, only name changes
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).
Configuration
All variables used in ore placement can be set in config file.
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 heightRel: false
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
heightRel changes the behavior of heightAvg and heightVar. If set to true, those two will be treated as fractions of maxHeight at current position (heightAvg+-heightRel will result in a number between 0 and 1, which will be then multiplied by actual height of terrain on that position)
Changelog:
Version 1.3.7:
- Now supports ANY id, even non-existing ones. Useful for MCForge-added blocks (e.g. Industrialcraft)
- Version 1.3.4:
- 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
@wineoxid: Well if I am not wrong, chunks should be unloaded automatically, if they are no longer needed. (And that would happen every tick I believe). I though it was the cause of many problems, as there were sometimes exceptions somewhere in chunk management.
@MalornO: Did you use the default config? That should not happen (unless some player was in the area, the massive amount of block changes could be a problem, if they were all reported to player, I guess) with the default config, as it generates moderate amount of blocks.
mtszyk: That would be possible, I can add it when I fix the current bugs.
Just a feature request, Similar to heightRel, would it be possible to implement a sort of chanceRel? The effect would be that mountains would have a higher chance to spawn ore beneath them.
If not that's cool, I love the mod!
@M0rt1mer,
also, few issues:
There is a severe lag involving new chunk generation, to the point of stopping the game. Removing it solved the problem . . . =(
No error messages were caused, just massive lag.
The permissions are a problem, I don't really know how they work right now, they changed it somehow. @orthzar: it takes some time, but it should do several chunks per second without much trouble. @aelodia: I will look into this, never heard about it before.
I am having the same problem as samuelcomplex; the command mineralvein is not permitted to be used by anyone, even the server console.
The reason I want to use that command is that I occasionally find vanilla chunks, as though Mineral Vein is skipping chunks.
On a related note, how long should it take for Mineral Vein to replace ores in a newly generated chunk?
I've tryed this plugin on 1.1 bukkit serveur, and all veins are replaced by air, so i found a lot of holes in my map, i had to reupload my map again.. Any update for this plugin soon ? ;)
I'm getting a very weird error with this mod, and only this mod.
I can't apply because it tells me:
"I'm sorry, but you do not have permission to perform this command. Please contact the server administrator if you believe that this is an error."
I have added both mineralvein.apply and * permission. And I get this msg even when typing just "mineralvein" in the server console.
@roninsilfar: Yes, it uses smoothstone as "base", in which the ores will be placed. As long as there is stone, veins will spawn in it.
If I manually craft a world with voxel sniper from a completely empty void can I apply this plugin afterwards to generate ore in the world where before there was none?
@Krevex: default setting goes from -1600 to 1600 on both X and Y axis. The latest version contains a safeguard that should pause generation once remaining heap space drops below 50MB. I will try to apply it to a very large world, see what it does. @Nazerb: It crashed during the basic generation?
@Raptor2213
Yeah same with me, i tried generating new worlds with this plugin. Crashed on 65% every time.
Further testing shows plugin does not work currently.
Changing the X Y, or the chunk range has no effect on the plugin.
After the apply has ran, the newly formed chunks consume HUGE ammounts of ram, my server eats around 6 normally, it was crashing after consuming 16gb of ram and the server became unresponsive.
This is an amazing plugin, not sure if there is even anything else thats doing what this does. It just needs to be tidied up.
Seems that this mod may have a memory leak. On massive worlds, a /apply causes it to consume more and more RAM, eventually crashing the server.
Plugin nearly works flawlessly. The only issue I've encountered is upon generating new terrain the plugin didn't follow the vein.yml rules for creating it. Went into the jar file and replaced the default yml with my edited one and presto. The plugin now followed the rules for uniformed generation and distribution of the ores!
One question I did have though is for the logic behind the default apply. It says that it starts at 0, 0 and applies within a 200x200 Chunk radius? chunks are 16x16 square nodes that extend from bedrock to sky. Does this mean it applies the method to blocks with in x 3200 and y 3200, or from -1600x and -1600y THROUGH 1600x and 1600y?
Just trying to figure out where exactly i need to set the starting point for generation to cover a 3000 radius map and have it apply it correctly without having to do it multiple times.
This is a great plugin if you want to devalue diamond on your server. I run a server and if you find one diamond, you find anywhere from 20-30. Just go down to bedrock level, mine a 2x2 tunnel horizontal till you hit diamond, then chunk mine the area around it. my server has about 10 players, and the most active players (about 4) already have about a stack of diamond (i know what you are thinking: well there xray mining of course) well they arent, I know them in real life and I run the plugin that makes x ray mining impossible along with Nocheat. So essentially i would redownload and use this plugin (I like how the iron distribution is, it's extremely rare) if you could change it so diamond veins were extremely small, or keep the vast diamond veins but only make 1 or 2 per 40x40 chunk area or something. But as is diamond is less rare then coal in some cases and DEFINATLY less rare then iron...
Omfg, before I downloaded the plugin, my server was about 30 - 50 ms with 0 players and it never really crashed. With Mineral Vein it went up to 5800 ms with 0 players and caused immense lag while just ONE player was logged on. It also gets stuck on the 65% (http://pastie.org/3089732 Note the 6 minute difference between 3% and 65%) when generating a new map which never happened before. I used to have mineral vein back in 1.8 and it did not cause any issiues. Maybe a new huge bug?
@cadika_orade
You should check your map to see if is not corrupt. I bet chunkster is the program that can check it on offline mode.
Anyway the map area doesn't have to anything to do with this plugin.
It finally froze and Bukkit crashed. Never got past 85%.
Not getting any errors, but the server has been at Preparing Spawn Area: 85% for nearly an hour. Did I do something wrong?