OrePlus
Overview
OrePlus is a server plugin that modifies the amount of ore generated in the world when new chunks are created, without changing the underlying style of generation. Some typical use cases for this plugin would be:
- Creating additional deposits of diamond/gold/iron/etc. in each newly generated chunk.
- Creating deposits of ore at depths or sizes different from vanilla Minecraft.
- Creating deposits of non-ore blocks, or ore-blocks added by other plugins.
- Preventing an ore from being generated by clearing it out.
OrePlus uses the same algorithm for generating deposits as vanilla Minecraft, so your deposits will look the same as those generated by Minecraft. The plugin can be configured on a per-world basis, in addition to a default configuration. Each configuration consists of a set of rules for either generating or clearing out a single block type. See the Configuration section for more information on configuring the plugin.
There are currently no runtime commands or permissions for changing the generating rules, or for modifying chunks that have already been created.
This plugin is best used in conjunction with a new world, so that all chunks will be created with consistent rules. There is no problem with loading it into an existing world, but any existing chunks at the time the plugin is first loaded will not be affected.
Installation
Place the OrePlus.jar file into your plugins directory. The first time you start your server, a default config.yml file will be created with a few rules to add extra ore to your new chunks. See the Configuration section for more information on configuring the plugin. Configuration changes will not take effect until your server is restarted.
Companion Tool
OrePlus is based off of NBToolkit, a collection of command-line tools for offline map processing that includes ore generation. If you wish to use OrePlus in an established world and still maintain consistency across it, you can use NBToolkit to apply an equivalent set of ore generating and clearing rules to your existing chunks.
The project thread can be found here. This tool is not inspected by the BukkitDev staff, and you use it entirely at your own risk. Support for NBToolkit will only be provided via the Minecraft forums project thread or its corresponding GitHub project. I will not provide any support for it here.
If I do a config option like so from the example:
After restart it becomes this:
@Mariusthelemur
Did you test just one chunk, or a large number of them? Ores that try to generate in unsuitable places won't generate at all for a given round.
I'll have to take a deeper look, maybe I'll find time tomorrow. I recently started using mods and I have configs entered for them, but I never looked to see if they were actually making a difference. Are the ore IDs you're trying to generate above or below 255?
@jaquadro
I've attempted as such. then entered into said world removed all id' from a chunk that don't match mine. None of the Voltz ores generated. Searched out side of the spawn region as well. your assistance is appreciated.
@Mariusthelemur
It should work with mods. Use the block's ID and data numbers, rather than their names.
Can this work with minecraft mods? say Voltz? or will it only work with default vanilla mine craft entity id's.
@BrandonAest
Yes, refer to the configuration section. It's possible to restrict a rule to a list of biomes, so you could create a rule for extra rounds of iron ore and restrict it to just the forest hills biome.
Can this be expanded to also change ores spawned based on biomes?
Like Forest hills could have more Iron Ore spawning and lets say a swamp?
@Dee1010
I never tried it, so I'm not sure. It's possible flat land generates with its "populated" state already true, preventing block populators from running. But I don't know. Doesn't hurt to try.
Does this generate on flat land
@jaquadro
@jaquardo Thank you that seems to work. For some reason removing the "default:" section entirely, or leaving a null default: section in place (the section header being there but no indented lines under it) causes the plugin to want to generate a new boilerplate default section. The only way to get it to disable the boilerplate rules is to leave them in the file but set them to false as you suggested.
When I did that, then it left the config file alone and didn't try to alter it.
@Dunbaratu
Sounds like a bug to be sure. You should be able to disable the default rules by setting enabled: false on them.
How to I get it to stop adding rules in a default section that add extra ores to all worlds?
The plugin keeps reinserting its boilerplate "default:" section into the config.yml file each time the server starts, no matter how much I edit the config file to remove it. I don't know how to tell it to stop doing that. I don't *want* the extra ores to appear in the three vanilla minecraft worlds (normal, nether, the_end) like the default: section defines. I only wanted extra ores to appear in two special worlds I added, called "waterworld" and "skyrealm". According to the documentation it looks like this should be possible by making a config.yml file that has no default: section in it and only has a waterworld: section and a skyrealm: section. But each time I try to do this and restart the server, the OrePlus plugin regenerates the default: section with its extra ore rules and inserts it at at the head of the config.yml file.
I tried having a "default:" section which was just an empty blank section, thinking this might stop OrePlus from thinking it needs to make a new one, but it still does it.
Thanks jaquardo.
@Dunbaratu
It can be any block. Before Nether support came to SMP, I used to use the offline OreGen (precursor to NBToolkit) to produce pockets of glowstone in my world.
Does it work with any sort of block from the Bukkit Materials enum list or does it have to specifically be ores?
In other words could I insert a rule that spawns pockets of GLASS, or pockets of BOOKSHELFs and so on? I'm thinking of coming up with a rule to use for a surreal world.
@jaquadro
Ok thanks soo much it works great now! =D
@cam246
Take the enabled: false off the of the generator rule for GOLD_ORE. You need both the generator and clear rule.
If you didn't start a new world after making your previous changes, that's why the spawn still has gold. Existing chunks will never be affected. If your ultimate goal is to apply this to an existing world, you'll need to check the companion tool to update the rest of your world.
Ok ive updated the config http://pastebin.com/BnMnQbbU Is this the correct way to set it up? I have a few screen shots. It seems to be working only near spawn.
http://i.imgur.com/PwnWZNZ.png
http://i.imgur.com/ukhJwIl.png
http://i.imgur.com/t0EKg8k.png
@cam246
You also need a clear rule for gold. Read through the configuration section again, since all of this is explained. OrePlus can only add additional ores to what MineCraft already produces, so a separate clear rule is necessary to remove what MineCraft creates first.
Also I'm not 100% certain that anything will even spawn at size=1, so after creating a world with this config, I recommend opening it in MCEdit and taking a quick look to confirm anything is being created at all.
Here is my config http://pastebin.com/Rs1iqJTZ (I'm trying to make gold ore spawn less)