OreVeins is a mod that redistributes ore in a better accordance to principles of economic and structural Geology, leading to a more 'enriching' overland exploration experience and ultimately putting the 'mine' back in 'Minecraft'!
All ores are now based on four structural 'types' :
- Bedding Planes (Iron & Coal)
- Vein Systems (Iron, Redstone, Gold, Emerald)
- Alteration Zones (Lapiz Lazuli)
- Volcanic Pipes (Diamond)
Additionally, two ore mechanics are also implemented:
- Bonanzas: globs of rich ore found in Iron, Gold, and Redstone Veins.
- Geodes: hollow globs of emerald ore
To use OreVeins, simply place OreVeins.jar into your server plugin folder, run the server.bat file, and start exploring your world! At the current time OreVeins does not work on already generated worlds; you'll have to use a fresh server. There are no permission nodes or server commands associated with this plugin at the moment.
OreVeins does impact chunk generation times. On my 2.4 Ghz Intel Core 2 Duo w/ 8GB RAM, a bukkit server takes 3.55 seconds to prepare spawn. With OreVeins, it takes 12.3 seconds to load. Its not enough for it to be really noticeable, but if I start adding placer deposits and elluvial concentration, it may need more optimization.
The following are features that I would love to implement, but may need some help from an experienced hand implementing:
- Elluvial and Alluvial enrichment
- Supergene enrichment
- Utilize the new stone blocks coming up in future updates appropriately
- Add kimberlite dikes to the base of the diatremes.
Feel free to message me if you'd like to help develop this project. For more information and screenshots check out this link: http://imgur.com/gallery/V8VOP/new
As bukkit is currently in limbo legally, the admins probably have their hands busy with a whole lot. For now use this link https://www.dropbox.com/s/ttfeuyw4gimsayj/OreVeins.jar?dl=1 to download the plugin. I will remove the link and go through the proper admin procedures once everything is honkey dory again.
UPDATE So it looks as though Bukkit is becoming dead. :(. I'm currently looking into what it would take to move this to other things, like Sponge. I will update this project description with the new link when I am able to do this. Sorry guys! you've all been very supportive through this and I promise i will be implementing some interesting features well worth the wait when the new Sponge API comes online!
*UPDATE 2* Sorry I've been MIA for a few years. Life events + field work will put things on the back burner definitely. I've taken the project back up, but this time I'm releasing it for Sponge (Spongepowered.org) as a forge mod, as it will allow me to do so much more than what bukkit offers (API wise). The Sponge implementation is in alpha as of now, and I would love both testers and casual programmers/math people to give me suggestions to improve it.
I think so! try it out!
Awesome plugin, really improves the Minecraft experience. Would this plugin work though with a plugin like Giant Caves ?
Please keep it up to date... that plugin is so awesome, so much improving Minecraft, it would be a shame to lose it with future bukkit updates :'(
In my opinion, it's even way more better than CaveOreVeins was, as it doesn't create veins of every ore, but rather has several ways of generating ores (veins, beds, deposits,..) Keep up the good work ! :)
This looks exactly like what I was looking for. Eagerly awaiting an update. Thanks!
Hello, I am eagerly awaiting update... The plugin does not work with the latest bukkit builds. Is there any chance, that it will be updated soon? I do not ask for new features ATM, just for the compatibility. Thank you in advance.
Please, just continue the developement! I find a original minecraft ore placement boring. I liked CaveOreVeins much, but it does not support latest MC versions now. And your plugin seems even better with realism! Unfortunately it does not work with 1.7.9/10. Any plans when can I expect that version? Even build with no new features, just the compatibility would be awesome.
Thank you, and keep up the good work.
Alot of what you say I'd love to add, but always there is a tradeoff between gameplay, speed of computation, and realism. I've got a few ideas on how to implement some of these stuff, but I would need help from some really accomplished coders
Well think about it like this: why the heck would going deeper mean you'd find more minerals? by and large minerals form because of specific processes where depth is only ancedotal to their formation; thus the structures you'd find that have minerals should be present at an equal probability deep underground as well as at the surface. This is no accident. Of course it creates large changes in gameplay mechanics that some MC players will find off-putting, but there are trade offs in every mod. In my opinion, the focus on finding deposits aboveground makes exploration much more fun! just make sure to excavate any outcrops you find; there may be more riches in that little bit of vein exposed on top (note; ores from within a probability envelope and may not be congruent to each other, though they'll form in the same structure).
I have a few ideas to restore some of the original survival and caving experience of 'nilla, but that is a far in the future plan.
the biggest problem i'm having concerns how players will start looking for resources. lots of ore on the top level makes me want to just run around on top, and by comparison its really the most profitable way of doing it
is it by design or by accident that veins and other resource spawn types are visible from ground level? could they be hidden under grass?
Finally, the ultimate plugin I was looking for in order to complete the experience of my entirely underground server :) Thanks a lot. At first I complained that it wasn't up-to- date, but the truth is that ith Bukkit and Minecraft versions being changed nearly everyday, not all plugins can follow (and what's the need, if a new version is released every day, better waiting for the next major release, isn't it ?! ) Anyway, all my other plugins being only updated to 1.7.9 without any additional features, I just backed it all to 1.7.5, which seems to be working.
I use this plugin in addition to TerrainControl (I need it's BO3s functionality to add custom realistic underground rivers, custom structures (Mineshafts...), custom GiantCaveMushrooms and underground biomes...); GiantCaves (what better than huuuuge caverns, eh ?)... So a huge thank to you for improving my Miner's life :)
Note : May I suggest that you add two funcitonalities, one relatively easy to do regarding what you already have implemented? - Firstly, the easy thing : in the same way that you have Veins created by geological events, you could add rivers, also resulting of some geological events : they go down from one rain infiltration on surface, as tiny streams (0-1block width), then meet to form wider streams, sometimes feeding filled caves; and rivers going, rather horizontally (though with a slope) to the ocean level... It may be done simply without caring about the biomes (who knows how far they would be, depending on the world generator) but you coumd at least easily implement the way river flows from the tiny stream to the huge filled cave... I guess ? - Secondly, much harder : In the same way you generate veins of iron, you could implement a function to create more realistic mines which begin/end in a vein deposit. Either as simple Air veins connected to Oreveins, or even better with here and there, some wood fences to hold the stone or cobble on the roof (ExtraHardMode adds a nice functionality to mining, where Cobble is subject to gravity and every mined ore changes every stone block in contact to cobble...)
I couldn't get it to generate on a multiverse world either. If u delete your world folder it will generate it.
You may want to check for plug-in conflicts. I've been running a test server since 23-April with no issues. The ore generates exactly as expected.
Doesn't seem to work. Put it on my test server, created a new world with Multiverse, and while it causes the server to work on generation alogrithms, once you peel back the surface of the world there's no difference from a normal world.
If it's any help, the mod's reason for only spawning iron veins seemed to be related to probability being over 1.0. If I set any other ore over 1.0, it spawns just like iron does.
Nifty, I've been looking for an updated ore gen plugin for a while, the only other one I've found is outdated (CaveOreVeins).
I'll second the request for the ability to control impurities within the veins. It'd also be nice if the mod could handle user added ores and additional stone types in the config file (especially since we'll be seeing new stone in 1.8)
@Firestarthe Updated Project description to give you an idea.
Very Cool, any word on its performance?
Thanks for that catch. Turns out I forgot to remove 3 screenshots that I had embedded in the code early on in the project. Now it should be much smaller. As for specifying which blocks spawn in the interspace between ores in veins.. Hm.. thats a good idea. I'll look into what it would take to implement that.
Just wanted to say thanks for releasing this. I can't wait to stumble across my first kimberlite pipe! Downloading and starting a new server now.
Looks like a good idea, but I do have two questions: