Nick D Pedersen Posted October 31, 2012 Posted October 31, 2012 Hello there the last few days i've been playing around with my server, and as im new to linux, i screwed up. the first time i generated to world, it was running without mods / plugins, i dident notice before i tried to craft some of the tekkit stuff. Then i enabled all the mods, and just now i figured that some materials are missing, copper and such. Is there anyway to get em in the game, without creating a new "world", as i assume its due to the mod not being loaded when i first made the world? Hope you can help me out! Best regards Nick Quote
ampayne2 Posted October 31, 2012 Posted October 31, 2012 The things missing when you first generated your world will only appear in new chunks; if you travel far enough you should find them, assuming you actually did fix it. Quote
Nick D Pedersen Posted October 31, 2012 Author Posted October 31, 2012 Ah that kinda blows :/, well well, ill try to travle Thanks! Quote
TheSpoonyOne Posted November 1, 2012 Posted November 1, 2012 I would read the rules nick, you broke a rule in this post. Can you find it? Before a mod does... Quote
Hushful Posted November 1, 2012 Posted November 1, 2012 Don't sign your posts. It's against the rules. Quote
TheSpoonyOne Posted November 1, 2012 Posted November 1, 2012 Don't sign your posts. It's against the rules. Way to give it away D: Quote
krizmac Posted November 6, 2012 Posted November 6, 2012 Check out this addon, you can add Ores after you generate a world: MineralVein (http://dev.bukkit.org/server-mods/mineral-veins/) I use this to add the Ores in larger amounts after I generate a world, since I disabled EE on my server. You can run the /mineralvein apply command to ANY world that is already made. Here is a sample of the Tekkit ID's - block: 140-2 seed: 53834343 density: 0.5 thickness: 3 densityBonus: -0.6 heightAvg: 10 heightVar: 6 heightLength: 10 densLength: 40 exclusive: false Quick explanation: They do a much better job explaining this on the Bukkit page/in the readme file included with the download. block: GOLD_ORE # block, that represents this ore. Use name, block ID, or XX-YY for blockID and data seed: 35434 # used for random generator, pick random different number for each vein density: 0.3 # ore chance multiplicator, default 1 thickness: 4 # maximal vertical span from vein center, default 5 densityBonus: -0.5 # density modification. Random number is between -1 and 1, this is applied and result is ore spawn chance (negative is zero chance), default 0 # e.g. 0.0 will result in 50% of columns covered in ore, -0.5 25%, -0.9 5%, -1 0% heightAvg: 20 # average height this vein spawn at, default 32 heightVar: 20 # maximal random difference from heightAvg, default 20 heightRel: false # if true, result of heightAvg and heightVar calculation will be instead # treated as "relative" to maxHeight in that area (you should use floats for heightAvg/Car) # defaults to false heightLength: 80 # distance in blocks between height slope change, default 80 densLength: 80 # distance in blocks between density slope change, dafult 80 exclusive: false # if this ore is present, it will block out any other ores (in column), default false; biomes: [forest,swamp] # this vein will manifest in given biomes. default: all biomes # biomes are (not all used by world gen): RAINFOREST, SWAMPLAND, SEASONAL_FOREST, FOREST, SAVANNA, SHRUBLAND, TAIGA, DESERT, PLAINS, ICE_DESERT, TUNDRA, HELL, SKY, OCEAN, RIVER, EXTREME_HILLS;; mode: replace # "add" will cause all already placed ore to remain, and this vein only to add new ores. # any other value will cause the old ore to be removed exclude_biomes: [swampland] # same as biomes setting, this time sets the biomes that are specifically excluded for this vein. Takes precedence over "biomes" Quote
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