Jump to content

Recommended Posts

Posted

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

Posted

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"

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...