Add a new ore

Getting started

Firstly, duplicate an existing configuration in the "ore" section.

ores:
  coal:
    name: "Coal"
    icon: coal
    blocks:
      - coal_ore
      - deepslate_coal_ore
    transform:
      default:
        - coal > coal
  # Below is what we just copied
  coal:
    name: "Coal"
    icon: coal
    blocks:
      - coal_ore
      - deepslate_coal_ore
    transform:
      default:
        - coal > coal

For example, we want to add amethyst as a new ore. We change the id, the name, the icon. Remember, for material names, you can look up them there: https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html Then, you have to choose which blocks will produce the ore. It is possible to mix multiple blocks which produce different drops. Because we will filter and transform the drops in the "transform" section later.

ores:
  // ....
  amethyst:
    name: "Amethyst"
    icon: amethyst_block
    blocks:
      - amethyst_block
    transform:
      default:
        - coal > coal # Read below to change this line

The most important is the "transform" section. With Ore Processor, you can define multiple transformations requiring player permissions. Default one is always required, and has no permission requirement. The "transform" list will handle from bottom to top. So you should always put the default first and put the most incentive last.

Transformation syntax

Each transform group contains multiple transformations. This defines the ore processing circuit. For the basic syntax:

default:
 - amethyst_block > amethyst_block

The first line means: When a block drops an amethyst block, turns it into an amethyst block and moves to the storage. We call the material on the left side "feedstock", and the right side "product". The above transform is unary (as feedstock is the same as the product). It does not change the drop at all, but that transform is required to move the block to the storage. If it is undefined, the drop is untouched. Assume, we want to change the block into an amethyst cluster, the syntax will be:

default:
 - amethyst_block > amethyst_cluster

You may ask how to apply chances here. For example, there is a 30% chance to receive a cluster, and a 70% chance to obtain a full block:

default:
 - amethyst_block > 30% amethyst_cluster, 70% amethyst_block

Advanced transformation

default:
 - amethyst_block > 100 amethyst_cluster, 200 amethyst_block, 500 amethyst_shard

It is also possible to set the amount per product. If not specified, defaults to 1. For example, with the syntax below:

default:
 - amethyst_block > 10 amethyst_cluster, 20% amethyst_shard:3

That means the product can be either amethyst_cluster or amethyst_shard, where amethyst_cluster has a weight of 10 and x3 amethyst_shard has a weight of 20. Remember, percentage character (%) does not matter as mentioned above.

Put into Practice

Most servers will have some incentives for donors. Assume, we have three ranks Member, VIP and MVP. Members will use the default transformation, so we make another two transformation groups. - Default: has 40% to obtain amethyst_block - VIP: has 100% to obtain amethyst_block - MVP: has 70% to obtain x2 amethyst_block, and an additional 30% chance to obtain amethyst_cluster

ores:
  // ....
  amethyst:
    name: "Amethyst"
    icon: amethyst_block
    blocks:
      - amethyst_block
    transform:
      default:
        - amethyst_block > 40% amethyst_block, 60% air
      vip:
        - amethyst_block > 100% amethyst_block
      mvp:
        - amethyst_block > 70 amethyst_block:2, 30 amethyst_cluster

Important note: To give 40% amethyst_block, you have to put 60% air. The plugin will ignore air before putting it into storage. If you do not define 60% air, the plugin will think that amethyst_block has 40 weight, and because there is no other item, it has a chance of 100%.

Remember, VIP and MVP group requires permission. Read: Permissions for further information.

Permission for VIP group is ore.transform.amethyst.vip, and for MVP is ore.transform.amethyst.mvp

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