Generating ores is not easy with ModPE, but not impossible, you can use this Code to spawn random generated ores with ModPE, it don´t destroys bedrock and it generates ore with random big veins.
The Screenshot shows how it looks in a flat world (only the old version generates ore in a flat world), in a normal world the ore generates under the surface.
var tick=0;
var curX=0;
var curY=0;
var curZ=0;
var cX=0;
var cY=0;
var cZ=0;
var count=0;
var changeBack=false;
/*
You can change:
The Ore Block (line 22) (You can add more, too)
The high where it start generating the ore (line 186 and line 188)
How big a vein is (line 190)
The function setTile2 (line 164), but this is not important, but, if you want, you can change what for blocks it replace with ore and what for blocks not
Copy - Paste the part where it generates ore (line 180 - 229) for more veines of one ore in one chunk and for other ores
Change the probability to generate one ore-vein (line 181)
*/
try{
Block.defineBlock(220, "Copper Ore", [["copper_ore", 0]], 1, false, 0); //define a block, in this example it should be copper ore
}catch(error){
print("Import the texture pack first!");
}
function modTick(){
tick++;
if(tick%100==0){//every 5 seconds the function doTick() is called
doTick();
}
}
function doTick(){
if(Player.getDimension()==DimensionId.NORMAL){ //only generate in the normal dimension, not in the Nether
curX=Math.floor(Player.getX());
curZ=Math.floor(Player.getZ());
for(var i=0; i<16; i++){
if(curX<0){
changeBack=true;
curX=curX*(-1);
}
if(curX%16!=0){
curX--;
}
if(changeBack){
curX=curX*(-1);
}
changeBack=false;
if(curZ<0){
changeBack=true;
curZ=curZ*(-1);
}
if(curZ%16!=0){
curZ--;
}
if(changeBack){
curZ=curZ*(-1);
}
changeBack=false;
}
curX++;
curZ++;
spawnOres();
curX=curX+16;
spawnOres();
curZ=curZ+16;
spawnOres();
curX=curX-16;
spawnOres();
curX=curX-16;
spawnOres();
curZ=curZ-16;
spawnOres();
curZ=curZ-16;
spawnOres();
curX=curX+16;
spawnOres();
curX=curX+16;
spawnOres();
curX=curX+16;
spawnOres();
curZ=curZ+16;
spawnOres();
curZ=curZ+16;
spawnOres();
curZ=curZ+16;
spawnOres();
curX=curX-16;
spawnOres();
curX=curX-16;
spawnOres();
curX=curX-16;
spawnOres();
curX=curX-16;
spawnOres();
curZ=curZ-16;
spawnOres();
curZ=curZ-16;
spawnOres();
curZ=curZ-16;
spawnOres();
curZ=curZ-16;
spawnOres();
curX=curX+16;
spawnOres();
curX=curX+16;
spawnOres();
curX=curX+16;
spawnOres();
curX=curX+16;
spawnOres();
curX=curX+16;
spawnOres();
curZ=curZ+16;
spawnOres();
curZ=curZ+16;
spawnOres();
curZ=curZ+16;
spawnOres();
curZ=curZ+16;
spawnOres();
curZ=curZ+16;
spawnOres();
curX=curX-16;
spawnOres();
curX=curX-16;
spawnOres();
curX=curX-16;
spawnOres();
curX=curX-16;
spawnOres();
curX=curX-16;
spawnOres();
curX=curX-16;
spawnOres();
curZ=curZ-16;
spawnOres();
curZ=curZ-16;
spawnOres();
curZ=curZ-16;
spawnOres();
curZ=curZ-16;
spawnOres();
curZ=curZ-16;
spawnOres();
curZ=curZ-16;
spawnOres();
curX=curX+16;
spawnOres();
curX=curX+16;
spawnOres();
curX=curX+16;
spawnOres();
curX=curX+16;
spawnOres();
curX=curX+16;
spawnOres();
curX=curX+16;
spawnOres();
}
}
function setTile2(p1, p2, p3, p4, p5){ //This function gives more possibilities to place ore, in this case it only places ore when it destroys Stone for that
if(Level.getTile(p1, p2, p3)==1){ //if there, where the ore should be placed, is stone...
Level.setTile(p1, p2, p3, p4, p5);
}
}
function spawnOres(){ //this function spawns your ore in one chunk
if(Level.getTile(curX, 1, curZ)!=57){
Level.setTile(curX, 1, curZ, 57, 0);
Level.setTile(curX, 0, curZ, 7, 0);
Level.setTile(curX, 2, curZ, 7, 0);
Level.setTile(curX+1, 1, curZ, 7, 0);
Level.setTile(curX-1, 1, curZ, 7, 0);
Level.setTile(curX, 1, curZ+1, 7, 0);
Level.setTile(curX, 1, curZ-1, 7, 0);
//start generating ores
//start to generate copper - copy-paste this part (from start to generate copper until end of generating copper (line229)) for more ores or generating one ore twice
if(Math.floor(Math.random()*20)>7){ //probability that the following lines will generate ore
cX=curX;
cZ=curZ;
cX=cX+Math.floor(Math.random()*10)+2; //random X
cZ=cZ+Math.floor(Math.random()*10)+2; //random Z
cY=Math.floor(Math.random()*30)+10; //random high (from 10 to 40) in this case, change the high to the high you want, the high should be at least 5, because it should not destroy Bedrock
if(Level.getBiomeName(curX, curZ)=="Ocean"){ //a new, lower high when it generates ore in the ocean biome
cY=Math.floor(Math.random()*25)+5; //random high (from 5 to 30)
}
count=Math.floor(Math.random()*12)+3; //how many of one ore spawn (from 3 to 15)
setTile2(cX, cY, cZ, 220, 0); //220 is the Id of the ore
for(var i=0; i<count; i++){
if(Math.floor(Math.random()*3)+1==2){
cX++;
}else{
if(Math.floor(Math.random()*3)+1==2){
//nothing to do here
}else{
cX--;
}
}
if(Math.floor(Math.random()*3)+1==2){
cZ++;
}else{
if(Math.floor(Math.random()*3)+1==2){
//nothing to do here
}else{
cZ--;
}
}
if(Math.floor(Math.random()*3)+1==2){
cY++;
if(cY>50){
cY--;
}
}else{
if(Math.floor(Math.random()*3)+1==2){
//nothing to do here
}else{
cY--;
if(cY<5){
cY++;
}
}
}
setTile2(cX, cY, cZ, 220, 0); //220 is the Id of the ore
}
}
//end of generating copper
//end of generating ores
}
//
}
Old version:
var tick=0;
var curX=0;
var curY=0;
var curZ=0;
var cX=0;
var cY=0;
var cZ=0;
var count=0;
var changeBack=false;
try{
Block.defineBlock(220, "Copper Ore", [["copper_ore", 0]], 1, false, 0); //define a block, in this example it should be copper ore
}catch(error){
print("Import the texture pack first!");
print("Import the texture pack first!");
}
function modTick(){
tick++;
if(tick%100==0){//every 5 seconds the function doTick() is called
doTick();
}
}
function doTick(){
if(Player.getDimension()==DimensionId.NORMAL){
curX=Math.floor(Player.getX());
curZ=Math.floor(Player.getZ());
for(var i=0; i<16; i++){
if(curX<0){
changeBack=true;
curX=curX*(-1);
}
if(curX%16!=0){
curX--;
}
if(changeBack){
curX=curX*(-1);
}
changeBack=false;
if(curZ<0){
changeBack=true;
curZ=curZ*(-1);
}
if(curZ%16!=0){
curZ--;
}
if(changeBack){
curZ=curZ*(-1);
}
changeBack=false;
}
curX++;
curZ++;
spawnOres();
curX=curX+16;
spawnOres();
curZ=curZ+16;
spawnOres();
curX=curX-16;
spawnOres();
curX=curX-16;
spawnOres();
curZ=curZ-16;
spawnOres();
curZ=curZ-16;
spawnOres();
curX=curX+16;
spawnOres();
curX=curX+16;
spawnOres();
curX=curX+16;
spawnOres();
curZ=curZ+16;
spawnOres();
curZ=curZ+16;
spawnOres();
curZ=curZ+16;
spawnOres();
curX=curX-16;
spawnOres();
curX=curX-16;
spawnOres();
curX=curX-16;
spawnOres();
curX=curX-16;
spawnOres();
curZ=curZ-16;
spawnOres();
curZ=curZ-16;
spawnOres();
curZ=curZ-16;
spawnOres();
curZ=curZ-16;
spawnOres();
curX=curX+16;
spawnOres();
curX=curX+16;
spawnOres();
curX=curX+16;
spawnOres();
curX=curX+16;
spawnOres();
curX=curX+16;
spawnOres();
curZ=curZ+16;
spawnOres();
curZ=curZ+16;
spawnOres();
curZ=curZ+16;
spawnOres();
curZ=curZ+16;
spawnOres();
curZ=curZ+16;
spawnOres();
curX=curX-16;
spawnOres();
curX=curX-16;
spawnOres();
curX=curX-16;
spawnOres();
curX=curX-16;
spawnOres();
curX=curX-16;
spawnOres();
curX=curX-16;
spawnOres();
curZ=curZ-16;
spawnOres();
curZ=curZ-16;
spawnOres();
curZ=curZ-16;
spawnOres();
curZ=curZ-16;
spawnOres();
curZ=curZ-16;
spawnOres();
curZ=curZ-16;
spawnOres();
curX=curX+16;
spawnOres();
curX=curX+16;
spawnOres();
curX=curX+16;
spawnOres();
curX=curX+16;
spawnOres();
curX=curX+16;
spawnOres();
curX=curX+16;
spawnOres();
}
}
function spawnOres(){ //this function spawns your ore in one chunk
if(Level.getTile(curX, 1, curZ)!=57){
Level.setTile(curX, 1, curZ, 57, 0);
Level.setTile(curX, 0, curZ, 7, 0);
Level.setTile(curX, 2, curZ, 7, 0);
Level.setTile(curX+1, 1, curZ, 7, 0);
Level.setTile(curX-1, 1, curZ, 7, 0);
Level.setTile(curX, 1, curZ+1, 7, 0);
Level.setTile(curX, 1, curZ-1, 7, 0);
//start generating ores
//start to generate copper - copy-paste this part for more ores or generating one ore twice
cX=curX;
cZ=curZ;
cX=cX+Math.floor(Math.random()*10)+2; //random X
cZ=cZ+Math.floor(Math.random()*10)+2; //random Z
cY=Math.floor(Math.random()*30)+10; //random high (from 10 to 40)
count=Math.floor(Math.random()*12)+3; //how many of one ore spawn (from 3 to 15)
Level.setTile(cX, cY, cZ, 220, 0); //220 is the Id of the ore
for(var i=0; i<count; i++){
if(Math.floor(Math.random()*3)+1==2){
cX++;
}else{
if(Math.floor(Math.random()*3)+1==2){
//nothing to do here
}else{
cX--;
}
}
if(Math.floor(Math.random()*3)+1==2){
cZ++;
}else{
if(Math.floor(Math.random()*3)+1==2){
//nothing to do here
}else{
cZ--;
}
}
if(Math.floor(Math.random()*3)+1==2){
cY++;
if(cY>50){
cY--;
}
}else{
if(Math.floor(Math.random()*3)+1==2){
//nothing to do here
}else{
cY--;
if(cY<5){
cY++;
}
}
}
Level.setTile(cX, cY, cZ, 220, 0); //220 is the Id of the ore
}
//end of generating copper
//end of generating ores
}
//
}
Download(if you don´t want to copy-paste):
I hope this helps you!
If you have questions ask here
1
Skills Mod by Metamorposis_2
Adds in skills which helps youre game.
All skills info is in the mod when using it also tells you what advantages of leveling that skill up.
And also there are skills that are still hidden that requires a certain condition with other skill.
And yes this is somehow similar to the MMorpg type of thing(im addicted in these games).
This is the first mod ive forsaw all the upcoming problems and bugs which ive managed to get rid off for less bugs on the first release and for greater gaming experience. Ive made this while im in the province which has no Internet connection so this is the only main thing i could do so here it is presented to you. Ive spent almost at least 3 days making this, its a shame that i hagent made a greater gui because isopix on my device is broken.
How do you get Levels?
The only way to get experience is by killing mobs (killed mobs around you works)
Having an mob spawner which kills mobs instantly gives you a very big advantage because ive programmed it to add experience when it detects death mobs.
Press and hold the + / - button (the button which makes the level display dissappear and appear)
To Enter configuration for changing GUI thingys
Skills Requirements:
×Battle Healing× - None
×Rage× - None
×Heal Skill× - None
×Bash Skill× - None
×Desperate× - Battle Healing : 10 ; Heal Skill : 5
×Inner Peace× - Battle Healing : 10 ; Heal Skill : 10
Link
https://www.dropbox.com/s/g5oeywusweshftk/Skills.js?dl=0
1
This Mod has everything you need for Survival
Special Thanks to Nether0brine
Stuffs in the GUI Menu
-Too Many Items-
-Time Changer-
-Gamemode Changer-
-Coordinate Exploder-
-Item Dropper-
-Coordinate Shower
-Extra Utilities-(Like Your carried item players health entity health and more)
-Godmode-
Planed for Update:
Ore Generator(This is easy)
Structure Generator(Spawns Structures)
Entity Remover(removes any mobs in your world)
Item/Block Ids(I'll try if I can do this)
Fly Mode in Survival o Creative
Download Link:
http://metamorposis2.weebly.com/modpe-scripts--mods-for-mcpe.html
3
Pandoras Box by Metamorposis_2
How to get Pandora's Box?
type /pandoras box
Or craft it!
This Mod Has a Lot of Things that can do(109 things) with this new update
How to use the Pandoras Box?
Well with this new update you dont need to break it anymore you just need to tap it.
And when you do it will spawn a crazy thing
Link:
http://metamorposis2.weebly.com/modpe-scripts--mods-for-mcpe.html
Some Spoiler
This is like the Lucky Blocks Mod but more surprises.
This Mod Generates Structures too (When You Tap Pandora's Box it sometimes appear)
This Mod Cause Explosion Too (XD)
This Mod Spawns Mobs
Note:
Warning Don't Destroy The Pandora's box When you are near in your valuable .
1
Not Enough Items
By Metamorposis_2
Features :
Heal Button
Survival and Creative Gamemode Changer
Trash Button
Day and Night
Magnet Mode
Inventory Save Menu's
Options
Potion Remover
How to use the Heart Button
*When you tap it your heart will be restored
How to use the Green orb thingy/Bone
*When you tap the green orb it will change your gamemode into creative
*While when you tap the bone one it will turn your gamemode into survival
What does the trash button do?
*Clears your inventory
What does Magnet Mode Do?
Well this is by far the best Functionality as of yet(if u are experiencing lag problems just restart the magnet mode by switching it off and then on)
*All nearby dropped items within a 10 block radius will be magneted towards you(like theres a lava below the diamond ore instead of it burning it will be in your inventory)
*Inventory Save Menu's(if this annoys you theres a option which will remove this)
*Saves your inventory so any time you need to have the saved inventory you can load it(buggy with the Player.getInventorySlot())
*what does the x do beside it?(when you tap it it will remove the saved data from the inventory save)
What does the milk bucket kind of thing do?
*It removes all potion effects from the player
What is the Plus and Minus sign on the main Nei GUI?
Those are the things that can modify how much items it will give you(since keyboard dont popup)
And how to get the items ?
Just tap any items you want to navigate just swipe up or down
Wait i cant find the Items???!?
Well thats what the Item Subset does.
Reviews:
By Me: 0.12.1
0.13.1 UPDATE PREVIEW
All download links to this mod and all version is all on my webpage and here is the link to my webpage and other mods:
http://metamorposis2.weebly.com/modpe-scripts--mods-for-mcpe.html
33
By Metamorposis_2
So a lot are wondering on how to create some awesome Npc that can talk yo you stay on place and customizable texture...
So this mo can add Npc that can be customized like Npc Name,Texture,Health,Dialogs and more...
So this Mod can create your Npc change their name skin and dialog which will make the Npc cool...
There is all the texture listed in the Mod and Some Textures wont work(some blacks) it is fixed in the version 2 of this mod..
Version 2 Stuffs that you will expect in version 2 when ive released it..
Npc Can Attack
Imported Texture scanner
Color Codes
And More......
How to Use?
Tap the Ground with the Npc Wand to Spawn an Npc which u can customize and when the Npc just spawned the GUi should pop up.
If he / she annoys you just tap them with the npc wand and it should tell you if you want to keep them or not.
Link:
http://metamorposis2.weebly.com/modpe-scripts--mods-for-mcpe.html
(I think this is gonna be my last mod on MC Forum
....)
If you like my last or not the last one of my mod plss press the green bytton with arrow down below.
1
Cool mod dude ive made a review about it
[MCPE 0.12.1] DebugPE Mod Review:
And also for some reason the button and the textsize were not functioning that well on my device so i had to modify the textsize so i can see it hope you understand 😆
1
Im Glad THat you are Back
1
Here http://www.mediafire.com/?fufnsduz195pxs0/Not_Enough_Items.js
2
Smart Zombies Mod by Metamorposis_2
This Mod adds in a New Zombie which has a different AI from normal zombie
So what does this mean?
Here:
Pile up blocks if he needs to and if your y coordinates are different
Destroy Blocks beneath him if your not the same with your platform(Y coords)
Destroy Blocks Beside him or in front of him
Do not burn in the daylight
So how to spawn it???
Welll theres a new spawn egg in the misc sec of your cretive inv. which spawns it and it will naturally spawn(Every normal zombie that spawn theres a 10% chance for him to develop his mind)
Can you trap it?
The answer is No.
Link
https://www.dropbox.com/s/ysny60v6x6q3l5s/Smart Zombies.js?dl=0
Images :
1
Thanks to you all
BTW darkserver last time in 0.10.5 when i put in to false it will result into a null so i need to change it to true just so it work but with the latest blocklauncher i will change it