SkylandsPlus+ - More Trees / Mobs in Skylands Version: 0.3 This is now here: http://dev.bukkit.org/server-mods/skylandsplus/ Description This plugin will add more trees to your skylands worlds, in snowy areas the trees found in the Taiga biome are used, in all other areas a mix of the other types is used similar to the Forest biome. All passive mobs and wild grass can now be found too, making skylands worlds overall more playable in survival mode. Download (source included in jar file) http://bukkit.jacekk.co.uk/SkylandsPlus/SkylandsPlus.jar Screenshots Config File The config file is split into three sections. tree-gen Code: tree-gen: grass: gen: true prob: 3 snow: gen: true prob: 5 tall-grass: gen: true prob: 4 The gen setting in each of the sub sections (grass, snow, tall-grass) controls weather that generation will happen. So to disable trees in snow areas set gen: false for the snow block. The prob setting is the probability that each grass block in the chunk will grow a tree (or have tall grass on it), this is a number between 0 and 100. A setting of 4 will give a very dense forest. ore-gen Code: ore-gen: coal: gen: true prob: 1 redstone: gen: true prob: 1 diamond: gen: true prob: 1 gold: gen: true prob: 5 lapis: gen: true prob: 5 iron: gen: true prob: 2 This section is very similar to the tree-gen section, except it applies to ore. The prob setting here refers to the change that each stone block in the chunk will grow an ore vain. For now this is a number between 0 and 100 and acts in the same was a the tree-gen setting, but this may change as even a setting of 0.5 would pretty much replace all the stone. mob-spawns Code: mob-spawns: chicken: spawn: true prob: 10 slime: spawn: false prob: 10 wolf: spawn: true prob: 10 zombie: spawn: true prob: 10 cow: spawn: true prob: 10 sheep: spawn: true prob: 10 spider: spawn: true prob: 10 creeper: spawn: true prob: 10 skeleton: spawn: true prob: 10 giant: spawn: false prob: 0 pig: spawn: true prob: 10 This section controls the mobs that will naturally spawn, the prob setting in this section controls the percentage (of all mobs that are set to spawn) of that mob. This should be a number between 0 and 100 and the sum of these values for mobs that will spawn should be at least close to 100. If you set it so that the total probability is less than 100 less mobs will span on average. All hostile mobs will not burn in the light, but it looks weird when skeletons spawn next to pigs so it is best to either have skylands fully hostile or fully passive. Planned Changes Make ore generation do something. Add commands to populate existing worlds. Bridges ? Know Bugs / Incompatiblities And plugin that is used to spawn mobs, when chickens are spawned in skylands works you will get the configured distribution of mobs instead. This is just because of how this plugin works (by adding more mobs when ever the chickens spawn) and will never be fixed. Changelog Version 0.3.1 Removed a message left over from debugging. Added some code to handle commands. Version 0.3 Weather is now blocked in skylands worlds (it didn't work right anyway). version 0.2 Added config file with options for tree densities, mob spawning and ore generation (not used yet). All mobs can now be spawned (with configurable probabilities). Hostile mobs will not burn (even if spawned with /spawnmob). Version 0.1.1 Now loads on statup, so it will catch all worlds. Logs a message at startup to show which worlds have the tree populater applied to them, Version 0.1 Initial release. Okay, update. This does not seem to work at all on my public server, but it works on my local server, which is an exact copy of the public server... so I'm going to bed and will look again tomorrow, most likely I installed in wrong, it's VERY late. EDIT by Moderator: merged posts, please use the edit button instead of double posting.