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AtlantisOreNerf

Nerfs ore spawn from Atlantis

This datapack reuces the spawning of aquamarine and ancient metal ores, from the "Atlantis" mod (See related projects if downloading from the web) (Downloading from desktop Curseforge should also include the original mod). Atantis adds a lot of great stuff underwater, but the ores were everywhere, needless to say I dislike that, i'm sharing this just in case you too. 


 

Now, a little story to please the gods:

 

 

The sun was setting over the blocky horizon, casting long shadows across the expansive plains of Steve’s Minecraft world. But Steve wasn’t admiring the sunset. He was deep in thought, scrolling through lines of code, trying to solve a problem that had plagued his latest world: with the "Atlantis" mod.

The mod had promised to fill his world with ancient ruins, magical underwater biomes, and a sense of mystery. What it hadn’t mentioned was the sheer amount of ores it would scatter throughout his world. Aquamarine, ancient metal....—he couldn’t mine without tripping over some exotic gem that cluttered his inventory.

It was overwhelming. He wanted to explore Atlantis, not swim in a sea of ores.

He sighed, deciding it was time to take matters into his own hands. A datapack would do the trick—something simple to tweak the world generation and reduce the number of ores the mod added.

“Alright, first things first," Steve muttered to himself, opening his Minecraft folder. He knew the basics: a datapack was just a collection of files in a particular format. A little JSON, a touch of luck.

He created a new folder, naming it “AtlantisOreNerf” and inside, he set up the basic structure: data/atlantis/worldgen/placed_features/. He stared at the empty directory. This was where the magic—or logic—would happen.

Diving into the Atlantis mod files, Steve searched for the ore generation rules. After a bit of digging, he found the culprit: a file that defined each ore's spawn frequency, vein size, and the height they appeared at. The values were absurdly high, no wonder his caves were overflowing.

"Let's tone that down," he muttered, opening his trusty code editor.

He started with the aquamarine ore. Its default setting allowed up to 120 veins per chunk—WAY too much. Steve changed the number to a more reasonable 25. He made similar adjustments to the other ore, reducing the vein sizes and spawn chances, but careful not to remove them completely. After all, part of the fun was still discovering them, just not in every block.

With a few final adjustments, Steve saved the files and zipped the datapack. It wasn’t pretty, but it didn’t have to be. All that mattered was if it worked.

He loaded up his world, heart racing slightly. When the new terrain generated, Steve tunneled deep underground, torch in hand, ready to see the fruits of his labor.

The first cave was promising—there was coal and iron, as usual, but no overwhelming ocean of Atlantis ores. He ventured deeper, and finally, after several minutes of exploring, he spotted a single aquamarine vein glinting in the stone.

Steve smiled. It worked. The world felt balanced again—enough Atlantis ores to remind him of the magic just below the surface, but not enough to smother the core Minecraft experience.

He closed the game and leaned back in his chair. It had taken a few hours of work, but the datapack had made the world of Atlantis something he could enjoy exploring once more.

"Sometimes, less really is more," he said with a grin, ready to dive back into the mysteries of the deep.

The AtlantisOreNerf Team

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