With RSO there is no clearing of ore. All ores are set up to not generate (with few exceptions due to other mods).
I didn't know you could do that. I'm doing massive stuff in onChunkGenerated, so I'm currently just removing any resources as I find then.
I'm not sure if you can change mod setting from other mod since that would allow you to disable RSO ore generation through it. If not then there would be a need for interface to do that.
I remember seeing something in the api docs about mods talking to other mods. No clue how hard it is to deal with - I've not had to touch it so far.
Starting area is pretty simple I think - RSO already does it internally. Limiting it in size might get tricky since it's meant to randomize ores in quite large area.
I'm currently hard-coding the starting area to a 15-chunk-sided square, but I keep thinking that it would be very cool to make my maze PvP capable by having an option for multiple starting areas. This is just a twinkle in my eye at the moment. If starting resources fit in a 15-chunk square then I can make sure my starting clearing lines up with your starting area.
Function to place random ore might be a bit more tricky since chosing random ore to place and placing it are two separate places in code now. And they talk through a global table so I'd need to move things around a bit.
Happy to have to call "pick a random ore" and then "place named ore" if that's easier for you. I just don't want to have to go through all the effort you've already gone through to handle every modded ore under the sun. So anything you can do is appreciated.
What might be a bit more tricky is the size limitation. I can get RSO to clip ore patch hard to given area but it might degrade this patch to simply fit this area if it would be much bigger then this according to normal generation rules.
Since maze seems to fun way to play I'll think about this a bit and see if I get some time to prepare something.
What kind of area definition would work best for you?
"Centerish point" and "radiusish length"? My resource clearings are all chunk aligned squares (3-15 chunks to a side, clearing size is not dependent on distance from spawn), but I'm trying to make the whole thing not look too much like it's chunk-aligned, while keeping it chunk-aligned (yes, I'm aware that's impossible, but if I'm going to build it on a square grid then I might as well let people use their chunk-aligned blueprints), so being able to put a bit of wobble in resource positions would be nice.
Since ore config decides on size and richness anyway I can limit size in any way really - will need to figure out how to scale the patch down potentially to not just fill that area.
I really appreciate you taking the time and effort to help with this. I'm not always good at getting things like that across, especially in text. So before it gets lost : Thank You!