
Mods / Ores-A-Plenty Mod
Author: Buggi
Side: Both
Created: Sep 23rd 2021 at 2:57 AM
Last modified: Jan 20th at 9:21 PM
Downloads: 31296
Follow Unfollow 313
Latest release (for Vintage Story 1.20.1, potentially outdated):
OresAPlenty-3.3.0.zip
1-click install
I have been streaming Vintage Story on my Youtube channel and was frustrated with ore generation.
So I made a mod that increases ore generation and richness of the veins you find. All the base game ore generation rules apply so you still have to find it. But it is easier to find and in larger/richer veins.
If you want even more, look for the "triesPerChunk" value change in the new "my" ore files. Be careful as high values here can severely slow down chunk generation. And remember a 'chunk' in this game is 32x32x32 blocks, not the entire world height.
Feel free to edit the mod on your local game to edit, remove, or otherwise alter those things you want to change. Just please don't reupload my changes. It took about 60 hours to figure out how to get the mod working.
Changes are now limited to worldgen ore and soils. Other changes were moved to the addon mod found here: https://mods.vintagestory.at/oresaplentyaddon
- Adds Diamond Ore Gen to Basalt. (Important for my Flexible Tools mod).
- Terra Pretta has a rare chance to generate in the world.
- Added seperate ore vein generators for silver, gold, sylvite, and all other base game metals, gems, and minerals.
- GRASS SPREADS! \o/
v2.5
Removed Rock Sniffer tool (Moved the Flexible Tools mod).
Dramatically lowered frequency of Redwood trees.
Slightly increased chance of Purple Heart as after a few thousand hours in-game I hadn't found one of these yet.
Metal Ingots now stack to 256...
My YouTube channel: https://www.youtube.com/c/FlexibleGames
Dedicated to moddable games. Source and Issue links now active.
Mod Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
3.3.0 | 8007 | Jan 20th at 9:21 PM | OresAPlenty-3.3.0.zip | 1-click install | ||
v3.3.0 Update to game version 1.20.1 Removed all non-ore related changes (redwood trees, smelting iron, etc). These are moving to a seperate addon mod for those people who only want the ore changes. | ||||||
3.2.0 | 6282 | Mar 14th 2024 at 7:41 PM | OresAPlenty-119-3.2.0.zip | 1-click install | ||
Slightly increase Lapis spawning, lots of mods using this now. Slightly decreased (again) redwood spawning (very hard to tune this right) Decreased PurpleHeart spawning. Tweaked Oak trees to be EPIC... (I'm a fan of epic trees.) Other tiny tuning tweaks. Balance is hard. | ||||||
3.1.0 | 5938 | Apr 11th 2023 at 3:27 AM | OresAPlenty-1.18-3.1.0.zip | 1-click install | ||
Updated to 1.18 Fixed Wood axe code path to new values. | ||||||
3.0.0 | 2685 | Aug 30th 2022 at 10:51 PM | OresAPlenty_v3.0.0.zip | 1-click install | ||
v3.0.0 Updates to 1.17 (no more LongBlade) So buff goes to the new Falx instead. Also eliminated Log Spam in Client log file (Thanks Tels). | ||||||
2.5.0 | 1630 | Apr 25th 2022 at 2:26 AM | OresAPlenty-v2.5.0.zip | 1-click install | ||
- Removed Rock Sniffer tool: Moved to Flexible Tools Mod | ||||||
2.2.0 | 1396 | Jan 12th 2022 at 6:08 AM | OresAPlenty-v2.2.0.zip | 1-click install | ||
v2.2.0:
| ||||||
2.1.1 | 752 | Nov 18th 2021 at 8:31 PM | OresAPlenty_v2.1.1.zip | 1-click install | ||
v2.1.1 Fix for base-game bug involving the "permaboost" for fertilizer. Removed the tag from Potash. Once the bug has been fixed I'll release a new version. | ||||||
2.1.0 | 525 | Nov 13th 2021 at 6:57 PM | OresAPlenty_v2.1.zip | 1-click install | ||
Slightly nerfs Galena generation... Adds the Rock Sniffer!!! A tool that reports the rock directly under the rock you break. Does not tell you height, ores, or any caves, you'll have to find those out yourself. Readjust fertilizer values slightly. Added Diamond Ore Generation to Basalt, I was tired of trying to find Kimberlite, can you tell? | ||||||
1.9.0 | 668 | Oct 17th 2021 at 11:22 PM | OresAPlenty_v1.9.zip | 1-click install | ||
Added Olivine ores to more base rock types. Find them now in Granite, Andesite, and Basalt. | ||||||
1.8.0 | 552 | Oct 4th 2021 at 9:46 AM | OresAPlenty_v1.8.zip | 1-click install | ||
Fixed: Discovered that redwood trees can drop 2 different types of logs and stacksize was only set on one of them. Sorry for the update after THE update, but sometimes you find little things that need fixing. | ||||||
1.7.0 | 441 | Oct 4th 2021 at 1:17 AM | OresAPlenty_v1.7.zip | 1-click install | ||
Finally got Lava Buckets functional! You can now bucket up lava and place it down like you can water. Be very careful as lava WILL set flammable things on fire around it. Also can be used as a garbage dump. Sorry for the frequent updates in trying to get all these changes working. Now that everything is functional the mod is done, pending updates from new game versions naturally. Thanks for being patient! | ||||||
1.6.0 | 500 | Oct 2nd 2021 at 2:29 AM | OresAPlenty_v1.6.zip | 1-click install | ||
MANY Changes in v1.6
Modded Redwoods as they are some of THE rarest trees in the game and the only 2x2 trunk tree. They had a very very narrow window of temps they would spawn in so I modded it to be on close to regular pine. These trees are beautiful! | ||||||
1.4.0 | 453 | Sep 29th 2021 at 9:08 AM | OresAPlenty_v1.4.zip | 1-click install | ||
I can finally say the mod accomplishes what I set out to do. It only took many, many iterations to find something that works. Modding or patching the games base json files wasn't even close to enough. In the end, I had to add my own seperate ore files to get the game to actually spawn the ores properly. Now you should find the ores you need. Remember to regen the chunk or venture into new areas to get the benefits of the mod. Also added a generator for Sylvite, so look for small deposits of this precious fertilizer!
Always open to feedback. | ||||||
1.3.0 | 458 | Sep 28th 2021 at 8:51 AM | OresAPlenty_v1.3.zip | 1-click install | ||
For example, Diamond ore still only appears in Kimberlite rock, but if you manage to find an area of that rock, odds are very good there's diamond ore there. Highly recommend the other prospectors pick option to locate ores as the default one only goes off the 'ore map' which is no longer used. Now the TYPE of rock is far more important. Now the game is set for massive other mods that would radically increase the amount of ore you need. cough
I made sure the new update works with 1.15.6 and it does! Yay! | ||||||
1.2.0 | 497 | Sep 28th 2021 at 12:53 AM | OresAPlenty_v1.2.zip | 1-click install | ||
v1.2 | ||||||
1.1.0 | 512 | Sep 23rd 2021 at 3:00 AM | OresAPlenty_v1.1.zip | 1-click install | ||
initial release |
to regenerate chunks go to an area you do not have any structures in (as this will clear it all)
type /wgen regen 3
3 is the chunk radius, careful with that, keep it small.
This will regenerate the chunks around you, including any new things new mods might have added. While it isn't guaranteed they generate what you want, this is one way to do it and keep your world going.
Rookie5 Buggi
Maybe by terrain generation they meant deposits in soil(?) The description does say, "Changes are now limited to worldgen ore and soils." I came to look into this as there is high fertility every few chunks for me. It could be my fault though. Including my choice of mods.
Hey there, quick question:
Is it possible to install the mod, while a world is already created and do some kind of "recalculation" of the existing ore deposits?
I just don't want to throw away my save file, just because I noticed how much brass I need for torch-holders :'D
Just ore gen.
does this mod mess with terrain generation or just ore generation?
I do not touch crystal clusters at all, they are so rare and not really required. I focused on actual ore gen.
I don't know how geology additions works, but this mod is a pure JSON mod and should work as long as that mod doesn't radically change vanilla files and names. rock-basalt, for example, needs to remain rock-basalt for this mod to work.
Also, is this mod compatible with Geology Additions?
Does this mod affect crystal clusters?
Of Course! Thank you. I simply didn't know how the game works. lol
On my map, so far, I only found a little bit of limestone, bauxite, and peridotite. I will surely find more!
reduce triesPerChunk to lower chances overall.
Hello, I was wondering if someone could tell me how to change the amount of minerals that spawn in the code? I'm at the "my" ore file but how would I go about reducing the spawn chances?
My MP server is swimming in borax and coal.
It's ALL about the types of rock you have. The three big ones are Limestone, Granite, and Andesite
Others are important too, but those give a huge amount of things.
coal and borax seem to be rather rare on my map, does this mod touch sea-level? I've heard that taller world heights can make minerals spawn deeper than they should.
It actually has three, and has for the entire life (4 years nearly) of this mod.
The modid in the modinfo.json is wrong. It has uppercase letter.
Nukkine I investigated and this mod doesn't touch Clay spawning at all. In fact, none of my mods mess with clay spawning. So the behavior you reported must be from some other mod.
A Bountiful Silver or gold chunk should give you about 20-35 nuggets, you need 20 for an ingot, and the veins that spawn are usually pretty good.
Дружище на генерацию серебра и золота можно сделать хотя бы чтобы попадалось по пять кусочков А то как было по одному так и осталось адская боль их искать. Спасибо тебе большое заранее!
How does the mod in question deal with when you actually want crushed ore, for refractory bricks as an example?
@Buggi You're right, a mod I have downloaded seems to have changed how to pulverizer functions with ores. Sorry for the inconvenience.
The two mods that might've changed ore-graded.json would be Immersive Ore Crush and Configure Everything.
@Etoet I have concluded this is correct behavior. I fed a pulverizer some base-game copper chunks and it spit the chunk back out. It will not process ore chunks into nuggets. Feeding it tin results in crushed tin, for example. I believe the crusher from my mod Vintage Engineering allows you to do this, however as you can select the recipe set it pulls from to process materials. The games pulverizer code ONLY checks the crushingProps of the items you feed into it. Do you have a mod that changes the crushing props of ore-graded.json?
Really odd @Buggi, I wish you the best in your investigation.
I looked into this on stream today @Etoet and I could not find why the pulverizer isn't working. The code for the machine only looks at the crushing props now, which don't exist for this normal ore. Crushing them with the hammer in a crafting grid works fine though. I did test that. So more invesigation is needed on the pulverizer I guess.
@Buggi Yes, manually placing and using a chute makes the pulverizer spit out the whole chunk instead of smashing it into nuggets however the normal vanilla quartz ore chunks get processed like normal.
@Etoet Interesting, does it just spit out the chunk again? I'll look into it.
The bountiful chunks of non-quartz native gold/silver don't have pulverizer recipes. Is this intended?
@Buggi. Red clay is a different type from fire clay.
I'll investigate. And by red clay, do you mean fire clay?
I've been using the mod in a new world on 1.20.3 and theres no red clay spawning no matter how I searched. Then I tried recreating the world without it and the clay spawned again.
Casiterrite (Tin) in general generates at higher altitudes so you do see it more often then most everything else.
Oviously this mod makes all ore spawn more often, which is the point of the mod.
I see. I just notice that casiterrite's been appearing so much in large veins compared to others. Might be the world setting or other mods, although I don;t think I installed any generation mod other than this and the geology additions
Thank you so much
It doesn't dramatically do anything, it does increase the generation rates, sure, but dramatically is sort of subjective.
Yes, tries per chunk controls the number of times the terrain generator attempts to spawn in a vein, lower values would mean lower number of veins.
Does this mod dramatically increase the chances for casiterrite spawns? been find so many veins and so large in my world compared to other ores
do lower values in the tries per chunk mean lower chances?
done
Could you change the description to reflect on the new changes?
güncelleme ne zaman gelir?
something seems to be wrong with the iron smelting into blooms like normal instead of the ingots , cant use the crucible to pour iron ingots either
Just delete the patch files that don't have to do with ore or deposits.
Is it possible to have a fork to only use the ore spawning options? Or is it possible already to disable other features from config?
Wur2el Thank you.
@Pervy_Sage So far no issues found running 1.19.1 with this mod
Does this work with 1.19?
Thanks for the fix! Starting a new save today.
huflungpu Delete the "survival-itemtypes-resource-ingot.json" file in assets/game/patches
WTF27pl Delete the "givemeredwoods.json" file in the same place as above.
Is there any config to make redwoods have normal spawn rate?
Does this mod change bloomery output to give finished ingots rather than iron blooms? If so is there a file I can edit to revert the change?
Buggi
Thanks man
Telemachus
If you have other mods then most ores are used. ilmenite (chrome? or is it titanium...) is used extensively by the BrickLayers mod for pigment crafting.
Otherwise, yes, you can remove or edit any specific ore you want to customize for your game. That's why the changes are in seperate files.
Bobosaw
The temp melting of ore change can be found in the survival-itemtypes-resource-ingot.json file in the patches/ directory.
Where do I find the the new "my" ore files to edit the values?
I think I found it OresAPlenty-1.18-3.1.0\assets\game\worldgen\deposits\metalore
I want to significantly reduce the spawn rates of certain ores like ilmenite, since it has no use in the game currently.
Is there a config where I can change what temp Iron melts at? I like everything in the mod except the part where iron melts at 1100 C
GregorySmirnov it is safe to add to existing game, even remove from a game that already had it in. Yes, adding it later would only affect newly generated chunks or chunks you regenerate manually with world-editor commands. It does not alter terrain generation at all, it does alter tree generation (but this can be disabled by removing the givemeredwoods file in patches directory).
Adzeiros I'm unsure how changing the games ore-gen settings affect the base game as I haven't seen that code yet. This mod tweaks some base-game generation but mostly adds it's own generation on top of what the base game does. I'm pretty sure all ore-gen is scaled depending on your game-settings though. Play with the settings to find what works for you.
Is it safe to add to an existing game? What would it do would it only affect new generated chunks? Is it gonna make weird stuff with terrain generation?
How does the ore generation setting affect this? If I leave the ore generation amount to 100% (instead of bumping up to 300%) this would still increase how much there is correct?
Also, is there any way I can tell if this, in fact, did work? I found a copper ore deposit but it was poor and not very much ore was there. Don't know if this means this mod didn't take affect or if I just was unlucky.
Buggi
🤔 Alright, I didn't actually open the mod's files. Guess it's going right back in with the skep file removed. It's literally the ONLY thing that was annoying me since I WANTED to put in the effort to take care of the bees.
Updated to 1.18!
Yanazake You can configure the mod all you want. Just edit/delete the files associated with the change you don't want. I named the files as best I could according to their purpose.
Yes, I will be updating all my mods to 1.18. Was just waiting for a more stable release that way I know the API changes are locked in.
can this mod please be updated tp 1.18 please ? love this mod
I really need a way to configure this mod. It does a lot of good things, but also does a lot of annoying things that I want to use other mods for. On a list with few mods, it's great to have. Otherwise...
Has anyone found the setting that turns the deserts into single tiles forests?
ChrissLP_ It does. I used the Ore X-ray mod to confirm this. Although I haven't seen ore generate in mountain sides like in the preview image, but they do generate underground in much larger quantities.
Does this work on 1.17.9 ?
Thank you for this mod!
There are many reason to learn how to get into the files of a mod to tweak them to your liking. This mod encourages you to dive into the files and tweak them to your tastes. Yes there is no one mod that would ever do EXACTLY what you want and ONLY what you want, you have to learn to tweak and change things. You can remove features and change features. Remove by deleting the file associated with that feature, or edit the file to change the behavior.
Every iteration of this mod I tend to listen to your feedback and adjust the mod bit-by-bit over time. So I'm always open to feedback.
I downloaded the mod, installed it, looked.
The ores it generates on cave walls are always either RICH or ABUNDANT, no other options given.
Sylvin in granite? 0-o Interesting...
For some reason, with this mod, the desert biome is covered with a thin layer of earth with grass on it. It may be beautiful, but I want deserts, not green fields with low grass (although they remind me of my beloved Terra Firma Kraft)
Setting up the mod is difficult, as I understand it, only by deleting files
I've finally found the reason for my worlds billion purple heart trees!
I honestly didn't think to check this mod for the trees, but here we are, so is there a way to remove or reduce the increased purple heart chance please?
v3.0.0 updates the mod for 1.17.
gndrneutralnoun Remove the files not associated with resource spawning. Like "zjustforfun.json" or "givemeredwoods.json"
How would I go about removing everything from this mod except the actual generation of ore (including the new ore types like the olivine in granite)? I've tried doing it myself several times and it doesn't really work.
I typically limit my worlds to 10,000 x 10,000 blocks to save HD space... they get HUGE.
fun fact^^
"Slightly increased chance of Purple Heart as after a few thousand hours in-game I hadn't found one of these yet."
idk from what version of the game your talking but.. for the next time, just run (from world spawn 0,y,0) straight south,until you get a boost of c° ,somewhere about 10000-35000 straight south, you will reach a "jungle"(biom?), and there is the Purple-Heart trees plenty of them xD
Anyway,thx for the mod! It rly helps in some situations.
Hey can you make a standalone version of smelting iron in crucibles?
Unzip the mod, remove the givemeredwoods.json and survival-itemtypes-resource-ingot.json files in \assets\game\patches
either rezip it up or leave it unzipped in your mod directory (obviously remove the zip if its in there so you only have one copy of the changes)
Feel free to customize the mod to your liking, that's the whole point of modding after all. Just don't try to rerelease the changes as your own mod.
Now that ingot file changes a lot more than just iron smelting, but as your comment seems like you want the harder stuff, the other changes in there can probably go too. If you open the file in a text editor, it should be clear what changes to reverse, if not, look for entries with changes to ".../smeltedStack/code".
Would there be a version without:
Or maybe those are already configurable?
Just updated for 1.16, check changelog for more details.
Does anyone know if this mod works for the VS v1.16?
v2.1.1 - Adds a work-round fix for the base-game bug involving fertilizer 'permaboost'. You can now fertilize your gardens!
Michaloid New chunks generated in an existing world will reflect the mod. Or chunks you regenerate use /wgen regen #
Warning, do NOT run that anywhere near your base as it deletes and regens the chunks where # is the radius of chunks around you to regen. 0 being the one you are on, 1 being the 9 chunks around you, etc.
Does the world that i live in get influenced by this? or do i have to create a new one?
v2.1 Adds new Tool: Rock Sniffer, adds Diamond Ore to Basalt, and other minor changes. Rock Sniffer is similar to the Prospecting pick, only it tells you the rock types directly under the (Rock) block you break. Does not tell you height, ores, or cave systems at all.
v1.9 Adds Olivine ore spawn to Andesite, Granite, and Basalt.
I spent hours and hours trying to find Peridotite with no success and needed Olivine for Tier 3 Refactory bricks.
Haven't yet tested the mod on 1.15.7 but it should work fine. Let me know if it doesn't!
v1.8 fixes redwood log stacksizes and makes coke burn hotter.
Thanks Travisplo, at the moment the game could really use some mid-late game automation options for smelting and pooring into molds like Tinkerers. This is by far the most tedius part of the game as there is no more advanced way of doing it. And with the crate mod and extra chest mod you use a LOT of ingots and plates.
Also, v1.7 of this mod is now done and lava can be bucketable! So enjoy setting up drifter traps and garbage dumps.
Hey, you know how you mentioned wanting a Thermal Expansion-like mod in the changelog? Well, there's the very beginnings of an Industrialcraft style mod called QPTech. Just in case you didn't know.
v1.6 finally accomplishes grass spreading... check out all the changes in the changelog above.
Okay, 1.4 is THE release that should be near-final unless someone really hates my easter eggs I threw in.
Still having issues in 1.3 trying to find ores, can anyone tell me what your experience is? I'm going to try something new to get these ores to generate for 1.4.
1.3 is a major update/overhaul to the entire oregen methodology. Check changelog for details.
Plus some other fun little easter eggs thrown in.
Yeah, bumped up Terra Pretta more than I thought. Oops.
And Omega, the mod now generates independant veins of silver and gold for version 1.2. I nerfed Quartz gen and wanted finding silver and gold easier. Still have to find it, of course.
Terra Pretta a little more common! I walked for a day and hardly saw anything that was not Terra Pretta! Might be a mod conflict somewhere.
You should probably change the name to More Ore or something, because it sounds more like an ore expansion mod than a grind-reducer.