Mods / Oregolems

Tags:
Creatures Tweak Simplification
Author:
Armon
Side:
Both
Created:
Mar 21st 2024 at 8:32 AM
Last modified:
Feb 5th 2025 at 1:11 PM
Downloads:
10252
Follow Unfollow 191
Latest release (for Vintage Story 1.20.1, outdated):
oregolems_0.1.7.zip  1-click install

OreGolems V.0.1.7 (Beta, Now 1.20/1.20.1) 

Important: In the future there will certainly be some adjustments to the spawn rate and other bug fixes and balancing updates.

This mod adds hostile golems that sustainably provide you with ores.They are living ore deposits ready to supply you with valuable resources. But be careful! These golems are not friendly and will defend themselves when attacked.

Each golem is unique and provides different ores, slightly reduces the search for ores and provides an alternative (endless) source of ore. But try to maintain the balance by first placing the ore blocks, dismantling them and then working on them with the hammer as usual.

Enjoy playing!

Last

V0.1.7-pre.1

IMPORTANT:

This is not a new version of this mod but an alternative version of my latest release. It restores overground spawning, as some users preferred it over underground spawning. Since I am currently working in other projects, I have not had the time to look into config-files, therefore this is a temporary solution! The release afterwards will probably have a config file.

  • Oregolems now spawn over the ground again, for those, who prefer it :)

V0.1.7

  • Changed "class" in oregolem.json to EntityAgent, since old one was outdated and didn't work
  • Increased the range of the bossoregolem, to ensure it can attack you even with a big hitbox

  • Buffed the Bossoregolem-> Increased attack damage, HP, and Knockback strenght

  • Generally: 1.20.x compatibility

  • Requires PetAi 3.0.0

Side note:  As I’ve got a few other projects on my plate, development on this one will be moving at a slower pace for now. Once I have more free time, all the planned features will make their way in eventually! For the moment, I’ve pushed an update so you can play on 1.20.x. :) If there are issues, like always, yell at me (politely), so i can fix it ASAP.

 

V0.1.6

  • Golems now exclusively spawn underground.

  • While their direct spawn values were increased, the underground-only restriction makes them much rarer, effectively lowering their spawn rates.

  • Group size and max quantity for all ore golems increased to 2.

  • All ore golems got a bit tankier->HP increased by 3.

  • The "AggressiveOnDamage" duration is now increased to 40.

  • Cooldown for the "SeekEntity" behavior reduced.

Side note: Sooo, based on feedback from Paradoxal  and warpStory, I’ve decided to make oregolems exclusively spawn underground. While this makes them a bit harder to find, I haven’t touched the drop rates since farming them is already a challenge. (You're welcome.)

I tested the spawn rate in a single-player world for about half an hour, and it felt a little low, but since it was only 30 minutes, i could be mistaken. If you still find the spawn rate too high or too low, feel free to yell at me (politely). I’ll tweak it ASAP.

Oh, and good news: I’m working on a config file so you can fine-tune things to your liking. Of course, I first need to figure out how to make one, so wish me luck on that ;)

Hopefully, this update feels more rewarding and balanced.

V 0.1.5

  • Removed Quamarkarasu from the list of authors.
  • Added PetAi dependency to modinfo.json.
  • Further reduced the spawn rates of Oregolems (fingers crossed this feels balanced now! xD).

Side note: Not a huge update, mostly fine-tuning the spawn rates since they were a bit... off, to say the least ;) If you have feedback or suggestions, feel free to drop a comment or DM me on Discord.

V 0.1.4

  • Nerfed the Spawnrates of the oregolems
  • Oregolems are now tameable with copperingots (10 %), Ironingots (30%), Goldingots (50%). They will Attack enemies by your side and have several commands, thank you for your suggestion: Calisto. Depends on PetAI v2.2.6
  • Fixed a bug, where Oregolems appear textureless in your inventory (creative).

Side note: If you encounter any issues or bugs, feel free to leave a comment here, reach out to me on the official Vintage Story Discord server, or send me a private message. My Discord username is: armon5795.

V 0.1.3

  • Oregolems drop Ancient Clay now.
            -Use it to craft an Ancient Statue. Place the clay in the top row, middle field; the middle row, left, middle, and right fields; and the bottom row, middle field.
            -Place the statue, wait 10 seconds, and bam -> it spawns an Ancient Oregolem (the boss version of a regular golem).
            -Kill it and harvest a ton of ores.
  • Hitboxes are fixed, so they actually fit now.
  • Fixed crashes caused by some issues.
  • Fixed an Issue, where golems don't have textures (finally).
  • Added Saltgolem

Side note: Long time no see! I know it took me a while, but you gotta understand, I'm a chronic procrastinator, and i just kinda forgot about this project while I was procrastinating it x) So yeah, I’ll probably change how you spawn the Ancient Oregolem -> it feels kinda boring the way it is right now, you might have to gather different parts like the head, torso, arms, and legs to assemble the Golem yourself. Plus, I want to add an even stronger Golem variant (Boss) that drops some stronger loot. And ofcourse im still looking forward to add some new golem types. If you have some suggestions, i would be more than happy to hear them from you in the comments! Lastly, let me know if you are experiencing any bugs! Just a heads-up: Golems might appear textureless in your inventory at the moment -> I’ll fix this in the next update!

 

V 0.1.2

  • 1.19.4 Compability

V 0.1.1

  • Added Tingolem.
  • Changed golem shape and animation.
  • Changed Spawnrate (reduced).
  • Changed golem stats. Now golems have more health but slightly lower damage
  • Changed golem drops. Chance to loot lime, salt and brown coal. Golem now harvestable, but instantly drops some stones and low chance for brown coal.
  • Changed AI. Golems now chase you and properly attack you only if you hit them.
  • Removed sounds (later add some new golem sounds).

Roadmap
- Change golem shapes and animation from rudimentary to final (like in the title image)
-
More golem types (all ores, possibly coal) (currently ~15%).
- Add golem sounds.
- Golems drop custom items that can be used (many of them) to spawn a very strong golem that drops a lot of loot.
- Low chance of spawning elite versions of current golems with slightly better loot.
- Mineral golems that spawns under the surface and drops minerals like lime, salt (and maybe coal). May replace the current mineral drops from oregolems.
- Some golems will get an range attack

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.1.7 oregolems 4724 Jan 20th 2025 at 5:13 PM oregolems_0.1.7.zip 1-click install
  • Changed "class" in oregolem.json to EntityAgend, since old one was outdated and didn't work
  • Increased the range of the bossoregolem, to ensure it can attack you even with a big hitbox

  • Buffed the Bossoregolem-> Increased attack damage, HP, and Knockback strenght

  • Generally: 1.20.x compatibility

  • Requires PetAi 3.0.0
0.1.7-pre.1 oregolems 346 Feb 5th 2025 at 1:11 PM oregolems_0.1.7-pre.1.zip 1-click install

IMPORTANT:

This is not a new version of this mod but an alternative version of my latest release. It restores overground spawning, as some users preferred it over underground spawning. Since I am currently working in other projects, I have not had the time look into config-files, therefore this is a temporary solution! The Version i'll release afterwards will probably have a config file.

  • Oregolems now spawn over the ground again, for those, who prefer it :)
0.1.6 oregolems 467 Jan 6th 2025 at 4:29 PM oregolems_0.1.6.zip 1-click install
  • Golems now exclusively spawn underground.

  • While their direct spawn values were increased, the underground-only restriction makes them much rarer, effectively lowering their spawn rates.

  • Group size and max quantity for all ore golems increased to 2.

  • All ore golems got a bit tankier->HP increased by 3.

  • The "AggressiveOnDamage" duration is now increased to 40.

  • Cooldown for the "SeekEntity" behavior reduced.

0.1.5 oregolems 264 Jan 3rd 2025 at 7:05 PM oregolems_0.1.5.zip 1-click install

V 0.1.5

 

  • Removed Quamarkarasu from the list of authors.

 

  • Added PetAi dependency to modinfo.json.

 

  • Further reduced the spawn rates of Oregolems (fingers crossed this feels balanced now! xD).

 

sidenote: Not a huge update, mostly fine-tuning the spawn rates since they were a bit... off, to say the least ;) If you have feedback or suggestions, feel free to drop a comment or DM me on Discord.

0.1.4 oregolems 863 Nov 16th 2024 at 6:33 PM oregolems_0.1.4.zip 1-click install

Last

V 0.1.4

- Nerfed the Spawnrates of the oregolems

- Oregolems are now tameable with copperingots (10 %), Ironingots (30%), Goldingots (50%). They will Attack enemies by your side and have several commands. Depends on PetAI v2.2.6

- Fixed a bug, where Oregolems appear textureless in your inventory (creative).

 

0.1.3 oregolems 430 Nov 9th 2024 at 8:57 PM oregolems_0.1.3.zip 1-click install
    • Oregolems drop Ancient Clay now.
              -Use it to craft an Ancient Statue.
              -Place the statue, wait 10 seconds, and bam -> it spawns an Ancient Oregolem (the boss version of a regular golem).
              -Kill it and harvest a ton of ores.
    • Hitboxes are fixed, so they actually fit now.
    • Fixed crashes caused by some issues.
    • Fixed an Issue, where golems don't have textures (finally).

Side note: Long time no see! I know it took me a while, but you gotta understand, I'm a chronic procrastinator, and i just kinda forgot about this project while I was busy avoiding it x) So yeah, I’ll probably change how you spawn the Ancient Oregolem — it feels kinda boring the way it is right now. And ofcourse im still looking forward to add some new golem types.

0.1.2 oregolems2 3158 Mar 21st 2024 at 8:40 AM oregolems_0.1.2.zip 1-click install

Added 1.19.4 compability


46 Comments (oldest first | newest first) (threaded | flat)

jack66, May 17th at 4:22 PM

Malikyte

oh ok many thanks ! sorry about the late very late reply been a hot sen since i loged in but much much appreciated. 

RudeStray, May 1st at 6:11 AM

So I have partially tested this mod for 1.22 and so far the golems spawn in and drops work except for the ancient golem statue. It crashes the game at the end of the countdown instead of spawning the ancient golem. I have not tested the taming process yet. 

If you put this on a server, I recommend modifying the drops to exclude the ancient clay so no one can make the ancient golem statue. 

RudeStray, Apr 27th at 1:00 PM

This mod seems really interesting. Does anyone know if this mod will work in 1.22?

Demon_Spawn, Apr 6th at 10:16 AM

I love this mod, I think it would be cool if the boss golem had a chance to drop the axe as a special weapon or tool

MooseCampbell, Feb 13th at 8:26 PM

Dieciptosaurus If only there was a description you could read that tells you exactly where they spawn....

Gsprfdude, Jan 28th at 4:00 PM

Dieciptosaurus whether they will spawn above ground or not depends on your version. If you're using the version at the top 0.1.7 then they will only spawn underground. Older versions and 0.1.7-pre.1 allow them to spawn above ground as well.

Dieciptosaurus, Jan 1st at 2:12 AM

Would anyone be able to tell me where I find the golems? I'm getting mixed signals about them spawning above or below ground, but what I really wanna know is if they are biome dependent or something similar, or do they spawn anywhere that meets light level requirments?

TheLight, Dec 17th 2025 at 4:13 AM

Works in Single Player 1.21.5

Malikyte, Aug 9th 2025 at 10:47 AM (modified Aug 9th 2025 at 10:52 AM)

jack66 Using BlockOverlay I can confirm the mod does work - however, in the json controlling them the golems do not spawn above light level 7 and their maxY is set to 0.89 so I have never seen them spawn on the surface. They only spawn underground for me. Comparing jsons between 0.1.7 and 0.1.7-pre.1, the latter uses "tryOnlySurface": true instead of maxY, which may be why they're not spawning on the surface like they're supposed to be.

jack66, Jul 4th 2025 at 2:59 PM

awsome mod among one of my must haves oan any world i play it little more for giving if your struggling to find ore. and you still have to work for it plus they are cute. would you happen to know if the mod is working still i am using the current version. i have yet to encounter any thanks ainge for an awesome mod. :)

Hewholurks, Jul 2nd 2025 at 2:26 AM

Okay I have a small confusion here. Is PatAi a hard requirement or is it there if you just want to make a golem fight for you? I ask because one of the versons says it is a requirement but the other says if you have pet AI you can make them fight. So does the mod only function now if you have petAi or does PetAi just give it expanded capabilities?

WolfWarrior, May 8th 2025 at 10:08 PM

can I use your golem model as a base for an enemy I want to add to a mod I'm making?

Armon , Feb 6th 2025 at 12:28 PM

You're welcome! glad i could help ;) Gsprfdude

 

indeed! ShiggleShaggles

ShiggleShaggles, Feb 6th 2025 at 2:40 AM

Armon It would be a treat x)

Gsprfdude, Feb 5th 2025 at 8:11 PM

Armon ty very much for making this quick version for us. I really appreciate it

Armon , Feb 5th 2025 at 7:47 PM

ShiggleShaggles Now i have the urge to implement a Oreogolem variant xD 

ShiggleShaggles, Feb 5th 2025 at 3:39 PM

At first I misread this as Oreogolem. I'm just imagining a black and white one that drops cookies.

 

Armon , Feb 5th 2025 at 1:15 PM

I have released a 0.1.7-pre.1 version, which basically just brings back overground spawning-> i have nerfed the spawnrates tho. Enjoy. Also, they spawn more often over the ground, so you can use this file too LiothTheBrave :) Terisu Gsprfdude

Armon , Feb 5th 2025 at 12:13 PM

Hey, yea i understand your point. I already thought that some people may not like it, the best solution would be a config file. At the moment im a little busy with other projects, so the fastest solution would be, that i just release a version for overworld spawning . Also, how i wrote in my release notes, i tried it out in singeplayer for around 30 minutes, and already had the feeling it was a little low, tho i was not sure, since it was only 30 minutes-> i see what i can do. Thanks for the feedback guys :) Terisu Gsprfdude LiothTheBrave

Terisu, Feb 5th 2025 at 3:15 AM

I will say the above ground spawning was a huge point of appeal for these golems, if we could get an above ground spawning toggle that'd be great

Gsprfdude, Feb 2nd 2025 at 4:01 PM

If possible, could there be a toggle in the config file when you update to allow aboveground spawning again? I don't mind if it's low but I miss seeing my boys just wandering around up there. I also only found like one golem underground so far so idk, the spawn rate down there might be way too low. Love the mod tho ty.

Maybe it's a bit much idk, but I could see it being cool if there's like weaker aboveground golems that barely give you anything, while there are stronger and more rewarding golems below ground that have the bighorner type ai where they attack if you hang around them too much.

LiothTheBrave, Feb 2nd 2025 at 8:53 AM

I'm currently unable to find a single golem. I've seen tons and tons of drifers down in the caves, but not a SINGLE golem. I even went out of my way to make a spawning chamber, hundreds of drifters spawned in there but not a single golem spawned at all.

Armon , Jan 12th 2025 at 7:48 PM

Ahhh, hahaha, okay i misunderstood you there! well, sure, i could add that ^^ SniperGecko

SniperGecko, Jan 10th 2025 at 12:42 AM

To clarify; the respective ore idea was a chance of; in addition to any normal spawning :)

Armon , Jan 7th 2025 at 7:31 PM

Sounds pretty cool, especially that core mechanic-> i'll definetly write that down, for when i start implementing the new mechanic. Im not sure about the spawning only in the respective ore, but i'll think about it. Thank's for taking the time to share your ideas! SniperGecko

SniperGecko, Jan 6th 2025 at 5:06 PM

A few ideas for ya since you'd be more than happy ;)
If you make the change to legs, arms, torso and head; each lending itself to the loot-table and overall health and damage (copper head and copper legs? 50% of loot will be copper)
Surround a part with 6 bits, a borax and a temporal gear to change material maybe?

Furthermore, requiring a "Golem Core" or something akin to that, then you could go with a multi-path.
Just the core with legs, arms, torso and head? Normal golem.
Core surrounded by ancient clay? Ancient golem.
Core surrounded by 8 stacks of rot? Corrupted Golem
Core surrounded by Temporal Gears? Seraphim Golem (glows, friendly, attacks any rot-creatures within 4 blocks or so but not animals) Healed with matching bits to its body parts

Lastly; chance of golem spawning from cave-in of respective ores?

Armon , Jan 4th 2025 at 2:49 PM

Thank you so much for your detailed feedback, it really means a lot! I’ll definitely implement the underground spawn mechanic and ensure it doesn’t disrupt drifter spawning. I’ll also address the other issues you mentioned, especially the ease of acquiring resources early on. Your suggestions have been incredibly helpful since im not always actively playing this game, so thanks again! :) And thank you, WarpStory, for setting things in motion for the underground spawning. Paradoxal warpStory

Paradoxal, Jan 3rd 2025 at 10:22 PM

Tested the update a bit and I will say that the number of wildlife has increased, however the Golems still feel like they are the main creature that spawns. I would say there is at least 10-12 or so Golems per animal/animal grouping since Chickens often spawn together and Pigs sometimes have Piglets with them.

I did see a racoon, 2-3 bunnies, 3 groupings of chickens of around 3-5 each, 4 groups of pigs, 2 with piglets which made the group around 5 pigs, however, I use the Stone Age animal mods and I could not find a single related animal within probably 1.5-2k blocks. No wolves, no bears, no foxes, no birds of any type, no rhinos, nothing.

Along with my observations of animal to golem ratio, I would agree with warpstory that they still make mining less relevant, specifically for the early game. Earning your first copper tools is a big milestone and you are generally supposed to be using that copper wisely to secure a stockpile of Copper to enter the Bronze age, however with all the Copper golems running around once you get your first copper pick it is quite easy to acquire enough to make it pointless to mine for it, not only that but there is enough Zinc golems walking around that they making getting into the Bronze age too easy. Zinc is often hard to find for a lot of players and letting them boost through to the Bronze age so easily, in my opinion, kind of spoils the early game for anyone using the mod, especially new players.

The generous amount of black and brown coal also makes charcoal less relevant and doesn't encourage players to use the charcoal pit mechanic and the salt golems do give a little too easy access to salt which is supposed to be a rare material that you pray you find while spelunking or you pray a vendor has some halite you can grind.

The last thing is that the golems are altogether too easy to kill, most players have learned or will quickly learn that throwing spears is highly effecient and kiting the golems makes them a non-threat unless you get too close to them or foolishly try to pick up your spear(s) before its dead.

I think that perhaps an even lower spawn rate and possibly doing what was suggested, putting them only underground, would make it better as the player will have to risk fighting aggressive drifters while hunting the golems, who now in a tighter space have a far better chance of being a threat to the player knowing that the player could be ambushed by drifters or fall into a pit while backing up and tossing spears, of course the concern of what that could do to the drifter spawn is something to consider seeing as before it decimated the animal population so it might also replace drifters spawning.

Armon , Jan 3rd 2025 at 2:05 PM

Thank you for your feedback, Paradoxal warpStory. I will reduce the spawn rates further. For now, I plan to allow them to continue spawning in the overworld, rather than exclusively underground tho.

Paradoxal, Dec 31st 2024 at 11:13 PM

The spawn rate is so high that it essentially deletes all other possible wildlife. I saw like 3 chickens and a pig while looking around and saw probably 60 ore golems.

 

The mod is cool, but without fine tuning it way more you either get ores or you get animals, you can't seem to have both.

warpStory, Dec 23rd 2024 at 5:45 AM

Spawn rate is too high imo, pretty much makes ore mining irrelevant. I'd suggest only spawning them underground as well

Armon , Dec 10th 2024 at 7:13 PM

Hey, well, the 1.4 version of this mod requires it for the tameable aspect to work, and I don't know if it would lead to errors or crashes if you don't install it alongside oregolems. So, I recommend installing it. SniperGecko 

SniperGecko, Dec 7th 2024 at 1:22 AM

To clarify; does this mod require PetAI or only if you want the tameable aspect?

Strixel, Nov 15th 2024 at 2:58 PM

I want to confirm that their spawnrate is through the roof - I made a new world, I have a bunch of animal mods, and everywhere I turn it's golems. They're cute! I want to keep them! But they're EVERYWHERE. Looking forward to the next update!

Armon , Nov 14th 2024 at 9:51 PM

Yes, I plan to nerf them again in the next update. I misjudged the optimal spawn rate, so I'll eventually add a config file to let you adjust it yourself. But first i'll just nerf them :) RagingLoony

RagingLoony, Nov 14th 2024 at 7:13 PM

Any chance you can nerf the spawns a little? They are littering every field a come across constantly lol

R4d6, Aug 18th 2024 at 4:46 AM

The Tin Golems has the same hitbox than all the other golems, despite being a lot larger.

As such, you need to aim between its legs to actually hit it. Because otherwise, your weapon will phase through its torso and head without dealing damage.

Eranderil, Jul 14th 2024 at 2:36 AM

Works for 1.19.8. I would like to request a config file though- I would like to increase the spawn rate and/or drop rates of certain things (salt and limestone).

ZetaHorzion, Mar 31st 2024 at 6:35 PM

Seems to not be compatible with mods i use.

https://paste.ee/p/b5Wkw

Maybe this helps figuring out why they dont spawn. Let me know if you need more info.

Wizard76, Mar 30th 2024 at 11:01 PM

Armon thank you

Calisto, Mar 27th 2024 at 1:32 PM

OMG I would love to have a little golem buddy in my house. Is there any way to tame them? 

Armon , Mar 27th 2024 at 10:19 AM

Wizard76 Yes, it does work in 1.19.3

 

Screwy thanks for the hint. It will be fixed in the next update

Wizard76, Mar 25th 2024 at 3:00 AM

I want to ty this mod out. Does it work in 1.19.3?

Screwy, Mar 23rd 2024 at 6:48 PM

Hey there! Thanks for the mod, it's a really cool and fitting addition to this game.

 

For most people it is totally irrelevant, but there is a small bug I discovered.

 

The golem's creature item is still using old texture names,

 

so in the inventory they look ugly and all the same. 

 

Other than that, everything works fine and seems quite balanced. 

Screwy, Mar 23rd 2024 at 6:47 PM
Chocopyro, Mar 21st 2024 at 4:49 PM

Been using this for a while, and since I was still seeing them in game, I never knew it needed an update. But thanks! (Also, don't know why this mod isn't getting more attention, it's a pretty neat way to get ore so far.)