Mods / Ores-A-Plenty Mod
Author: Buggi
Side: Both
Created: Sep 23rd 2021 at 2:57 AM
Last modified: Mar 14th at 7:41 PM
Downloads: 20390
Follow Unfollow 189
Latest file for v1.19.4:
OresAPlenty-119-3.2.0.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.
- Adds Diamond Ore Gen to Basalt. (Important for my Flexible Tools mod).
- Changed stack sizes for logs to 64, nuggets to 400, firewood to 64, ingots to 256, beeswax to 64, and honeycomb to 64.
- Skeps will drop more honeycomb when harvestable
- Terra Pretta is a little more common.
- OH, yeah, and iron is smeltable in the crucible. Still need the complex process for steel, however so have fun.
- Added seperate ore vein generators for silver, gold, sylvite, and all other base game metals, gems, and minerals.
- With all this new ore, the mining bag is now... extra worth it.
- Redwood trees are more common.
- Lava is bucketable
- 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.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v3.2.0 | 4403 | Mar 14th at 7:41 PM | Show | OresAPlenty-119-3.2.0.zip | Install now | |
v3.1.0 | 5810 | Apr 11th 2023 at 3:27 AM | Show | OresAPlenty-1.18-3.1.0.zip | Install now | |
v3.0.0 | 2603 | Aug 30th 2022 at 10:51 PM | Show | OresAPlenty_v3.0.0.zip | Install now | |
v2.5.0 | 1558 | Apr 25th 2022 at 2:26 AM | Show | OresAPlenty-v2.5.0.zip | Install now | |
v2.2.0 | 1327 | Jan 12th 2022 at 6:08 AM | Show | OresAPlenty-v2.2.0.zip | Install now | |
v2.1.1 | 689 | Nov 18th 2021 at 8:31 PM | Show | OresAPlenty_v2.1.1.zip | Install now | |
v2.1.0 | 442 | Nov 13th 2021 at 6:57 PM | Show | OresAPlenty_v2.1.zip | Install now | |
v1.9.0 | 609 | Oct 17th 2021 at 11:22 PM | Show | OresAPlenty_v1.9.zip | Install now | |
v1.8.0 | 492 | Oct 4th 2021 at 9:46 AM | Show | OresAPlenty_v1.8.zip | Install now | |
v1.7.0 | 377 | Oct 4th 2021 at 1:17 AM | Show | OresAPlenty_v1.7.zip | Install now | |
v1.6.0 | 433 | Oct 2nd 2021 at 2:29 AM | Show | OresAPlenty_v1.6.zip | Install now | |
v1.4.0 | 386 | Sep 29th 2021 at 9:08 AM | Show | OresAPlenty_v1.4.zip | Install now | |
v1.3.0 | 392 | Sep 28th 2021 at 8:51 AM | Show | OresAPlenty_v1.3.zip | Install now | |
v1.1.0 | 441 | Sep 23rd 2021 at 3:00 AM | Show | OresAPlenty_v1.1.zip | Install now | |
v1.2.0 | 428 | Sep 28th 2021 at 12:53 AM | Show | OresAPlenty_v1.2.zip | Install now |
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.