Mods / Wilderlands Panning Overhaul
- Tags:
- Author:
- Thalius
- Side:
- Both
- Created:
- Jan 18th 2025 at 4:42 AM
- Last modified:
- Jun 12th at 7:20 PM
- Downloads:
- 6381
-
Latest release (for Vintage Story 1.22.0-pre.1 - 1.22.3, potentially outdated):
Wilderlands Panning Overhaul 1.0.9.zip 1-click install
Wilderlands Panning Overhaul
A module within the Wilderlands ecosystem.
⚠ Version Compatibility Notice
Panning Overhaul v1.0.1 is not compatible with versions of Vintage Story prior to 1.21.
If you are running VS 1.20 or earlier, use a previous Panning Overhaul release.
Overview
Wilderlands Panning Overhaul fundamentally rebalances resource acquisition through panning.
In vanilla gameplay, the sheer volume of sand and gravel in the world makes ore acquisition via panning disproportionately abundant. This mod significantly reduces that availability and makes panning a deliberate, exploration-driven process.
Core Changes
Sand Panning Removed
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Players can no longer pan sand.
Gravel Panning Nerfed
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Most drops from normal gravel have been reduced.
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Ore acquisition from standard gravel is far less generous.
New Resource: Rich Gravel
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Introduces Rich Gravel, a new surface deposit type.
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Provides a reasonable chance to extract basic metal nuggets and minerals.
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Designed to be the intended medium for meaningful panning.
Rich Gravel Generation
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Spawns as surface deposits in gravel biomes.
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Can be difficult to spot in certain rock strata.
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Visually identifiable by a subtle sprinkling of muted, colorful pixels indicating embedded minerals.
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Does not affect or modify bony soil.
With this system, panning becomes less about volume and more about locating the correct material.
Design Philosophy
The goal is to rebalance early-game ore access.
Given the massive amount of sand and gravel in the world, vanilla panning creates an overabundance of accessible metals. This mod:
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Reduces ore availability via casual panning
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Encourages exploration to locate Rich Gravel deposits
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Makes early metal acquisition more intentional and effort-driven
As with other Wilderlands projects, this mod is intended to increase immersive challenge — not simplify progression.
Recommended Setup for Maximum Challenge
For a more demanding experience:
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Disable all surface copper and tin deposits in world settings.
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Pair with a scarcity-focused ore mod such as Wilderlands Deposit Scarcity.
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Use alongside:
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Reduces frequency of large gravel biome regions
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Adds a common gravel transition layer between soil and solid rock
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Rich Gravel can generate within this added gravel transition layer
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Compatibility
Compatible with:
- Geology Addons
NOT (Currently) Compatible with:
- Terrain Slabs. Terrain Slabs patch to the wood pan overrides Panning Overhauls changes. Looking into a fix, but don't have one yet.
Final Note
Please keep in mind: Wilderlands mods are built around immersive difficulty. They are not designed to streamline or ease progression.
If anything, they aim to make survival slower, more deliberate, and more earned.
Community & Support
If you have issues, suggestions, or feedback:
Please post in the Wilderlands Rustbound thread in Vintage Story's official Discord.
Interested in following development more closely?
Join The Wilderlands Community Discord server.
Other Wilderlands Modules
- Wilderlands Adjustments
- Wilderlands Behaviors
- Wilderlands Block Adjustments
- Wilderlands Caves
- Wilderlands Custom Sea Level
- Wilderlands Echoes
- Wilderlands Environmental Stability
- Wilderlands Forests
- Wilderlands Ground Layers
- Wilderlands Lunarbound
- Wilderlands Rustbound
- Wilderlands Spawnbound
- Wilderlands Stonebound (WIP)
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Wilderlands Tweaks (Set of adjustments for Wilderlands servers)
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.9 | wpanning | 783 | Jun 12th at 7:20 PM | Wilderlands Panning Overhaul 1.0.9.zip | 1-click install | ||
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- Added "required on both sides" to modinfo. | |||||||
| 1.0.8 | wpanning | 1158 | Mar 6th at 9:12 PM | Wilderlands Panning Overhaul 1.0.8.zip | 1-click install | ||
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- Updated panning table to assign drops to rich gravel based on ores found in the parant rock type (In line with how resources are handled in Stonebound, which is pretty close to vanilla values with some variations). Basically rich gravel variants now contain drops based on rock type, and no longer use universal drop table. Universal drop table does, however, remain as a fallback for rich gravel variants created by other mods, until such time as I can properly assign specific drops for the new variants. | |||||||
| 1.0.7 | wpanning | 54 | Mar 6th at 4:02 PM | Wilderlands Panning Overhaul 1.0.7.zip | 1-click install | ||
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- Removed texture files that are no longer being used, so as to reduce file size. Should have removed them a while ago. | |||||||
| 1.0.6 | wpanning | 61 | Mar 6th at 3:01 AM | Wilderlands Panning Overhaul 1.0.6.zip | 1-click install | ||
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- Added Russion translation, care of Wafflz! | |||||||
| 1.0.5 | wpanning | 75 | Mar 5th at 1:55 PM | Wilderlands Panning 1.0.5.zip | 1-click install | ||
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- Moved all patches to the mod domain folder so as to avoid clashing with other mod patches to the game's wood pan. | |||||||
| 1.0.4 | wpanning | 564 | Feb 5th at 2:12 PM | Wilderlands Panning Overhaul 1.0.4.zip | 1-click install | ||
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| 1.0.3 | wpanning | 234 | Jan 27th at 5:18 AM | Wilderlands Panning Overhaul 1.0.3.zip | 1-click install | ||
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- Added compatibility for Material Needs: Geology | |||||||
| 1.0.2 | wpanning | 131 | Jan 25th at 9:16 PM | Wilderlands Panning Overhaul 1.0.2.zip | 1-click install | ||
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- Richgravel made to generate more frequently. | |||||||
| 1.0.1 | wpanning | 911 | Oct 3rd 2025 at 2:38 PM | Wilderlands Panning Overhaul_1.0.1.zip | 1-click install | ||
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- Updated patches to wood pan for compat with 1.21. | |||||||
| 1.0.0 | wpanning | 713 | Jun 11th 2025 at 3:17 AM | Wilderlands Panning Overhaul_1.0.0.zip | 1-click install | ||
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No Changes. First official non-dev release. | |||||||
| 1.0.0-dev.2 | wpanning | 1050 | Feb 10th 2025 at 4:20 AM | Wilderlands Panning Overhaul_1.0.0-dev.2.zip | 1-click install | ||
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Added texture compatibility for Conquest. | |||||||
| 1.0.0-dev.1 | wpanning | 647 | Jan 18th 2025 at 4:44 AM | Empty | Wilderlands Panning Overhaul_1.0.0-dev.1.zip | 1-click install | |




for some reason i can still pan sand even with no other mods installed. the drop rates seem correct though
Not compatible with Terrain Slabs.
I've been chasing down this bug on our server for a few evenings, and never thought to look at Terrain Slabs till tonight.
Terrain Slabs includes a patch that does... something. In the process it overrides/overwrites Panning Overhaul's changes to vanilla sand and gravel.
The result is that RIch Gravel still works, but plain gravel and sand have the game's high resource loot drops added back on, effectively making Panning Overhaul pointless to run.
SecretFoxfire Jalex Mackeroni and everyone else seeing the naming issue- I'm chasing an odd issue with Panning Overhaul. All the names are displaying correctly on my end in testing, with the currently uploaded version of the mod. I've made zero changes, so far.
However, it seems that sometimes the patches are overriden? I've tested and found rare occassions where a new world sees normal gravel yielding vanilla drops and sand is pannable, then other worlds with the same mod pack loaded where Panning Overhaul changes work just fine. Then I go back to the first world where it was not working, and Panning Overhaul is working without issues. It's weird.
I've also gotten reports that the mod does not always auto download on multiplayer servers that run the mod? Most seem to download it just fine, but others when joining seem to not auto download Panning Overhaul. Not sure what to make of that since I've not experienced it, but that is what I'm being told.
SO, I'm looking into it. Probably some mod conflict that has patch files fighting with each other, and sometimes one gets loaded before the other. And since that happens randomly (and panning seems to win most of the time), it's a hard one to iron out. I'm working on it though.
Thalius for the name problem with Rich Gravel just add the "game:" identifier at the beginning of each block id in the language file and the wildcard "*" at the end.
they should look something like this:
"block-richgravel-bauxite" -> "game:block-richgravel-bauxite*"
i've tested this on my own and it worked fine for the base block and the layered one.
The block names are definitely broken in 1.22. Also, it seems some drops are missing from the tables. I can't get malachite from rich limestone gravel, for example, and since that's the only stone around me for a long ways, it means I can't get copper at all.
The drop rates also seem overly harsh. Considering how hard it is to find a decent quantity of rich gravel in the first place, I just tested with a stack of 10 rich gravel and all I got was 19 stones, 2 nuggets, and 1 piece of quartz. Is there any chance of the rates being increased a little bit, or some kind of config for the rates? If not, maybe I'll just write a patch file myself for my game. I'm trying to set up a challenge where the only source of nuggets will be panning with this mod, but at the moment, it seems far, far too slow and difficult to get even just a few nuggets. (I love the concept though. Thanks for making and sharing all these mods to add more challenge and immersion to the game.)
EDIT: Actually since I'm in the middle of testing and tweaking I went ahead and made a new version of the patch file that defines the drops for each rich gravel type, and added every type of ore found in every type of stone, then did some testing and tweaking to hopefully get the values to feel fair. If you're interested in getting a copy of that just let me know, otherwise I will include it in my mod once it's ready (which will be a little while yet).
got the same issue as Mackeroni, I don't use deposit scarcity because I use interesting Ore gen, but I use Ground Layers
It seems that the rich gravel blocks don't have proper name strings. They're called things like game:block-richgravel-claystone, etc. Might be a 1.22 issue I suppose?
Also, I'm not using Deposit Scarcity or Ground Layers, if there's a missing dependency spooking around.
MdnghtEther I appreciate the feedback! I'm not sure how to go about adding rich gravel deposits inside sand though, in a way that won't result in folks just combing deserts for locating easy rich gravel deposits. I'm also not sure what you mean by Ground Layers replacing gravel deposits with sand. I'm seeing plenty of gravel biome locations still. Ground Layers does decrease gravel deposit frequency to an extent, but mostly it just adds a chance that soil shows up over parts of it in the surface layer. You still get plenty of exposed gravel, with gravel underneath the soil layer as well still.
Super weird request here, but would it be possible to add support for Desertification - Surface Variation? I'm trying to use this mod (Panning Overhaul) along with Ground Layers, but GL replaces almost all gravel with sand, and the gravel horizon it adds is usually too deep to be worth digging through, especially with my favorite setting. I'm finding it to be way more profitable to just pan the nerfed vanilla gravel. My solution would be Desertification - Surface Variation, which adds patches of gravel in sand, but this mod's rich gravel doesn't generate in those patches. Help pls, I really like Ground Layers and I really hate aimless panning.
Yehoria Rich gravel follows the same mechanics as the vanilla gravel panning. However, you are not wrong. I'll be implementing a version of that in my Stonebound mod, where panned rich gravel and panned spoil will drop a resource that, once fully processed, will yeild a basic stone/gravel resource that can be used in building or road making. Reverting it to plain gravel however would create an infinite resource loop unless all panning was removed from plain gravel altogether.
Not exactly sure how all that will work out in the end, but your comment is not far off of what I'm trying to work through in Stonebound.
Panned blocks shouldn't just disappear, but should rather drop a depleted/virgin version of themselves, that can be used for building, but drop nothing if panned again, with maybe a small, 2%? chance of dropping a block that can be panned again. EG rich gravel should drop reular gravel occasionally, but mostly depleted virgin gravel.
Would you consider making rich sand a thing as well, instead of just removing the pannability of it entirely?
Is there a config to tweak panning drop values? Panning rich gravel and not getting much copper. Thanks
Thalius There is a typing error, just wanted to let you know :)
"Ricch rhyolite gravel"
Thanks for the note, Simori. I'll take a look at it. I'll be getting an update out when a stable 1.21 drops, intended to make rich gravel a bit easier to spot. As for the silver issue, that is the first I've heard of it. I'll take a look and adjust that as well.
Hi there. Love this mod a lot as it lengthens the early game.
Some issues on seeing rich gravel, though. I know the general experience is that you have to look for it (or be extremely lucky and stumble upon it), but maybe consider making it a bit more graphically visible from a distance? Just a suggestion.
Also, I'm getting a lot of silver out of normal gravel. More than copper (I always end up getting silver long before copper when panning)
It spawns inside gravel block deposits. In theory, it should spawn anywhere gravel spawns.
I will be taking a look at frequency, though. Some of the other modules I've made are doing a good job reducing the amount of ore deposits in the game, while adding other methods of acquiring ore. Rich gravel could stand to be a tad more common in the world the other modules are shaping.
And keep in mind, these modules are designed with a specific server experience in view. Still trying to make them reasonably decent on their own though.
You seriously need to make this rich gravel more common. It should be where any gravel can spawn, not just gravel biomes
Jomeaga I'll make a note about the missing rock type. As for a config to adjust spawn rate of rich gravel, the mod does not have one. You could unzip the file and find the rich gravel JSON in the worldgen folder, then adjust the chances to make it spawn more or less frequently. Here is what that looks like:
{
"code": "richgravel",
"triesPerChunk": 40,
"generator": "disc-followsurface",
Adjust the "triesPerChunk" to get what you are looking for, then zip the folder back up and place it in your mod folder.
Hi! I noticed that with Geology Additions, there seems to be rich gravel for all rock types, however Rhyiolite seems to be missing
Also, what config do I adjust to change the spawn rate of the rich gravel?
Just how rare are they? I spent all day looking yesterday and I haven't found even one so far; I started methodically searching through any fields of gravel I came by, including mousing over the names of their blocks but so far there's nothing at all.
I'm using the river, biomes and cave overhaul mods, so maybe there's some sort of conflict? I know the mod loads properly, because I can find all the rich gravel varieties in the manual (except muddy gravel, seems like; intentional?), but something seems to be wrong.
insideandoutsideThose are referring to loose stone surface blocks, which Rich Gravel does not need. More than likely you are overlooking them. Their color is subtle, and easy to miss in a lot of gravel types until you know what to look for. I have a hard time finding them myself even That just means more careful searching and moving slower, which takes time and can be deadly as moving slow often results in being ambushed. :P
It is not supposed to be easy to find Rich Gravel. Not too hard once you know what to look for, but it does not stand out and is easy to run over and miss if you are in a hurry.
Hi! I love the idea of this, but despite moving around a ton, I've yet to see a single of the rich gravel blocks. I'm new at this game so I've no real clue, but I had a look at the files and I found:
"genSurfaceBlockChance": 0,
"surfaceBlockChance": 0,
in the richgravel.json; aren't they supposed to spawn on the surface?
On average that sounds about right. Sounds to me like some bad luck on the loot roll if you only found those three resources in those quantities. There is a decent amount more on the loot table for Rich Gravel.
Depending on Rich Gravel for your first copper tool is a chore. Doable, but you are going to have to work for it.
What would you like to see for the average copper you get per rich gravel? I searched for half an hour through multiple fields to get 14 rich gravel, from which I get 2 copper nuggets 3 zinc nuggets and 1 gold nugget.