
Mods / Ores Rebalance
Author: OsminogrAndRipls
Side: Server
Created: Feb 10th at 7:22 AM
Last modified: Feb 14th at 3:09 AM
Downloads: 575
Follow Unfollow 36
Latest file for
v1.20.0:
OreRebalance_0.0.3.zip
1-click install
This mod rebalances the spawning mechanics of ores to encourage exploration, risk, and reward. OreRebalance significantly reduces the frequency of ore deposits but compensates by making them far larger when discovered. Each vein becomes a valuable, long-lasting resource, transforming mining into a strategic endeavor rather than a routine task.
Key Changes:
-
Rarity vs. Richness: Ores now spawn less frequently but generate in massive clusters, ensuring that locating a vein feels impactful.
-
Malachite
-
Iron Ores
-
Zinc & Titanium
-
Chromite & Plenthedite
-
Sulfur
-
Graphite
Roadmap
- Balance all vanila ores and config source stones
- Add config. maybe
- Add geology additions compability
Changes
All the changes can be understood from the tables. Below the first table is an example of an analysis.
Chromite
Change | Old value | New value |
---|---|---|
Attempts to generate on a chunk | 3 | 0.0006 |
Radius (avg) | 5 | 55 |
Radius (var) | 10 | 10 |
Thickness (avg) | 1 | 4 |
Thickness (var) | 0 | 3 |
On average, for every 1/0.0006= 1667 chunk, an attempt is made to generate a chromite vein with a radius (avg-var -- avg+var) of 45-65 blocks and a thickness of 1-7 blocks.
Ilmenite
Change | Old value | New value |
---|---|---|
Attempts to generate on a chunk | 2 | 0.0006 |
Radius (avg) | 6 | 55 |
Radius (var) | 10 | 10 |
Thickness (avg) | 1 | 3 |
Thickness (var) | 0 | 1 |
Malachite
Change | Old value | New value |
---|---|---|
Attempts to generate on a chunk | 10 | 0.00006 |
Radius (avg) | 7 | 155 |
Radius (var) | 3 | 10 |
Thickness (avg) | 1 | 4 |
Thickness (var) | 2 | 1 |
Pentadit
Change | Old value | New value |
---|---|---|
Attempts to generate on a chunk | 5 | 0.0006 |
Radius (avg) | 9 | 55 |
Radius (var) | 3 | 10 |
Thickness (avg) | 1 | 3 |
Thickness (var) | 2 | 1 |
Sphalerite
Change | Old value | New value |
---|---|---|
Attempts to generate on a chunk | 12.5 | 0.0006 |
Radius (avg) | 4 | 35 |
Radius (var) | 3 | 3 |
Thickness (avg) | 1 | 3 |
Thickness (var) | 0 | 1 |
Sulfur
Change | Old value | New value |
---|---|---|
Attempts to generate on a chunk | 15 | 0.001 |
Radius (avg) | 8 | 16 |
Radius (var) | 2 | 6 |
Thickness (avg) | 1 | 2 |
Thickness (var) | 0 | 1 |
Iron ores
Limonite
Change | Old value | New value |
---|---|---|
Attempts to generate on a chunk | 0.8 | 0.05 |
Radius (avg) | 26 | 10 |
Radius (var) | 10 | 10 |
Thickness (avg) | 1 | 1 |
Thickness (var) | 0 | 1 |
Hematite
Change | Old value | New value |
---|---|---|
Attempts to generate on a chunk | 0.5 | 0.0006 |
Radius (avg) | 26 | 55 |
Radius (var) | 10 | 10 |
Thickness (avg) | 1 | 3 |
Thickness (var) | 0 | 1 |
Coal
Lignite (brown coal)
Change | Old value | New value |
---|---|---|
Attempts to generate on a chunk | 8 | 0.00006 |
Radius (avg) | 10 | 150 |
Radius (var) | 5 | 5 |
Thickness (avg) | 2 | 4 |
Thickness (var) | 1.8 | 1 |
Bituminous coal (hard coal)
Change | Old value | New value |
---|---|---|
Attempts generation on the chunk | 7 | 0.00006 |
Radius (avg) | 10 | 100 |
Radius (var) | 5 | 5 |
Thickness (avg) | 2 | 4 |
Thickness (var) | 1.3 | 1 |
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.0.3 | 356 | Feb 14th at 3:09 AM | Show | OreRebalance_0.0.3.zip | Install now | |
v0.0.2 | 187 | Feb 10th at 8:54 AM | Show | OreRebalance_0.0.2.zip | Install now | |
v0.0.1 | 32 | Feb 10th at 7:25 AM | Show | OreRebalance_0.0.1.zip | Install now |
Hello.
Are you still working on this mod?
If an update for compatibility with Geology Additions is in a foreseeable future, that would be amazing.
What sort of values should we expect when Prospecting? (miniscule, low, medium, etc.) I assume they'll be far lower than normal values?
As an aside, I was playing with the 'BetterProspecting' mod, which seems to be a bit useless with this, tho I'm starting to oubt it's effectiveness to begin with tbh, I got readings of "large amounts of copper", but only found 1 vein with maybe 30 blocks, after I mined that, the readings went completely dry...
Endurance
Thank you so much for your comment! You are absolutely right, and I am sincerely grateful that you have dealt with this topic in such detail and competently. Not only did you correctly point out the key points, but you also made it so that I didn't even have to write the whole explanation myself — you've already outlined everything perfectly!
Your remark that the probability of ore generation depends on many factors (rock types, height, disc shape, etc.) is absolutely correct. And yes, using a Poisson distribution is really not quite suitable here, since generation in VS is much more complicated and takes into account many limitations. Plus, there are various ore generators, which is also not worth forgetting. I especially want to note that you correctly emphasized the importance of taking into account the geological layers and rock compatibility — this is really a key point that many miss.
Your example with the calculation is also very accurate and illustrates well how to approach such calculations. Actually, for this reason, the generation of iron was processed taking this factor into account.
Vinter_Nacht Obviously I was being stupid. I have no excuse for thinking in 1 dimension instead of 2.
Endurance my knowledge of probabilities and statistics is limited. Putting my silly mistake aside I would have calculated it as Vinter_Nacht described.
Pentasis and Vinter_Nacht
I had a bad feeling when reading your comments about this that this is completely wrong!
Please correct me if I am wrong myself. First of all, making an attempt at generating does not mean that the generation actually succeeds. This can be because of incompatible strata for instance.
Ignoring that factor completely because I do not understand it fully, the approximation with the square grid will not work and instead we have to use a Poisson distribution.
I THINK, and please help me out here because it’s been ages since I’ve done statistics and this was not as easy as I thought, this is what we have to do:
Our probabilty is 0.00006 which I will call p here
So we would expect there to be p*pi*r^2 number of chunks with ore for a given area. This is our lambda which I will call L (yes the world in VS is square but this makes it easier)
Lets say a chunk generated ore. There now is a chance that there is another ore within radius r that approaches 0 as r gets smaller and 1 as it gets bigger. Since we want the inverse probability of there being no other chunks with ore in radius r, we can calculate that probability like this: P = 1 - ((L^0)*e^(-L))/k! Where k is the number of occurrences.
plugging in our numbers we get
f(r) = 1-e^(-p*pi*r^2).
Since we need a probability density function for our expected value, we need to take the derivative and get: f'(r) = 2p*pi*r*e^(-p*pi*r^2).
We can now plug this into our expected value function E(x) integral from 0 to inf for x*f(x)dx and plug in our value for p, slap that into a calculator and we get an expected value for the distance between chunks with ore of:
64.5 chunks (ish)
This was kinda painful to get my head pack into statistics but I couldn't of let this go. I would not be surprised if my approach was completely wrong so maybe someone smarter can have a look at this.
Hi! cool mod, having ore veins would be something really nice to add variation.
It has been done before. https://mods.vintagestory.at/oreveins sadly no longer matained.
Pentasis - 16,000 chunks would be squared. So every 126x126 chunks, not 16000 in a line. Should be roughly 126 chunks (on average) between spawns, I think. So 4,032 blocks/.
Am I understanding this right: coal spawns on avarage every 16 000 chunks? ( = 16000 x 32 = 512 000 blocks apart ! ?) Also, the sphalarite json contains patches for sulfur.json, I think that is a bug?
Lucasxyz5
I've added tables with info.
Good to know!
Wrum
Now i've rebalanced only vanila generation. But it's in plans
Does this mod work with Geology Addition rocks?
Lucasxyz5
Okay, I'll do that. In short, the mod modifies the generation parameters so that ores occur less frequently, but in a larger volume. During the upgrade, I will carve some key ores from ordinary stones. Because the iron in granite is too simple.:>
Can you elaborate a bit on what this mod does? I noticed you mention several specific ores in your key changes section, why do you mention those ores in particular? Do the rarity changes only apply to those ores?
Yanoee
Aspendosia
You can try in but on loaded chuncks in would not change anything
Can it be used after or before worldgen?
Maybe a newb question, but does this only work on worldgen or can it be added to existing worlds and works on undiscovered areas?
Thx Aeliaz I've fixed it
Hi OsminogrAndRipls ! Thanks for your work !
You should have put the type of mods it's code/content. The mods don't initialize correctly!
You can put that at the first line :