Mods / Interesting Ore Gen

Tags:
Ore Gen Oreshape Underground Worldgen Oregen Ore Generation
Author:
RosstheGreat
Side:
Both
Created:
Apr 25th 2025 at 6:37 PM
Last modified:
May 5th at 8:10 PM
Downloads:
56911
Latest release (for Vintage Story 1.22.0-pre.1 - 1.22.2, potentially outdated):
InterestingOreGen-v2.3.8.zip  1-click install

When updating IOG, BACK UP YOUR WORLDS!

 

2.1.0 adds better cave-in logic, it is enabled when you enable cave ins at world generation. It also adds noises for unstable blocks, listen to creaking and cracking and reinforce those ceilings!

As of 2.3.0 IOG has 3 ingame handbook entries going into DETAIL of each mechanic in the mod system. It DOES NOT and WILL NOT have what ores spawn in what structures, bar a bit of info for the "end game" gated ores via the new Hydrothermal Structures!

 

Ever since I saw my first playthrough of Vintage Story, I always thought it could benefit from more realistic ore generation. I was disappointed to see every ore with few exeptions spawn as discs! And after quite a lot of hard work I present to you:

Interesting Ore Gen


Adding several new ore generators to the game, and patches all vanilla metal ores and several mineral ores to use them!

I balanced this mod around the idea of having a harder time finding ore, but once you do find it you're set. No more piddly little veins to harvest for a small scrap of trace material! Check the config in modconfig/interestingoregen/config for options to make ore more or less rare!

As my mod also seems to have issues with prospecting, I cannot recommend enough using Betterer Prospecting! I made it so by default (configurable!) the mod places Boulders on the surface to indicate veins nearby. Dig around underground in the area where these boulders are and hunt for a Tracer Vein! (You can use the prospecting pick for this if you desire help). The tracer veins can be followed down to the main vein, be noted they are tricky to follow and have approx a 30% chance to place stone every step instead of ore! Following a tracer veins can be tricky so here is their rules:
Tracer veins build from the ore vein up, they will always go up 1 step, and possibly go out one step too. Keep in mind this can happen twice, thrice, and so on so you can get tracers that are a stairstep, and have gaps in that stairstep too.

A small side note, IOG now has it's own saltpeter ore as of v2.3.0!

New Ore Generator Shapes

 

New Oregen Shapes!

(Join the IOG Thread on the official Vintage Story Discord!)

1) Fault Veins

These are disc shaped deposits, that are broadly a random orientation, are 64-128 blocks across and 1-5 blocks deep. The sub-type is "Seam" which is locked to +/- 30 degrees of horizontal for things like Coal.

This is a typical fault vein (vertical in this case) of Quartz bearing Silver.

IOG SeamandFault.png

2) Chimney Formations

Large verticalish columns/tubes (not hollow) of ore, the center of these tend to be a higher quality ore as well. They can branch and turn, and generally there's a few of them in a small area. Size ranges from 4-16 blocks in diameter and 30-100 blocks tall depending on the ore using it. Sometimes contain sub-deposits

This is a typical chimney shape from the side, containing native copper with no sub-deposit.

IOG Chimney.png

 

3) Hydro Tubes

Hydro Tubes are very long, thin tubes of ore that branch, twist, and turn occasionally fracturing into the host rock. These tubes can go on for hundreds of blocks! Size ranges from 2-20 blocks in diameter and often are found clusterd but traven for upwards of 500 blocks sometimes. The vein will branch and split as well, plenty of ore to be had! Sometimes contain sub-deposits.

A zinc Hydrotube Formation from above:
IOG Hydrotube-1.png

And more "inside" of the vein

IOG Hydrotube-2.png

4) Fault Ladder

Starting in IOG 2.3.0 there are now new large scale structures, in the thousands of blocks long. Within these structures are 3 new veintypes.

faultladder1.png

 

faultladder2.png

 

5) Ore Shoots

faultshoot1.png

 

6) Horsetail Zones

(Specifically the gold and zinc ores here)

faultxray.png

 

Finally, 

FAULTS!

Extremely large structures that are often made of a simple unassuming rock. Currently there are 4 host rocks, quartz (in granite), Granite, Basalt, and Travertine. Each with it's own unique ore layout and amounts, and with some variants in each structure.

Here are an example of the end of a Major Fault's line, a "Horsetail Zone" 

faultnoxray.png

And, 2 large faults near each other in a Gravel "Desert"

fault2.png

 

 

Most ores follow the vanilla oremapAs of 2.3.2 any ore spawned by IOG no longer uses vanilla oremap, ores are more random and that means sometimes you'll have to travel long distances to find what you want! Ones like coal do not as they need to be kind of everywhere. You can use the handbook to find out what ores spawn in what stones, but aside from sub-deposits the vanilla ore generation requirements broadly still apply. Deposits will sometimes extend down, or up into other rocks they might not be able to spawn in so be aware sometimes you'll see odd rock intrusions! Investigate, it could be an ore!

IOG has handbook entries now, 3 lengthy explanations of mechanics within the modsystem! If I missed something please let me know!

 

Cave In Logic

This makes the game a lot more challenging, use cave-ins at your own risk. There is no config currently to disable IOG specific cave-ins but you can disabled cave-ins on your worldgen settings!

In IOG version 2.1.0 I changed cave-in logic again making it far more logical. In short, when you break a block a step-search begins on the block broken. This travels for up to 20 steps and seeks out the highest instability block it can find. If it finds a block with 100% instability it will collapse a rather large area around it. This step-search algorithm has to go through solid stone or other "Unstable" blocks. Also, it will only allow a collapse with unstable blocks with air beneath them, so you can put any block you want on the roof of your mines and prevent cave-ins on only that specific block! If the step-search finds the only hole in your ceiling, it will bring your ceiling down! If you want the more technical breakdown, read the 2.1.0 changelog.

Cave-in mechanics are actually an inherent (but optional) part of IOG's balance and difficulty. They will not be seperated into their own mod. 

Recommended Mods!

A list of mods I recommend in addition to IOG!

Interesting Mining & Extraction Adds new ways to play with IOG and mining in general. I HIGHLY recommend playing with IOG, it balances things out significantly, Made by myself with model assistance from Protobean!

Posts and Beams! Makes mining with Cave Ins significantly easier and your mines much prettier! By Zach2039 and ShaeTsu

Geology Additions! Adds more rocks, Ores, and Gemstones! Compatible via this patch! As of IOG v2.2.0 it is naturally supported! Made by small_fern and Catasteroid

Betterer Prospecting! IOG doesn't inherently work with vanilla prospecting all that well, KnewOne spent a good bit of effort to get it functional and has built in integration!

Deepvein: Asbestos! Adds a bunch of Asbestos ore with some fireproofing uses! Very neat mod and has integrated mechanics with IOG by default! By ChiliKing

Material Needs: Geology! by Nephelangelo! Adds new stonetypes, if you like Geology Additions I also highly recommend this one! With natural integration as of v2.2.0 of IOG! 

Vanilla Cave-In Restore! by Chilimunyaka removes IOG's built in cave-in systems and restores it to the vanilla version.

Geology Map! by cooli2! Adds a mode for the map that shows rock layers, very nice for finding fault veins! 

Quality Ores! by Thrakkus Makes it so ores have visual differences in quality! Very lovely mod.

Prospectors Dispatch! by Berkyjay Makes traders sell maps to the large Hydrothermal Districts!

IOG Balance Patch! by ADumbBagel Adjusts spawn rate of ores, as well as focuses less useful ores into Fault structures instead of regular IOG veins. Genuinely super nice mod!

Bugs and Issues

 

Hydrothermal Districts being too rare and too far apart (Will fix by reducing distance and force spawning them cardinally from spawn, configurable)

 

Default config is awful, set to use this for now (Set it manually don't copy-paste it):

GlobalOreDisableChance at 0.8 - 0.95

DistanceBetweenSameOres at 400 - 1000 

DistanceBetweenAllOres at 0 -- THIS CAUSES PROBLEMS, very low numbers (sub 100) might be fine but it will be removed at a future date

 

Incompatibilites

Any mod that directly changes or modifies vanilla ore behavior wont workThis is because I disable vanilla ore generation (for ores my mod effects, stuff like emeralds or lapis are uneffected). Otherwise this should be compatible with pretty much every mod. I've tested it with common terrain mods such as Terra Prety and Conquest Landform Overhaul, and had no issues so far.

If there are any official incompatibilities I will put them here:
Vanilla Ore Rebalance (Or any mod like it)

 

Integrations


Geology Additions has Built In IOG Integration!

Material Needs: Geology has Built In IOG Integration!

Roadmap/Future Plans

I am on an extended hiatus from modding, I don't know when I'll come back so don't expect fixes or features anytime soon!

 

Create a small cloud of ore around the standard veins of IOG.

New vein type: "Veinlets" which will essentially be spaghetti. Specifically for some crystal and special metallic ores.

 

 

I consider IOG mostly "Feature Complete" until someone can provide me more ore generation ideas. Specifically extremely large scale structures.

 

Thanks!

Thanks to VinterNacht, CouncilorKnewOne, and SaltyWater for all of the help along the way, Chiliking and Droseran on discord for all the help with patching, and small_fern for a ton of help with brainstorming ideas!

 

Do not redistribute or copy this mod, if you have ideas feel free to contact me on the Vintage Story Discord (username: Ross the Great). Unless the party has explicit written permission from me no copy or branch of this mod is to be made. However JSON (content) mods are okay to use this as a library for their own ore generation or if they want to patch something into or out of IOG, and anyone is welcome to learn from my mod's JSONs for how to use the generators. I am always happy to help, feel free to contact me if you need source code or help with anything!

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
2.3.8 interestingoregen
1.22.0-pre.1 - 1.22.2
18125 May 5th at 8:10 PM InterestingOreGen-v2.3.8.zip 1-click install

Hopefully fixed some error spam from the MN:G patches 

deleted another leftover blank file.

2.3.7 interestingoregen
1.22.1 - 1.22.2
290 May 5th at 8:00 AM InterestingOreGen-v2.3.7.zip 1-click install

Hopefully fixed a jsonlib bug from blank jsons.

2.3.6 interestingoregen
1.22.0-pre.1 - 1.22.2
194 May 5th at 1:02 AM InterestingOreGen-v2.3.6.zip 1-click install

Fixed an issue with JSONs 

2.3.5 interestingoregen
1.22.0-pre.1 - 1.22.2
1881 Apr 28th at 8:23 PM InterestingOreGen-v2.3.5.zip 1-click install

Fixed previous version issues (Hopefully)

2.3.4 interestingoregen
1.22.0-pre.1 - 1.22.0
656 Apr 26th at 12:32 AM Release Retracted

Retraction Reason:

Problematic release.

Changelog:

Fixed Borax not spawning in it's intended locations.

2.3.3 interestingoregen
1.22.0-pre.1 - 1.22.0
222 Apr 25th at 9:53 PM InterestingOreGen-v2.3.3.zip 1-click install

Fixed ores not having the correct distribution weights and not spawning correctly. Should now see more consistency in areas with ores.

Also fixed GA Gems not spawning!

2.3.2 interestingoregen
1.22.0-pre.1 - 1.22.0
1407 Apr 14th at 1:05 AM InterestingOreGen-v2.3.2.zip 1-click install

Balance patch 1

Changed various ore generators to not use oremap anymore (WOO!) and rely purely on distance from other ores.

Tweaked the size of structures, some of them were far too small.

Increased the size of ore deposits in the new Hydrothermal Districts

2.3.1 interestingoregen
1.22.0-pre.1 - 1.22.0-rc.7
252 Apr 9th at 7:28 PM InterestingOreGen-v2.3.1.zip 1-click install

Fixed a minor Geology Addition compatibility issue.

2.3.0 interestingoregen
1.22.0-pre.1 - 1.22.0-rc.7
94 Apr 9th at 9:26 AM InterestingOreGen-v2.3.0.zip 1-click install

IOG-v2.3.0: The Big One

This is perhaps the largest singular update that I will ever release for IOG.

Added Hydrothermal Districts!

These MASSIVE new structures generate naturally throughout the world as large faults within a bound region. They come with a slew of complex inner systems that detect ore deposit locations, and can travel for (in theory) over 10,000 blocks. I have them practically limited to 4,000 blocks for now though, just because this is a first release and I had some balancing issues initially.

New structures added:

Major Faults

Minor Faults

Horsetail Zones

Splits from Major -> Minor

Splits from Majopr -> Horsetail Zones

 

New Ore body types:

Ladder Veins

Horsetail Zone Clusters

Ore Shoots

Each ore vein can spawn with up to 2 ores inside of it, at varying amounts. Each ore has a density and weight for spawning. 

 

Also for ores, each structure has a "Hot zone" that's between 20 and 60 blocks tall. Within that band on the Y axis, will be the richest ore. The farther away from that band you get, the poorer the ores are. Each Fault type has it's own band from Y-0 to world height. The optimal mine is to find this band and use that knowledge for the single fault you're on.

 

 

New "Fault Structures"!

Hydrothermal - Cold, with a Host Material of Travertine, you can find a wild assortment of useful minerals here such as Borax, Halite, and a new IOG exclusive Saltpeter ore!

Magmatic Felsic Shallow - Now the only major source of Quartz. These are huge so you'll never run out, and is now one of the only sources of Gold and Silver! (Among others)

Magmatic granitic Deep - Granite-hosted intrusions! The only source of end-game stuff such as Ilmenite, Pentlandite, and others!

Magmatic Mafic Shallow - Basaltic Intrusions! A good source of Early-mid game materials and contains ample amounts of Sulfur and is also a source of Obsidian! 

All of these come with Geology Additions Compatibility! 

Added Handbook Entries!

I've also added 3 new lengthy handbook entries for the most commonly asked questions I've recieved!

Added: "Prospecting with IOG" which describes the boulder, tracer, and general prospecting tips

Added: "Cave-Ins and Supports for IOG" which describes precisely how the cave-in mechanics work, and best practices for mining

Added: "Vein Information for IOG" which goes over a rough overview of the various vein types, and the intended progression for this mod.

 

 

Changed several ore deposits!

Many of them had spawns tweaked and "Evened out" spawns.

 

Added 2 new Config options for changing ore spawn rates!

DistancebetweenAllOres added to adjust the MINIMUM distance between every ore type in the game. "If any ore within X distance, don't spawn"
Distance BwtweenSameores added to adjust MINIMUM distance between SAME ore types. "If X ore is within Y distance, X ore doesn't spawn"

Reduced starter GlobalOreDisableChance to 0.0f, as it's not required anymore, and in fact can cause issues if used alongside the two new spawn limiters.

 

Finally

Added a new ore block!

It's Saltpeter ore, it can be found in the new Hydrothermal Districts sometimes.

2.2.3 interestingoregen
1.21.0-pre.1 - 1.21.6
10671 Jan 10th at 4:14 AM InterestingOreGen-v2.2.3.zip 1-click install

Fixed some patch stuff (thanks to Droseran) for IOG / MN:G / GA patches. 

Also should have fixed that startup error from the .txt comment files, however none of these errors were ever fatal or problematic, just a small annoyance.

2.2.2 interestingoregen
1.21.0-pre.1 - 1.21.6
1443 Jan 4th at 9:26 PM InterestingOreGen-v2.2.2.zip 1-click install

Same updates as v.2.2.1, unfortunately it seems when I went to build the file it kept some old files that caused issues. All fixed!

2.2.1 interestingoregen 19 Jan 4th at 8:28 PM Release Retracted

Retraction Reason:

Duplicate files, fixed in IOG-v2.2.2

Changelog:

Thanks to Droseran, some error log spam has been fixed and some minor patch work has been done. Also removed the "Testcopper.json" file, as apparently I forgot to remove it from nearly the beginning of this mod!

2.2.0 interestingoregen 351 Jan 4th at 5:34 AM InterestingOreGen-v2.2.0.zip 1-click install

FIXES

-Ghost Ores and spawning ore when using Density Search Mode should be fixed

-Made coal veins slightly thicker on average to account for Fire Clay

-Minor fixes and optimizations in the generator logic (nothing significant)

 

Thanks to Droseran, Fern, and Nephelangelo, IOG has built in Integration to Geology Additions and Material Needs: Geology now!

Also big thanks to Councilor and Chiliking who helped build the original Geology Additions + Interesting Ore Gen patch!

2.1.2 interestingoregen 2093 Dec 14th 2025 at 10:12 PM InterestingOreGen-v2.1.2.zip 1-click install

Changelog:

Added 2 config options to enable/disable Boulder spawning and Prospector Vein spawning!

2.1.1 interestingoregen 253 Dec 14th 2025 at 2:53 AM InterestingOreGen-v2.1.1.zip 1-click install

Changelog:

Modified boulder shapes to be less jarring, and made them generally smaller

Removed Oremap Reliance on SOME ore types, cannot do all though.

Removed debug logspam error (Sorry about that!)

Slightly optimized some orespawn logic (I couldn't notice an increase but 🤷‍♂️)

2.1.0 interestingoregen
1.21.5 - 1.21.6-rc.1
1068 Dec 11th 2025 at 9:54 AM InterestingOreGen-v2.1.0.zip 1-click install

2.1.0!

Changes/Tweaks:

1) Modified previous cave-in logic to now no longer be a "scan" search, but a 20 block long step search.
Mechanically: The block broken will choose 1 of any available solid blocks on any of it's orthogonal faces, and "travel" to that block. It checks instability, and then checks all of it's neighbors for instability. It will do this for up to 20 steps, at random, never doubling back on itself. It also has a weighted bias to travel to blocks with higher instability (not super high, but it does tend to do so) so it will normally seek out and find the highest instability block and travel along it. Once it reaches a block with 100% instability, it will then travel down (regardless of how many steps it has been, as it can only travel down a maximum of 6-10ish tiles anyway) and find the first "unstable" block with air on the bottom side. If it finds air, it will then become the epicenter of a relatively large cave-in. This means you can prevent cave-ins on certain blocks by reinforcing your ceilings! (I tested slabs, and solid blocks) As long as the block isn't air, it counts. (I didn't test liquids, so underwater cave-ins might be impossible!, whoops!). Understand, if you have a 1 block hole in a completely solid block ceiling (reinforced) and the step-search happens across that block it WILL collapse blocks in the ceiling too through your reinforcement.

2) Removed hard cap on ore generation quality on all veintypes! Instead I have added a heavy bias to poorer quality ore. Approximately 50% of ore will be poor, 25% will be medium, 15% will be rich, and 10% will be bountiful. This applies to the whole vein, some veins still have "rich cores" though sitting at a higher quality than the surrounding ore.

3) Optimized how some poorer performing ore generators function by contructing the entire body first, then having it place blocks (avoiding duplicate placements). I have personally experienced a significant increase in chunk generation time, and world load time.

4) Changed spawning of "Bits". No longer will ore veins spawn bits, but instead boulders on the surface to represent a nearby vein. With this change, I also added "Prospect Veins" to all ore types, that randomly shoot off of an ore body and travel to the surface (for performance they have a maximum travel height so on really tall worlds this might not work, I was mostly fine at 384). These prospect veins only spawn ore through stone, not air and not dirt. Dig through the dirt and poke around down below boulder clusters and you should find single pieces of ore, follow them down to the main vein! You can use the prospecting pickaxe for this too! (I would highly recommend)

The Config has Arrived!

I was unable to test if it functions across Client-Server connections and there's a few cases where it might break that I have been unable to test. For the most part it should be fine though.

There is one configurable option for now:

GobalOreDisableChance

This is to tune down or up the ore spawns of IOG. I would highly recommend keeping it at 0.5 (as default) to test. This is a flat % chance of ore bodys to not generate. At 0.5 that is 50% chance for ores to not generate, at 0.9 that is a 90% chance for ores to not generate, and so on. I found 0.9 to be nearly barren with one ore body per maybe 3,000 blocks. If you play with Geology Additions, and the GA+IOG patch we made, I recommend turning this to 0.6 due to the increase in ore vein types. (And therefore increase in spawns)

2.0.2 interestingoregen
1.21.4 - 1.21.5
6907 Sep 25th 2025 at 2:55 AM InterestingOreGen-v2.0.2.zip 1-click install

Update 2.0.2!

-Significantly reduced frequency of knocking and rumbling sounds (5-15 minutes between scans)

-Reduced radius of secondary cave-in search radius by half (down to 10 blocks)

-Reduced radius of Primary cave-in search radius (down to 10 blocks)

-Changed secondary cave-ins to only trigger epicenters on blocks with 100% instability

-Patch out vanilla cave-in logic for placing blocks

-Changed it so when stone blocks collapse, they turn into gravel instead of cracked stone!

 

Experimented with different cave-in logic, for now it was deemed to be unnecessary but I might experiment adding them further.

2.0.1 interestingoregen 768 Sep 19th 2025 at 10:39 PM InterestingOreGen-v2.0.1.zip 1-click install

Removed the Config, My original one didn't save and it was completely useless. (It didn't actually do anything)

Fixed cave in sounds playing when cave ins are disabled

Fixed the log spam (hopefully) and removed any errenious logs.

Increased the maximum time between cave-knocking noises from 30 seconds to 1 minute, with a minimum of 10 seconds

Stops scheduling search events if no player is online (for dedicated servers)

Fixed faults/seam veins having random grid locking

 


Config will come back at a later point in time with actual functioning features, but it will be a good while.

 

2.0.0 interestingoregen 672 Sep 15th 2025 at 7:37 PM InterestingOreGen-v2.0.0.zip 1-click install

Additions:

Added proper Cave In logic to the game, as well as sounds.
Added a Config
Added the Fault and Seam deposit
Added Coal, Quartz, Olivine, and a few other Mineral deposits (The more rare the coal the bigger the fire clay patches in it)
Added Surface Indicators to all ores (For now this just means they all have "Bits" Directly above the vein)

Changes:

Removed Thread and Intrusion Veintypes (I was unhappy with their implementation, and they were convoluted to mine and follow)
Made all ore veins 50-200% bigger
Made all ore veins spawn 100x-1000x LESS frequently, however you will still occasionally find clusters of similar veins nearby (This is an oremap issue, unfortunately)
Broadly changed some of the shapes of the ore veins to be more interesting.
Modified Collapse Logic to be significantly more punishing and easier to trigger, REINFORCE YOUR MINES, any block at 100% instability will by default become a cave-in epicenter!
Cleaned up the code a lot, should be even more stable than before.

 

There's definitely things I'm forgetting but this is the broad overview of the important parts that was added/changed.

1.2.3 interestingoregen 5249 Jun 10th 2025 at 10:32 PM InterestingOreGen-v1.2.3.zip 1-click install

Removed the air block check, this caused errors. Kept 50% ore spawns.
This should fix any issues of 1.2.1 and 1.2.2.

1.2.2 interestingoregen 116 Jun 10th 2025 at 9:31 PM InterestingOreGen-v1.2.2.zip 1-click install

Adjusted ore generation on all major metal ores and sulfur. Overall ores spawn about 50% less frequently than prior updates, except Malachite and Rhodochrosite. Those spawn infrequently to begin with and malachite especially is quite uncommon. (Plus it's my favorite ore :P)

Changed ore generation to only spawn ore below 40% world height. This is based on absolute WORLD height not on terrain level, if it's assumed "ground" is normally 50-70% world height often you wont find ore exposed on the surface. This check ONLY looks for air blocks though, so you can still find ore peaking out behind tall grass! 😁 Often you wont find veins on the surface in caves though.

1.2.1 interestingoregen 198 Jun 10th 2025 at 7:34 AM InterestingOreGenv-1.2.1.zip 1-click install

Added a quick patch to make it so ore doesn't spawn exposed in caves. Very testy, but as efficient as I could get it. 
For those interested in the technical details, it checks all faces of a block and doesn't spawn an ore if any single face is exposed to air (keeping it the main host stone)

1.2.0 interestingoregen 2973 May 5th 2025 at 7:12 AM InterestingOreGen-v1.2.0.zip 1-click install

New generator! Fault Veins, large thin sheets of ore (discs) that are randomly oriented in any axis!
New ore changes:
1) Bismuthinite spawns in Hydrotube and Intrusion veins, Hydrotube has a sub-deposit of Flourite.
2) Cassiterite spawns in Chimneys and Intrusions, on Chimneys in Granite, Peridotite, and Phyllite it will have a core of hematite.
3) Chromite now spawns with Magnetite Cores in andesite(poor) granite(medium) basalt (rich) and peridotite (medium)
4) Galena now spawns with Native Silver in it occasionally.
5) Magnetite now spawns as Thread and Fault Vein, fault will have small amounts of poor to medium Hematite in it. If the vein spawns in Andesite, it wont give any hematite.
6) Malachite can spawn with gold when it's in limestone
7) Native Copper in chimney form also spawns with poor gold, also now instead of intrusion veins spawns in the new Fault Veins! With a tiny amount of gold sometimes too)
8) Pentlandite spawns with chromite cores from Chimneys
9) Rhodochrosite (manganese) spawns with small amounts of Chromite
10) Sphalerite now spawns with Galena patches in both Chimney and Hydrotubes.

Adjusted ore spawns to be generally more common!

1.1.2 interestingoregen 659 May 2nd 2025 at 6:56 PM InterestingOreGen-v1.1.2.zip 1-click install

Fixed Prospecting bug! Removed absoluteaveragequantity and replaced it with an approximate average stand in, in this case 20000. Expect to see high values in prospecting!

1.1.1 interestingoregen 350 May 1st 2025 at 6:59 PM InterestingOreGen-v1.1.1.zip 1-click install

Initial Release!


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

Gradient_3, 2 days ago (modified 2 days ago)

Are the shallow mafic magmatic grounds suppoused to spawn like 10's of thousands blocks away from spawn and very rarely so? I've looked around everywhere on several worlds and they always seemed to be so far away that looking for them took hours in creative of flying and using the Prospectors Dispatch directions and block overlay.

I have already changed the configs you've suggested but I'm stuck because going so far, and it being difficult to find even there takes too much in a survival world.

I have not had any issue with travertine faults, as they are quite common. I love the mod but is there any way to increase the mafic magmatic faults spawnrate in the json files?

RosstheGreat , 1 day ago
@Gradient_3: Are the shallow mafic magmatic grounds suppoused to spawn like 10's of thousands blocks away from spawn and very rarely so? I've looked around everywhere on several worlds and they always seemed to be so far away that looking for them took hours in creati

In the json files there should be a section of distance to other formation or something like that. I forget the exact variable, it causes the distance between 2 of these veins to be minimum whatever it's set to. Reduce that, and it should make them more common.

Tulladar, Aug 8th at 11:35 AM (modified Aug 8th at 11:36 AM)

If you have a large mod list, I made a new world to use this mod. 

Finally felt like I knew the bases of the game. 

Worked fine for about 5 hours. Then appears to gained a memory leak where in about 10 minutes of playing the game would start chunking and chunking my computer to the point I had to restart my computer.


Isolated it down, went back to my old world with all the new mods, just no interesting ore gen and runs fine. 

This is a 200+ list, so I cant really blame the author at all and is more than likely something with my mod list causing soething 


So if you have a lot start with this and add to them to make sure they run fine together. 


I have sideways instability on as well and cave ins. Not sure if that matters. 


Got worse the more I explored. Wasnt bad at all when I 1st started 

RosstheGreat , Aug 8th at 6:57 PM
@Tulladar: If you have a large mod list, I made a new world to use this mod. Finally felt like I knew the bases of the game. Worked fine for about 5 hours. Then appears to gained a memory leak where in about 10 minutes of playing the game would start chunking and ch

Have you tried IOG isolated to see if it gives you the same issue? I would imagine it's a mod incompatibility issue but if IOG has a memory leak that would be really good to know.

What game version are you running on as well?

Tulladar, Aug 9th at 3:27 AM (modified Aug 9th at 3:29 AM)
@RosstheGreat: Have you tried IOG isolated to see if it gives you the same issue? I would imagine it's a mod incompatibility issue but if IOG has a memory leak that would be really good to know. What game version are you running on as well?

All the newest always. 

Do you know if there are issues with any of the riversheds or continents/conquest? 

I am terrible with all this stuff. But spent like 4 hours attempting to double check. 

But played all day today without it and was fine.


And with the new terra pretty updates, I am gonna give it another whirl to double check. 

The odd part, was it always would start as I left my base area. 

I previously explored it all using that xray mod to kinda quickly learn what deposits looked like and then uninstalled it. 


Like I mentioned i highly doubt this is related to your work, and more related to my mod stupidity and conflicts. But i checked the log and no errors were producing. 

RosstheGreat , 6 days ago
@Tulladar: All the newest always. Do you know if there are issues with any of the riversheds or continents/conquest? I am terrible with all this stuff. But spent like 4 hours attempting to double check. But played all day today without it and was fine.And with the n

Tragically what I've seen is mod conflicts don't produce log outputs with IOG. I've not added any output for them, but a memory leak would be a wild development to see. I wont say it's impossible, I could have missed something, Codex could have missed it, it's very possible but it'd have to be something that's been in IOG for a while considering I haven't updated it in 3 or 4 months now hahah.

 

Either way, that's wild. Can you do be a big favor and try a world for a bit (fly around in creative and whatnot) and just see if it happens with *just* IOG? 

Tulladar, 6 days ago (modified 6 days ago)
@RosstheGreat: Tragically what I've seen is mod conflicts don't produce log outputs with IOG. I've not added any output for them, but a memory leak would be a wild development to see. I wont say it's impossible, I could have missed something, Codex could have missed it,


Its making these circles and appears to go insane with them in certain areas. I was near one of them on the other save. And just ran into this one trying to get it to happen again. 

Started to happen again around this.


Might be related to vintage engineering and the oil deposits. 

I thought the oil was something else. 


Ill see if i can get a photo of this. But it makes holes and fills it with a void of "water". But its not water, you cant swim in it and you have breath. Which go all the way to the mantle 

Tulladar, 23 hours ago (modified 23 hours ago)
@RosstheGreat: Intriguing, I've never tried IOG + VS Engineering so I don't know of their compatibility honestly.

I think I narrowed it down, not related to you at all im guessing. 

When the oil wells form. It begins dropping a red gravel(I dont think muddy, somehow forgot) everywhere at the top of the hole(which also will drop it down) and starts to spit it out everywhere. 

Then with cave ins and soil instability. It reallllly doesnt like that. 

Appears to cave in on itself and then like multiply.

Liliet, Aug 6th at 5:55 AM
Crash Report
Running on 64 bit Windows 10.0.22631.0 with 16163 MB RAM
Game Version: v1.22.6 (Stable)
06.08.2026 8:42:47: Critical error occurred
Loaded Mods: 
System.NullReferenceException: Object reference not set to an instance of an object.
   at InterestingOreGen.Generators.IOGDepositBlock.Resolve(String fileForLogging, ICoreServerAPI api, Block inblock, String key, String value) in C:\Users\thedo\OneDrive\Desktop\Modding\Mod Sources\interestingoregen\InterestingOreGen\Generators\IOGDepositBlock.cs:line 31
   at InterestingOreGen.Generators.TiltedDiscDepositGenerator.Init() in C:\Users\thedo\OneDrive\Desktop\Modding\Mod Sources\interestingoregen\InterestingOreGen\Generators\TiltedDiscGenerator.cs:line 242
   at InterestingOreGen.Generators.TiltedAnywhereDiscGenerator.Init() in C:\Users\thedo\OneDrive\Desktop\Modding\Mod Sources\interestingoregen\InterestingOreGen\Generators\TiltedDiscAnywhere.cs:line 28
   at Vintagestory.ServerMods.DepositVariant.Init(ICoreServerAPI api, LCGRandom depositRand, NormalizedSimplexNoise noiseGen) in VSEssentials\Systems\WorldGen\Standard\ChunkGen\5.GenDeposits\DepositVariant.cs:line 79
   at Vintagestory.ServerMods.GenDeposits.initAssets(ICoreServerAPI api, Boolean blockCallbacks) in VSEssentials\Systems\WorldGen\Standard\ChunkGen\5.GenDeposits\GenDeposits.cs:line 124
   at Vintagestory.GameContent.ProPickWorkSpace.<>c__DisplayClass5_0.<OnLoaded>b__0() in VSSurvivalMod\Systems\Prospecting\ProPickWorkSpace.cs:line 40
   at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass11_0.<QueueTask>b__0(Object _) in VintagestoryApi\Common\TyronThreadPool.cs:line 119
   at System.Threading.QueueUserWorkItemCallbackDefaultContext.Execute()
   at System.Threading.ThreadPoolWorkQueue.Dispatch()
   at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
   at System.Threading.Thread.StartCallback()
Crash Report
Running on 64 bit Windows 10.0.22631.0 with 16163 MB RAM
Game Version: v1.22.6 (Stable)
06.08.2026 8:42:47: Critical error occurred
Loaded Mods: 
System.NullReferenceException: Object reference not set to an instance of an object.
   at InterestingOreGen.Generators.IOGDepositBlock.Resolve(String fileForLogging, ICoreServerAPI api, Block inblock, String key, String value) in C:\Users\thedo\OneDrive\Desktop\Modding\Mod Sources\interestingoregen\InterestingOreGen\Generators\IOGDepositBlock.cs:line 31
   at InterestingOreGen.Generators.TiltedDiscDepositGenerator.Init() in C:\Users\thedo\OneDrive\Desktop\Modding\Mod Sources\interestingoregen\InterestingOreGen\Generators\TiltedDiscGenerator.cs:line 242
   at InterestingOreGen.Generators.TiltedAnywhereDiscGenerator.Init() in C:\Users\thedo\OneDrive\Desktop\Modding\Mod Sources\interestingoregen\InterestingOreGen\Generators\TiltedDiscAnywhere.cs:line 28
   at Vintagestory.ServerMods.DepositVariant.Init(ICoreServerAPI api, LCGRandom depositRand, NormalizedSimplexNoise noiseGen) in VSEssentials\Systems\WorldGen\Standard\ChunkGen\5.GenDeposits\DepositVariant.cs:line 79
   at Vintagestory.ServerMods.GenDeposits.initAssets(ICoreServerAPI api, Boolean blockCallbacks) in VSEssentials\Systems\WorldGen\Standard\ChunkGen\5.GenDeposits\GenDeposits.cs:line 124
   at Vintagestory.GameContent.ProPickWorkSpace.<>c__DisplayClass5_0.<OnLoaded>b__0() in VSSurvivalMod\Systems\Prospecting\ProPickWorkSpace.cs:line 40
   at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass11_0.<QueueTask>b__0(Object _) in VintagestoryApi\Common\TyronThreadPool.cs:line 119
   at System.Threading.QueueUserWorkItemCallbackDefaultContext.Execute()
   at System.Threading.ThreadPoolWorkQueue.Dispatch()
   at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
   at System.Threading.Thread.StartCallback()
Liliet, Aug 9th at 2:58 PM
@RosstheGreat: Any more info on what happened during crash? What were you doing? Was this on a generated world or newly generated? What other mods do you have installed?

This was on generating a new world. And I think it threw that when I tried InterestingOreGen even alone? That might have been a different glitching mod... The upshot is that this particular bug I believe went away when I added a bunch of fix/optimization mods, in particular OptiTime and Tungsten, as well as a few more specific fixes.

I actually don't know how to generate a text form modlist from the game? I use Simple VS Manager, and I don't know how to do that in it either...

RosstheGreat , 6 days ago
@Liliet: This was on generating a new world. And I think it threw that when I tried InterestingOreGen even alone? That might have been a different glitching mod... The upshot is that this particular bug I believe went away when I added a bunch of fix/optimization

I think it's in the logs folder, but it's been a bit since I've messed with Vintage Story stuff. 

It's erroring trying to find a specific deposit type in a specific stone type, so it's odd and I've only ever seen this error with bad installs or caches not cleared right. If it's resolved now that's great. 😅

Liliet, 6 days ago
@RosstheGreat: I think it's in the logs folder, but it's been a bit since I've messed with Vintage Story stuff. It's erroring trying to find a specific deposit type in a specific stone type, so it's odd and I've only ever seen this error with bad installs or caches not

Oh, you'll note that the line "loaded mods" is in this crash report, it's just empty. It crashed before anything loaded, by all indications.

(The issue is I've continued launching and relaunching the game, and as I said, this issue got fixed by adding the fix mods.This crash report is all I have, and I'm pretty sure it's all I had in the first place as it was happening, too)

Rythillian, Aug 3rd at 5:59 PM

Has this been mod been optimized more since the last time I checked it out? It made chunk generation VERY slow last time.

RosstheGreat , Aug 3rd at 7:45 PM
@Rythillian: Has this been mod been optimized more since the last time I checked it out? It made chunk generation VERY slow last time.

I don't know when you checked it out before. IOG overhauls ore generation massively, and that comes with a bit of extra computational baggage, but as far as I can tell it doesn't slow down my game on my machine. World load is a little longer, but chunkgen seemed fine for the most part.

Can't say if it'll change much on your machine.

Rythillian, Aug 3rd at 9:17 PM
@RosstheGreat: I don't know when you checked it out before. IOG overhauls ore generation massively, and that comes with a bit of extra computational baggage, but as far as I can tell it doesn't slow down my game on my machine. World load is a little longer, but chunkgen

I've been testing it for the last few hours and it seems much improved! Originally when I first tested this a long time ago it caused chunk loading on our server to take AGES. But now that is no longer a problem!

Btw, is there an option in the config to make it so old ore gen spawns alongside the new ore gen? I like the large amount of ore, but it being rarer and in large clumps means that often caves no longer have ore discs in them :(

RosstheGreat , Aug 4th at 7:29 PM
@Rythillian: I've been testing it for the last few hours and it seems much improved! Originally when I first tested this a long time ago it caused chunk loading on our server to take AGES. But now that is no longer a problem!Btw, is there an option in the config to ma

No, IOG wont have the config to enable vanilla ore spawns. You can enable it yourself if you're on singleplayer by going in and finding the patch JSON folder in the IOG mod folders, and deleting it. Multiplayer you'll have to make a patch mod. Fair warning with both ore gens running it's pretty likely to be a fair bit slower than just one or the other running. Or you can turn up IOG ore spawn rates in the configs, but it will cause more lag the more ore veins spawn.

 

IOG wont have an option to enable that either in the future, as the whole point of IOG is to replace the vanilla spawning systems and I feel it doesn't fit within the vision for IOG.

toxi2202, Jul 29th at 1:19 AM (modified Jul 29th at 1:20 AM)

umm...

so I was playing 1.22.5 and saw a extremly huge copper vain on the surface on a travertine line and later again a gigantic bismuth vain on a travertine line again going up a hill is this intended ??

mod was on ver.2.3.8 

The Gigantic vain

ADumbBagel, Jul 26th at 5:17 PM

The patch is out! Here's the link: https://mods.vintagestory.at/iogbalancepatch

Thanks for all the help, RossTheGreat, and lmk if you have any questions about it.

Trampek, Jul 25th at 8:39 PM

hello, very nice mod but for me ore spawn too often, i think config does not work for me tho 

 

i got

"DistancebetweenAllOres": 500,
 "DistanceBetweenSameOres": 2000

 

but still there is iron and copper 100 block next to each other and then again another iron 400 block farther 

any tips how to fix this and also how make those never spawn on surface, when you get so big deposit i would like to have to actively find it not just get it while exploring

RosstheGreat , Jul 30th at 1:41 AM
@Trampek: hello, very nice mod but for me ore spawn too often, i think config does not work for me tho i got "DistancebetweenAllOres": 500, "DistanceBetweenSameOres": 2000 but still there is iron and copper 100 block next to each other and then again another iron 4

There might be an incompatibility with other mods, as I've gotten a few weird reports of IOG doing things it shouldn't be able to do on it's own by default. I would try again with no other mods installed. If it still persists please contact me on Discord about it in the official Vintage Story discord. I have a thread there you can find under "Interesting Series". 

ADumbBagel, Jul 20th at 2:18 PM

I am actually having a lot of trouble finding a good balance for general ore vein rarity. I think the best part of this mod is how it encourages building infrastructure, like paths and mining camps and all that good stuff. However, while finding the ore veins takes a huge time investment, they often end up being 1-3 thousand blocks away from your base once found (maybe 10 minutes of travelling on average), which is not a significant enough trip in my eyes to justify making a lot of infrastructure for it. I was hoping to increase the travelling time to be more of proper journey, but it seems that, while travelling time scales (basically) linearly with ore vein rarity, prospecting time scales exponentially, so there's just no way to have them both be reasonable. If the closest ore vein to your base is 30 minutes away, it'll take like 900 minutes to find it, which is crazy. I'm struggling to find a way to rectify this.

 

Prospector's Dispatch would be a great solution for this except it only finds the faults, not the normal metal veins which are so important for progression. Betterer Prospecting would also work if it had a really long range prospecting mode, but the biggest option currently only has about 60 blocks radius.

The solution I'm considering is generating land with IOG veins disabled in like a 5,000 block radius around my base, then re-enabling them once I'm done. This would guarantee a minimum travel distance of 5,000 blocks before reaching an ore vein, but it's obviously not ideal, especially since I'd be playing with weaker mapping tools than vanilla. It's also not really possible to do this in a patch, and it's annoying to do manually.

Alternatively, I could maybe disable all the single ore veins and play with just the faults, then rely on Prospector's Dispatch to find ores. The faults tend to be very spread out so they certainly would have a good travel time to reach, and prospecting wouldn't be as bad. It almost might be too much, though - with unlucky world generation it could be a 20,000-30,000 block odyssey just to reach a stable source of copper. Also, I like the normal ore veins! :(

 

 

Does anyone have any ideas for a better solution? Something that guarantees significant travel times to ore veins, but keeps prospecting times remotely reasonable? I'm pretty stumped right now.

RosstheGreat , Jul 20th at 10:40 PM
@ADumbBagel: I am actually having a lot of trouble finding a good balance for general ore vein rarity. I think the best part of this mod is how it encourages building infrastructure, like paths and mining camps and all that good stuff. However, while finding the ore v

IOG comes built in with boulders on the surface over veins. These are meant to make prospecting for a vein easier by spotting them from significantly farther away and will help with at least locating the normal veintypes faster.

 

Prospector's Dispatch is very cool, and I'm super happy the guy making it even added compat for IOG, however because of the nature of IOG's basic veintypes and my lack of understanding on how to make maps for them, it would be difficult to add them to IOG. At some point it might get done but it wont be remotely soon.

 

There is actually a way to change ore spawns in a radius around spawn, I have a few hidden JSON variables within IOG that I've not advertised that do exactly that. I don't recall them off the top of my head but when I get time in a couple weeks I'll check. Just ping me back in like 2 weeks time either on the discord (same username) or here and i'll get to it when I can. The specific set (if you decide to try decompiling the code or something) is to do with inner and outer spawn radius, if I recall it's 2 variables, the "Minimum distance from 0, 0" and "Maximum distance from 0, 0" that the specific ore vein can spawn in. It was used in a server to limit bronze age materials to be only right around spawn and infinitely out, but limit iron to only 25k blocks from spawn, Titanium 50k, that sort of thing. (Wasn't exact numbers but that's the idea)

ADumbBagel, Jul 21st at 1:57 PM
@RosstheGreat: IOG comes built in with boulders on the surface over veins. These are meant to make prospecting for a vein easier by spotting them from significantly farther away and will help with at least locating the normal veintypes faster. Prospector's Dispatch is v

Okay, interesting. Those JSON variables might be very useful! I think I'll try to decompile the code to find them, but it's likely I will end up bugging you about it in a few weeks. Regardless, thanks for helping me out with this!

And yeah, prospector's dispatch is awesome. It's really impressive to me that the author was able to add compatiblity at all! Both of the mods seem really complicated even standalone.

RosstheGreat , Jul 22nd at 3:37 AM
@ADumbBagel: Okay, interesting. Those JSON variables might be very useful! I think I'll try to decompile the code to find them, but it's likely I will end up bugging you about it in a few weeks. Regardless, thanks for helping me out with this! And yeah, prospector's d

IOG's base deposits are pretty simple actually. The complexity comes from the first deposits being built in a monolithic code, and the Hydrothermal deposits. That one is crazy.

ADumbBagel, Jul 17th at 2:53 PM

Hey, would it be alright if I made and published a balance patch for this mod to tweak the spawn rates of veins? I'd like to see if I can reduce the incredibly harsh RNG this mod can sometimes have when looking for rarer/more obscure ores on hard settings.

ADumbBagel, Jul 18th at 2:17 AM (modified Jul 18th at 2:18 AM)
@ADumbBagel: Ok, great!

Is it possible to tweak the newer faults and fault ladders in the json? I can't find the files for them, and they still seem to spawn even if I delete everything in worldgen/deposits.

RosstheGreat , Jul 20th at 10:22 PM
@ADumbBagel: Is it possible to tweak the newer faults and fault ladders in the json? I can't find the files for them, and they still seem to spawn even if I delete everything in worldgen/deposits.

Yes they're in a different location. Check assets/config/hydrothermal and there should be 4 files in there. The file named something like "Hydrothermal" is completely commented and documented.

Graim, Jul 16th at 9:43 PM
For anyone who wants quartz and olivine to appear in prospecting readings again:

 

Step 1:

Go to: VintagestoryData\ModConfig\BetterErProspecting.json

open the json via notepad and:

change: "DensityBlackListedOres": "flint, quartz",

to:

"DensityBlackListedOres": "flint",

and save.

 

Step 2 (quartz):

Go to: VintagestoryData\Mods\InterestingOreGen-v2.3.8.zip\assets\interestingoregen\worldgen\deposits\mineralore\quartz.json

open the json via notepad and:

change: "withOreMap": false,

to:

"withOreMap": true,

and save

 

Step 3 (olivine):

Go to: VintagestoryData\Mods\InterestingOreGen-v2.3.8.zip\assets\interestingoregen\worldgen\deposits\mineralore\olivine.json

open the json via notepad and:

change: "withOreMap": false,

to:

"withOreMap": true,

and save

 

Hope this helps.

Magmabit16, Jul 16th at 8:10 PM

So to clarify, the boulders that indicate potential veins, what do the boulders look like? Are they new boulders with a unique look or is it just formations of vanilla boulders that we're looking out for? Haven't been able to find a guide so it's been a little frustrating trying to find ores because I don't know what to look out for.

RosstheGreat , Jul 17th at 7:11 PM
@Magmabit16: So to clarify, the boulders that indicate potential veins, what do the boulders look like? Are they new boulders with a unique look or is it just formations of vanilla boulders that we're looking out for? Haven't been able to find a guide so it's been a l

Vanilla doesn't have boulders. IOG spawns boulders that look like super squashed spheres (because that's easiest to form). You should find them in clusters on the surface with multiple next to each other.

 

IOG also has a prospecting guide in the handbook under it's own IOG tab.

Sayle, Jul 20th at 10:16 PM
@RosstheGreat: Vanilla doesn't have boulders. IOG spawns boulders that look like super squashed spheres (because that's easiest to form). You should find them in clusters on the surface with multiple next to each other. IOG also has a prospecting guide in the handbook u

I have to say I'm confused. Aren't boulders in vanilla? You break them apart and they turn into a cluster of stones. I'm not entirely clear on what IOG boulders look like. How many blocks wide are they? Are they the 3-4 block wide clumps of rock that sometimes pop up in the terrain?

RosstheGreat , Jul 20th at 10:29 PM
@Sayle: I have to say I'm confused. Aren't boulders in vanilla? You break them apart and they turn into a cluster of stones. I'm not entirely clear on what IOG boulders look like. How many blocks wide are they? Are they the 3-4 block wide clumps of rock that some

IOG boulders are actual boulders, not like a simple rocktype on the surface. they're 3-7ish blocks in diameter and they're very obvious when you find them normally. 

 

Truthfully I forgot vanilla had a "Boulder" material, but no it's not those. They are ellipsoids of stone that pop up on the surface in clusters.

Sayle, Jul 21st at 11:09 AM
@RosstheGreat: IOG boulders are actual boulders, not like a simple rocktype on the surface. they're 3-7ish blocks in diameter and they're very obvious when you find them normally. Truthfully I forgot vanilla had a "Boulder" material, but no it's not those. They are elli

Thanks, that explains that and helped me immediately find a quartz deposit. Does the type of the boulder (ie, Andesite) mean that the ore deposit will be in the Andesite rock layer specifically, or does it just reflect the underlying rock layer without being specific to where the ore vein is?

RosstheGreat , Jul 22nd at 3:36 AM
@Sayle: Thanks, that explains that and helped me immediately find a quartz deposit. Does the type of the boulder (ie, Andesite) mean that the ore deposit will be in the Andesite rock layer specifically, or does it just reflect the underlying rock layer without be

Boulders are ALWAYS the host rock deposit, so if boulders are Andesite then the ore will be in Andesite. Keep in mind an interesting feature though, IOG creates a thin shell of it's host stone around it, so if you find a weird piece of stone in a stone layer that shouldn't be there, it's probably the ore vein. (The shell is only 1-2 blocks thick)

Zombieboy1995, Jul 12th at 4:25 AM

was wondering would it be safe to add this mod to a existing world or would it be better to start a new one?

RosstheGreat , Jul 13th at 10:10 AM
@Zombieboy1995: was wondering would it be safe to add this mod to a existing world or would it be better to start a new one?

I always recommend starting new with IOG, but you can technically add it mid world. I would recommend against it and I'm not responsible for any data loss.

IF you do, ores with the IOG veinstructures will only spawn in newly generated chunks. You also shouldn't remove IOG from an active world, it has custom ore blocks that will all turn into ? blocks. This can be fixed by remapping but if you're unsure, try a temporary survival world or make copies/backups of your current world.

As always BACK UP YOUR WORLDS FIRST!

Wandour, Jul 11th at 10:42 AM

we started an SMP with this, and few weeks later i started to realize there is nearly no chromite
is this normal?, i had resorted to use block overlay and creative to look around faster and still no luck for the past few days

RosstheGreat , Jul 11th at 7:35 PM
@Wandour: we started an SMP with this, and few weeks later i started to realize there is nearly no chromiteis this normal?, i had resorted to use block overlay and creative to look around faster and still no luck for the past few days

At current i'd say it's "Normal" although it's not a desired feature. Chromite only spawns in large Hydrothermal Veins (specifically Basalt and Granite I believe?). However their spawning means they can be 10,000+ blocks apart from each other. They also tend to spawn in triangles away from each other which further makes it hard to track down. This feature will be fixed in a future update of IOG, but unfortunately right now there's not a lot I can do.

 

There is a mod however that adds maps to these structures which will make it far easier to locate.

https://mods.vintagestory.at/prospectorsdispatch

Stoatsharvest, Jul 9th at 8:54 AM (modified Jul 9th at 8:58 AM)

heya! i adore this mod but for some reason? most mods are at 0? despite saying high? im trying to not have alot of mods atm. Should i install the BetterER prospecting mod to help it? (i alos have Witherlands cave gen. So unsure if that's a problem)

RosstheGreat , Jul 11th at 7:30 PM
@Stoatsharvest: heya! i adore this mod but for some reason? most mods are at 0? despite saying high? im trying to not have alot of mods atm. Should i install the BetterER prospecting mod to help it? (i alos have Witherlands cave gen. So unsure if that's a problem)

I'm guessing you mean the PPT / %% results from prospecting. IOG doesn't function with vanilla prospecting, as it's not compatible. If you want to use a mod to help with that, I would recommend Betterer Prospecting, yeah. I don't think Wilderlands Caves works with IOG either and I've not tried it personally.

Ballsgod, Jul 2nd at 4:48 AM (modified Jul 2nd at 4:54 AM)

Hello! i've been trying to mess around with the configs, but is there any way to make so different megaveins of different types keep a certain distance? By my understanding, the AllOres config includes the smaller and rarer ore veins too right? And i'd like to keep those as is in rarity. It's because from my observations, the big veins keep a constant distance of about 800 blocks, but *all* the megaveins do this by the same amount, meaning they tend to make a triangular grid, where there is often ~3 megaveins at the exact same spot cause they can overlap and are consistently the same distance away from their own oretype, leading to you being able to go from copper to iron age without ever moving in multiple spots :/

also not helped by BetterEr Prospecting making it damn near impossible to miss them (ᵕ — ᴗ —)
Is there any way to solve this via the configs? So theres Megaveins every like 1-2k blocks and the different ore types arent clumped right next to eachother?
Edit: also is there a way to keep smaller ore veins of the rarer types spread like normal? Large areas of my world only have surface tin and copper (and olivine in peridotite), and are otherwise barren down to the mantle

RosstheGreat , Jul 6th at 5:33 AM
@Ballsgod: Hello! i've been trying to mess around with the configs, but is there any way to make so different megaveins of different types keep a certain distance? By my understanding, the AllOres config includes the smaller and rarer ore veins too right? And i'd li

It's complicated, and I'm NOT happy with how the megaveins are spawning. I hear that.

 

Beyond that, you can go into the mod itself (and if you're the server owner TECHNICALLY it's a server-side only mod) you can go INTO the IOG mod file, assets/config/hydrothermal and edit those, there's a minimum distance between those two you can change, they're EXTREMELY configurable, so go nuts. Let me know if you find something good I can slap it in if you want.

 

Megaveins (the giganitc lines and faults running everywhere in a region) should be easy to find, they're meant to be decently far apart though. It's hard to find a solid balance with their current spawning. Also the megaveins don't get affected by the config (allores or sameores, or whatever I called it)

 

Although I'm intrigued, I don't think you're missing the real megaveins from the sounds of things. The "Hydrothermal Districts" are huge, like hundreds of thousands of blocks of ore in them, and are gigantic single material lines running throughout your world. I might be wrong though, but those are what I understand most people think of as "Megaveins".

Otherwise vanilla IOG's ore veins are configurable by the configs in the true config folder, the hydrothermal districts are configurable within the mod itself and it needs to be unpackaged and whatnot for that to work.

 

Sorry, this is rambly, I'm really tired and don't have much brainpower for explanation right now. Come contact me on the official VS discord in the Interesting Series thread and I or someone can help you better. (https://discord.com/channels/302152934249070593/1367581350118428794)

Ballsgod, Jul 7th at 10:09 AM
@RosstheGreat: It's complicated, and I'm NOT happy with how the megaveins are spawning. I hear that. Beyond that, you can go into the mod itself (and if you're the server owner TECHNICALLY it's a server-side only mod) you can go INTO the IOG mod file, assets/config/hydr

Oh no its plenty helpful. I'd been messing with the configs A LOT since i last commented lol and have gotten a better understanding of the mod, but didn't know Hydrothermal districts were seperate, assumed they were under the same umbrella in the true configs, so that's gonna be a headache-solver lol. By megaveins i was thinking of mainly the anthill looking ones yeah, but this should be enough help to tweak everything to what i want it to be at for now, thank you!

i did find out you can also mostly smush this with something like "OresReRebalanced" and frankenstein the hell out of it to make smaller ore veins around the world. I found the world to be too barren otherwise, esp when prospecting, and making the veins be way smaller and rarer pairs well with IME, so you'd naturally wanna seek out the big boys after the piddly rewards from the effort of mining the small ones. Also didnt help you could go to iron age with just surface copper, tin, and bogiron lol, so hopefully gonna prevent people from ignoring the cool veins from this mod, cuz i upped the distance a to like 1-2,5k blocks for now (might change again)

RosstheGreat , Jul 11th at 7:26 PM
@Ballsgod: Oh no its plenty helpful. I'd been messing with the configs A LOT since i last commented lol and have gotten a better understanding of the mod, but didn't know Hydrothermal districts were seperate, assumed they were under the same umbrella in the true con

Actually you've given me quite an intriguing idea!

 

I do agree the world can be quite barren and hard to find veins (which is intentional), and the problem is once you find them it's sort of purely following a giant vein. Perhaps I can add small pockets of ore scattered throughout the world similar to vanilla, but around the big veins also have small clouds of ore around them (all poor ore). That would mean when you find a vein area (similar to vanilla) you'd have clusters of ore bodies around each other, but if there's a large vein nearby those clusters sort of surround the massive ore body in the center(ish).

We'll see how I feel about the idea whenever I come back to modding.

JosephStalingrad, Jun 29th at 3:50 PM

AGGAGdsgdasgdsg I CANT FIND BASALT FOR TITANIUM

RosstheGreat , Jul 6th at 5:24 AM
@JosephStalingrad: AGGAGdsgdasgdsg I CANT FIND BASALT FOR TITANIUM

Yeah I'm not happy with how the faults spawn. Whenever I get around to working on IOG again (in several months likely) this will change and they'll be easier to find consistently (not nessecarily easier to find)

Rekeme, Jun 21st at 4:28 AM

Hello! Thank you for making this mod it's a nice change of pace from vanilla ore gen. Is it possible to include quartz/peridotite/other ores into density search when you come back to it? Using this mod with better prospecting Quartz and peridotite are basically invisible unless you discover a surface node or painstakingly borehole around. 

Over on the better prospecting side another person ran into the same problem and KnewOne gave some investigation details about the report:
Better Prospecting Comment chain

RosstheGreat , Jun 22nd at 8:07 PM
@Rekeme: Hello! Thank you for making this mod it's a nice change of pace from vanilla ore gen. Is it possible to include quartz/peridotite/other ores into density search when you come back to it? Using this mod with better prospecting Quartz and peridotite are bas

Yes, and I'm aware of the issue. Whenever I get around to coming back to modding I'll add them back. In the meantime a simple patch can be made by patching the veins in IOG's worldgen folder to have usewithoremap = true. (You can find the specific example in vanilla generation)

Vynk, Jun 19th at 1:06 PM

I haven't been able to find zinc in any world i've made recently.. i've got to be doing something wrong, or just not looking in the right places..
any tips? bismuth is easy to find, but i've gone through 3 diffrent worlds (had to update/change out mods that broke) and never found zinc..

RosstheGreat , Jun 20th at 9:15 AM (modified Jun 22nd at 8:08 PM)
@Vynk: I haven't been able to find zinc in any world i've made recently.. i've got to be doing something wrong, or just not looking in the right places..any tips? bismuth is easy to find, but i've gone through 3 diffrent worlds (had to update/change out mods tha

This is unfortunately the nature of RNG, sometimes you'll find stuff sometimes you wont. As my comments below:

There's a default config feature causing issues with ore spawning and making some of the more "niche"/rarer ores to fight for locations, in your configs change these:
GlobalOreDisableChance at 0.9 + DistanceBetweenSameOres at 800 + DistanceBetweenAllOres at 0 to 100

RosstheGreat , Jun 22nd at 8:08 PM
@MayaPapaya: When you say DistanceBetweenDifferentOres do you mean DistanceBetweenAllOres or do you want us to add "DistanceBetweenDifferentOres" to the config file?

Use what's there, I couldn't remember if I had it named Different or All. 😅

It would be DistanceBetweenAllOres

MayaPapaya, Jun 28th at 7:41 PM
@RosstheGreat: Use what's there, I couldn't remember if I had it named Different or All. 😅 It would be DistanceBetweenAllOres

Thank you. I know it may seem like a dumb/obvious question. But I like to ask stupid questions instead of making assumptions. I have still yet to find some of the ores I am looking for but I DID find some Rhodochrosite!! Now if only I could find titanium so I can start T3 refractory :')

MayaPapaya, Jul 7th at 1:27 AM
@RosstheGreat: IOG makes titanium spawn much more rarely and only in fault structures, check the handbook.

Yeah I saw that. I have been running around for a good few days looking for Fault lines but I have only found the Travertine and Quartz ones so far.

MayaPapaya, Jun 18th at 8:04 AM (modified Jun 18th at 8:21 AM)

Olivine is super rare now. All I have found so far is 2 olivine geodes. Any chance you might increase olivine chances in the future? Or am I simply missing an olivine specific mechanic?

Edit: I have travelled over 50k blocks looking for olvine, taking fairly frequent borehole samples. 

Kew, Jun 18th at 6:45 AM

I love the idea of rare but huge ore veins, but I had to uninstall this after traveling over 10k blocks without finding a single piece of evidence that Olivine exists.
But I love the cave-in sounds and mechanic. Faultlines are a nice addition too.

I don't like traveling too far, simply because it quadrouples the save size,
so that's when I found VS Chunk Reloader to add Olivine to previously visitied chunks.
I wonder if reseting distant chunks deletes them from the save file.

Vyh06, Jun 15th at 6:29 AM (modified Jun 15th at 6:30 AM)

Hey, will this work with already generated worlds, does it heavily change the game's balancing and progression, and can it be removed safely from the world? This mod looks super awesome but I'm always super hesitant about installing big worldgen mods like this on my main world due to corruption when updating the world to new versions of the game and I also want to be careful about mods that change the game's balancing too much

 

And the reason why I ask if it can be removed safely is because if I ever were to install it and something went very wrong when I updated my world, could I remove it and the big ore veins I've already found still stay in the world but no more huge veins generate?

RosstheGreat , Jun 16th at 10:49 AM
@Vyh06: Hey, will this work with already generated worlds, does it heavily change the game's balancing and progression, and can it be removed safely from the world? This mod looks super awesome but I'm always super hesitant about installing big worldgen mods like

Back up your worlds before installation. It changes game balance overall, by making ores more rare but more bountiful. There are configs in the comment section you'll probably need to use for it to be good.

I wouldn't recommend adding or removing worldgen mods, although I've had many many reports of others doing so without issue. Again, I cannot recommend it myself but you will likely be fine. BACK UP YOUR WORLD!

 

And your assumption would be correct, ore spawned would remain spawned.

Vyh06, Jun 16th at 9:35 PM (modified Jun 16th at 9:35 PM)
@RosstheGreat: Back up your worlds before installation. It changes game balance overall, by making ores more rare but more bountiful. There are configs in the comment section you'll probably need to use for it to be good. I wouldn't recommend adding or removing worldgen

Thanks for the response but is it possible to disable EVERYTHING (saltpeter new ore, boulders, etc.) except for the new ore vein structures that use vanilla ore blocks (so I can safely remove it if it ever goes wrong and if I don't want all the extra stuff)?

RosstheGreat , Jun 18th at 12:50 AM
@Vyh06: Thanks for the response but is it possible to disable EVERYTHING (saltpeter new ore, boulders, etc.) except for the new ore vein structures that use vanilla ore blocks (so I can safely remove it if it ever goes wrong and if I don't want all the extra stuf

Not without manually going in to a dozen or two files to remove or edit them, and their drops so you're not getting errors. Boulders can be disabled in the config if you dislike that (keep in mind IOG disables vanilla prospecting for %% results), you can remove it later without much issue and just regenerate the chunks using a command, so long as you don't build something super important on it.

In short, no it's not reasonably possible to disable all non-vanilla additions, but 95% of IOG is dealing with vanilla ores anyway, but allowing them to spawn in new stones regardless. You can simply regenerate chunks though if you decide later to remove IOG, as long as it's not near your home. (Which it shouldn't be, new veins only will spawn in newly generated chunks, and if you remove it ores will go back to normal in new newly generated chunks.)

Kyuuragi, Jun 14th at 6:18 AM

Getting this error thrown on an attempt to create a new world in 1.22.3, crashes directly to desktop after freezing during world creation.

Crash Report
Running on 64 bit Windows 10.0.26200.0 with 32532 MB RAM
Game Version: v1.22.3 (Stable)
6/13/2026 11:15:35 PM: Critical error occurred
Loaded Mods: walkingstick@3.0.9, hardcorewaterforked@1.4.6, arcticsurvival@2.0.0, arrowheadsrecovery@1.0.3, astronomersdelight@1.0.2, bbnofert@1.0.0, betterandimprovedweather@0.1.8, betterarrows@1.0.1, betternutrition@1.2.1, bettertranslations@0.0.44, biggerpockets@1.0.6, birdseye@0.1.4, bola@1.4.1, bonemarrowsoup@1.0.1, bulkmoldsmod@1.3.0, cameraman@0.1.2, canoemode@1.0.4, catchlivestock@0.2.4, catchledge@0.7.1, caveartpigments@0.1.0, chiseldurabilitytweaks@1.0.1, cbr@2.0.1, chiseltools@1.17.2, combatrebalance@1.5.0, blocklayeroverhaul@1.0.2, coppercoldforging2@1.2.0, crawlanddive@0.2.5, creaturefootsteps@1.3.0, crockmod@2.1.1, darcesdriftersredone@1.3.0, diversediets@1.0.3, moonshinejug@1.0.2, earlybeehivekiln@1.2.1, elkmaterializer@1.0.2, eternalstew@1.4.1, foodcrate@2.2.1, faviking@1.1.6, fowlmod@1.0.1, fragilecharcoal@0.0.1, freelook@1.0.5, frontiersmap@1.0.2, fuelbriquettes@1.0.2, geoaddons@1.4.7, glowtorns@1.0.1, heatproofbricks@1.0.4, hidearmor@0.0.3, hydrateordiedrate@2.4.12, immersivefoliage@0.1.1, immersivelanternsfork@0.0.6, immersivemining@0.2.22, dolabra@2.0.0, interestingoregen@2.3.8, JacksFirewood@1.1.0, jackschisels@1.0.2, jonasworkshop@1.2.1, jsonpatcheslib@1.5.3, jumpheight@1.4.0, kilnshelves@1.1.7, lettherebelight@0.0.8, logicalclothingwarmth@1.5.0, longtermfood@0.6.8, lowerfirearmscost@0.3.7, manualdishes@0.1.2, manualdough@1.1.8, manualquenching@1.0.10, mbr@1.0.0, millwright@1.3.3, moreashlarblocks@1.1.1, morepolishedrocks@1.0.2, moresaddleblankets@0.1.5, mutihometp@1.0.14, overhaulliblegacycompat@1.1.26, overhaullib@2.0.9, plumpkins@1.1.3, primitivesurvival@5.0.6, prospecttogether@2.2.1, p1explosives@1.0.0, repairablelocust@2.0.2, rockstratavariety@0.0.4, sawblademould@1.0.0, scrolled@1.1.9, scrollrackable@1.5.2, shelfobsessed@2.1.5, zzzsmolzeropigmentusage@1.0.0, snowballtraders@1.0.1, spinningwheel@1.2.9, stickstepsounds@1.0.0, stonequarryrepckfipil@3.6.3, sungaze@0.1.1, superfuelresumed@2.1.7, tankardsandgoblets@1.4.2, temporalsymphony@2.3.2, thecureispies@1.0.2, thetruearchimedesscrew@0.2.0, toolbelt@0.3.5, translocatorengineeringredux@1.6.6, trashbinned@0.4.2, unchisel@1.1.6, usefultraders@2.5.2, game@1.22.3, vsimgui@1.2.7, arthursjournal@2.0.3, waysearchpoint@1.0.5, weedgardens@1.0.1, whichoreiswhich@1.0.0, wforests@1.0.0, wooltoflaxtowool@1.1.0, wulksmithingaddons@1.6.0, xvshaders@1.0.2, zoombuttonreborn@2.0.1, abyssaldepths@1.0.17, accessibilitytweaks@5.0.0, aculinaryartillery@2.0.0-dev.20, alchemy@2.1.0-rc.69, animalcages@5.0.0, animationslib@0.0.2, apelanterns@1.4.1, apewindows@1.5.0, arrowbarrels@1.5.0, attributerenderinglibrary@3.1.5, egocaribautomapmarkers@5.0.3, baconbaconbacon@1.2.2, batchmolds@1.0.2, beamtweaksmod@2.1.1, betterchisel@1.0.0-rc.6, betterentityinteraction@1.0.5, bettererprospecting@3.3.3, betterfirepit@1.2.0, betterhopper@1.2.1, betterjonasdevicesfixed@2.1.4, betterloot@2.0.2, betterruins@0.6.3, bettertraders@0.2.0, biggercellarsrebuilt@1.0.0, billposting@2.0.2, bloodtrail@1.2.3, bloomerytiers@1.0.4, bradycrudebuilding@1.5.4, bradyladder@1.2.2, bushfat@1.0.1, butchering@1.13.4, butterflycases@1.0.2, canjewelry@0.6.14, carryonlib@1.0.0-pre.4, chickensitreloaded@1.1.2, climbmountain@0.2.4, clothierheirloomsmod@1.1.0, clothingvisuallydegrades@2.3.0, cmimpact@1.1.0, colliderslib@0.1.4, configlib@1.12.0, configurableroomsize@1.3.2, crateful@2.1.0, crbutterfly@1.1.1, upgradablestorage@1.1.9, critcherscalculator@1.2.3, dairyplus@2.0.0-pre.1, damagenumbers@2.0.0, dampenedanvil@1.2.0, danatweaks@4.1.0, daytrader@1.0.6, deathcorpses@2.8.1, dressedtokillredux@1.0.1, drifteraimnerf@1.1.0, drifterpie@1.0.0, easyalcohol@1.0.2, eggpiemod@0.1.0, electricalprogressivecore@3.2.3, elkphysics@3.0.3, evenjugincrements121@1.1.0, exlib@0.5.1, expandedstomach@1.4.1, expressions@1.4.2, extrafurniture@1.1.2, extrainfo@2.2.1, fairfish@2.0.0, farmlanddropswithnutrients@1.2.2, farseer@1.4.0, fendragonbcs@0.2.3, fendragonbg@0.0.5, fieldsofcranberries@0.0.5, 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mineralsoup@1.0.1, modupdatechecker@1.2.1, moredirslabs@1.0.2, morepiles@3.0.1, mcrate@1.2.1, mycoboost@0.0.3, naturalfoliage@0.0.4, naturalfertilizer@1.5.1, ndlcoralgrowth@2.1.0, ndlflowergrowth@2.2.1, ndlgrassgrowth@1.0.0, ndlmushroomgrowth@2.2.0, ndltreegrowth@2.3.3, spearexpantion@0.3.9, novelty@1.2.4, opdoorpack@0.0.1, opineuponpine@1.0.10, orekiwoofsbeehives@2.0.0, owies@1.0.1, pandahearth@0.1.0, panningmachine@1.0.11, pelaguswinds@1.2.2, petai@5.1.1, pickupbabyanimals@1.2.2, placeonslabs@1.1.3, playermodellib@1.21.0, postsandbeams@1.5.1, precisionknapping@1.4.0-rc.1, primitivebackpacks@1.1.3, progressionframework@1.1.0, purposefulstorage@2.0.1, radialgear@1.0.0, realistictemperatures@0.1.6, realsmoke@1.3.0, realtimefirepit@1.1.0, rebuildablebloomery@1.0.6, recipeselectorfork@2.0.0, resonatorrangeincrease@1.0.1, riftworks@1.1.20, ritualapotheosis@0.1.1, rivers@5.0.1, roamingbees@2.0.0, rollupbed@1.0.3, ropeandspear@1.1.5, ropetiable121@1.4.1, saltandsands@1.3.0, scarecrow@1.8.2, seamlessrapids@1.0.1, seaweedfarming@1.0.0, secretdoors@1.0.0, shadehouse@1.2.3, shipwright@1.3.3, shruboverhaul@1.0.6, slowtox@5.0.0, smithingplus@1.9.0-rc.1, snowcaps@0.0.1, boozetrade@1.0.0, splithidesandpelts@1.1.0, statushudcont@4.3.1, steepandbrew@0.7.0, stepfixelk@0.0.3, cookie12000stickbeam@1.2.2, stonebakeoven@1.3.4, substrate@2.0.0, tanningredux@1.0.2, targetDotSmall@1.1.0, tentbagreworked@3.2.0, terraprety@7.10.2, th3dungeon@1.0.0, theartofpies@2.1.0, tinkertailorclockworks@1.5.0, toolsmith@1.2.17, treeshaker@1.1.0-rc.1, tunics@1.4.1, unhidetapestries@1.0.0, universalhusbandry@1.1.1, vanityslotsfork@0.0.7, variantmeals@2.6.1, vintsbottlesncups@1.3.7, visibleoresandminerals@1.2.1, vsairshipmod@1.1.4, creative@1.22.3, vsecomachina@0.6.1, vsroofing@1.5.7, survival@1.22.3, vsvanillaplus@0.3.1, warmarmor@2.0.0, warmbooze@1.0.0, warmweathereffects@1.0.4, wateringcanfill@1.0.2, watersheds@6.4.3, wholtpo@1.0.3, windchimes@1.5.2, woodenchutes@1.1.1, woodenshuttersandmore@1.3.3, acamixingbowlpatch@1.0.0, autoconfiglib@2.0.9, bcaxeplankstick@1.0.0, bbb@1.0.1, bloomerytiersrebuildablebloomerypatch@1.0.5, blushandbins@1.2.1, brainfreeze@1.3.7, carryon@2.0.0-pre.4, cats@5.0.1, tradercamps@1.1.8, compostbin@1.2.0, rlldtco0001@2.3.0, cookingtweaks@1.2.4, crossbowsfork@1.9.13, danacancook@2.0.0, deciduoustrees@1.2.4, electricalprogressivebasics@3.2.3, expandedfoods@2.0.0-dev.9, em@3.7.0, mannyextrafirearms@1.1.3, foxtaming@1.7.6, glockmaker@1.2.0, goblinears@2.3.4, heraldry@2.0.0, hitscanbegone@0.1.0, infinitumpickuphud@1.3.0, manualbait@0.1.5, mapper@0.5.2, medievalarchitecture@1.1.1, meteoricironisbeautiful@1.3.0, mineraljewelry@1.2.0, optimizedcrbutterfly@1.0.0, personalpocketdimension@0.1.4, ppex@0.6.0, quiversfork@0.9.15, realsmokeqppatch@1.0.1, saucealot@1.3.1, scoopofjammod@1.2.0, seafarer@0.5.14, seraphleveling@1.17.2, shearlib@1.3.0, smokedbushmeatstew@1.0.0, soulgear@1.2.0, storagelectern@1.1.0, storagetweaks@1.3.2-rc.1, surfaceteleporter@1.0.0, tailorsdelight@2.2.2, terrainslabs@1.0.16, th3dungeontopentrance@0.4.2, toolsmithdolabracompat@0.1.4, toolsmithimepatch@0.2.3, toolsmithgeologypatch@1.2.0, waterwheelriver@1.2.1, wildcraftgrain@1.0.1, wethology@1.0.3, wwaymarkers@1.0.4, windowstoragelib@1.2.6, wolftaming@5.0.1, xinvtweaksfork@1.9.1, zombpspatch@2.3.0, zrustdrops@2.1.0, butcheringseraphlevelingcompatibility@1.1.1, dressmakers@1.8.0, electricalprogressiveindustry@0.7.0, electricalprogressiveqol@3.2.2, heraldrybanners@2.0.0, mappermaprecipepatch@0.1.1, smex@0.9.1, smokemeatnuggets@0.0.1, windowstorage@1.8.25, wool@1.9.2, millwrightxwoolcompat@1.1.1
System.NullReferenceException: Object reference not set to an instance of an object.
at InterestingOreGen.Generators.IOGDepositBlock.Resolve(String fileForLogging, ICoreServerAPI api, Block inblock, String key, String value) in C:\Users\thedo\OneDrive\Desktop\Modding\Mod Sources\interestingoregen\InterestingOreGen\Generators\IOGDepositBlock.cs:line 31
at InterestingOreGen.Generators.TiltedDiscDepositGenerator.Init() in C:\Users\thedo\OneDrive\Desktop\Modding\Mod Sources\interestingoregen\InterestingOreGen\Generators\TiltedDiscGenerator.cs:line 242
at InterestingOreGen.Generators.TiltedAnywhereDiscGenerator.Init() in C:\Users\thedo\OneDrive\Desktop\Modding\Mod Sources\interestingoregen\InterestingOreGen\Generators\TiltedDiscAnywhere.cs:line 28
at Vintagestory.ServerMods.DepositVariant.Init(ICoreServerAPI api, LCGRandom depositRand, NormalizedSimplexNoise noiseGen) in VSEssentials\Systems\WorldGen\Standard\ChunkGen\5.GenDeposits\DepositVariant.cs:line 79
at Vintagestory.ServerMods.GenDeposits.initAssets(ICoreServerAPI api, Boolean blockCallbacks) in VSEssentials\Systems\WorldGen\Standard\ChunkGen\5.GenDeposits\GenDeposits.cs:line 124
at Vintagestory.GameContent.ProPickWorkSpace.<>c__DisplayClass5_0.<OnLoaded>b__0() in VSSurvivalMod\Systems\Prospecting\ProPickWorkSpace.cs:line 40
at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass11_0.<QueueTask>b__0(Object _) in VintagestoryApi\Common\TyronThreadPool.cs:line 119
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
at System.Threading.Thread.StartCallback()
RosstheGreat , Jun 14th at 7:34 PM
@Kyuuragi: Getting this error thrown on an attempt to create a new world in 1.22.3, crashes directly to desktop after freezing during world creation. Crash Report Running on 64 bit Windows 10.0.26200.0 with 32532 MB RAMGame Version: v1.22.3 (Stable)6/13/2026 11:15:3

I recognise the error, however that's something that likely isn't caused by IOG alone. You have a LOT of mods, so I checked the ususal possible culprits. Geology Additions can sometimes cause this issue, but it's incredibly rare and I don't know why.

First thing, clear your cache, reinstall IOG and Geology Additions (completely, including configs) and again clear your cache.

 

If you still get issues after this, you likely have another mod installed that's having issues with IOG. Split your modpack in half, if it crashes, split it in half again, if it doesn't swap the two sets of mods and keep doing that until you narrow it down to the mod that has a compatibility issue with IOG.

Faeldray, Jun 11th at 8:42 PM

Like others, I was also having running into issues with the new ore gen system (I was flying around in creative for thousands of blocks and couldn't find any lead using the Block Overlay mod). So I decided to try the config changes that you listed in the comments. Specifically, my config now looks like this:

Spoiler!
{
"ConfigVersion": 1.3,
"GlobalOreDisableChance": 0.5,
"depositIndicatorBoulder": true,
"depositIndicatorProspectVeins": true,
"DistancebetweenAllOres": 0,
"DistanceBetweenSameOres": 0
}

This is what my world looks like with those settings though.

I thought perhaps it was a mod interaction but then I tried it with no other mods active and I got the same results. This is in VS 1.22.3 by the way.

Shimmercat, Jun 12th at 12:55 AM (modified Jun 12th at 12:56 AM)
@Faeldray: Like others, I was also having running into issues with the new ore gen system (I was flying around in creative for thousands of blocks and couldn't find any lead using the Block Overlay mod). So I decided to try the config changes that you listed in the

I decided to go mucking around in the internals instead, but I think it started looking reasonable at around 0.9 when I was playing around with GlobalOreDisableChance? Also, author said to try bumping DistanceBetweenSameOres upward as well.

RosstheGreat , Jun 12th at 9:36 PM (modified Jun 12th at 9:42 PM)
@Faeldray: Like others, I was also having running into issues with the new ore gen system (I was flying around in creative for thousands of blocks and couldn't find any lead using the Block Overlay mod). So I decided to try the config changes that you listed in the

Shimmercat Faeldray Yep, I forgot I bumped up ALL of the spawn amounts for all ores with the last updates. change GlobalOreDisableChange to 0.9 or higher, I believe most if not all ores got a 10x increase in spawn rate so something even like 0.95 or 0.99 would be reasonable for harder core worlds.

 

Whenever I get the itch to play vintage again (which doesn't seem likely in the foreseeable future) I'll go change them back to correct spawn rates and fix the defaults. Unfortunately the feature I thought would have fixed this caused it to be significantly worse. 😅

I might also suggest DistanceBetweenSameOres, as that should prevent overlap of ore bodies of the same type. Setting it to what you want is probably easier than messing with the disable chances and whatnot. The culprit of the mass extinction of all ores is DistanceBetweenAllOres, as it forces ores to "Fight" over spots, and ores with larger spawn regions (those that form in igneous layers) often take over those ore bodies.

Unfortunately this was a request that I was paid for so it's not as easy as simply removing it, but changing it's default to 0 is probably a good idea and fixing ore spawns across the board.

Evelymoo, Jun 14th at 2:16 AM
@RosstheGreat: Let me know when you do find something nice, I'll update IOG to use that default.

I am patiently impatiently waiting for this before I add this to my soon to be server because I have no clue what numbers would be good at all xP

RosstheGreat , Jun 14th at 2:26 AM
@Evelymoo: I am patiently impatiently waiting for this before I add this to my soon to be server because I have no clue what numbers would be good at all xP

Try 0.95 for DisableOreChance and try 400 for DistBetweenSameOres, let me know how that goes. Keep DistBetweenAllOres 0

Faeldray, Jun 16th at 3:22 AM
@RosstheGreat: Let me know when you do find something nice, I'll update IOG to use that default.

So I haven't done a lot of testing so far but I spent some time testing these settings on one map:

Spoiler!
{
"ConfigVersion": 1.3,
"GlobalOreDisableChance": 0.95,
"depositIndicatorBoulder": true,
"depositIndicatorProspectVeins": true,
"DistancebetweenAllOres": 0,
"DistanceBetweenSameOres": 400
}

 

This is what I discovered:

  • Copper, tin, bismuth: absolutely everywhere, often in very large veins
  • Iron, zinc, quartz: found less often but in pretty large veins still
  • Lead: seems somewhat rarer than iron and zinc and in large-ish veins
  • Halite: exists in the vanilla pillar shape as well as fault ladders. Not sure if that's intentional.
  • Chromite: could not find a single vein. I don't know if I was missing it, it's suppose to be super rare, or it just was not spawning.

 

General thoughts: I was scanning a radius of 256 blocks with Block Overlay and there were some locations where I could only see the very edges of veins but in other places, I could see 5-6 different ore veins very close together or even overlapping. Next time I have time to test, I think I'll try decreasing GlobalOreDisableChance and increasing DistanceBetweenSameOres to see if that makes the veins feel more spread out at even-ish intervals.

CthulhuRunes, Jun 16th at 6:12 PM (modified Jun 17th at 1:52 AM)
@Faeldray: So I haven't done a lot of testing so far but I spent some time testing these settings on one map: Spoiler! {"ConfigVersion": 1.3,"GlobalOreDisableChance": 0.95,"depositIndicatorBoulder": true,"depositIndicatorProspectVeins": true,"DistancebetweenAllOres"

I've done some testing myself with GlobalOreDisableChance at 0.9 + DistanceBetweenSameOres at 800 and found similar results. I would like to add that all 3 coal types are findable and seemed to be as common as lead. Borax is also spawning albeit rarer than lead but still findable. As for chromite, the veins spawn only in hydrothermal veins which are rare, spread very far apart, and are very long. Also with the DistanceBetweenSameOres at 800 ore veins were spread out more evenly, the only way I can think to prevent overlapping is maybe increasing DistanceBetwenAllOres by like 50 or 100? I don't know how much that'll affect spawnrates of the rarer ores.

 

 

RosstheGreat I don't know how easily a feature like this can be added but maybe you could make hydrothermal veins configurable to be turned off? Or maybe have some sort of map sold by traders in exchange for late game materials to point out where a specific hydrothermal vein may spawn? I think the idea of always having a vein close to spawn is a good idea but it still runs the risk of not being the specific type needed for progression. Right now having to run tens of thousands of blocks just to find a hydrothermal vein that doesn't spawn chromite is pretty discouraging rather than exciting. I have read you are on a break from VS though, so perhaps in the meantime could you put a small tutorial to edit ore spawns? Regardless, thanks for the mod! Both IOG and IME have slowed down my rushing through metal tiers exactly how I wanted :)

 

Edit: Using 50 for the DistanceBetwenAllOres is too little, I tested 200 and it worked well for me.

RosstheGreat , Jun 18th at 12:44 AM
@CthulhuRunes: I've done some testing myself with GlobalOreDisableChance at 0.9 + DistanceBetweenSameOres at 800 and found similar results. I would like to add that all 3 coal types are findable and seemed to be as common as lead. Borax is also spawning albeit rarer tha

Disable, maybe? Map, probably not. I don't know or understand how those structures work, but with how far away they are and how rare they are you'd travel more than the entirety of the vanilla story to find all 4 types.

 

The eventual plan whenever I get the itch to go play vintage again is to mod the veins to have a configurable distance from spawn, and then spawn one of each type (Randomly) in all 4 cardinal directions from spawn, so you know there WILL be one there, but you wont know what type (it will spawn so there is guarenteed 1 of each type in each direction) and configurable distance from spawn will default to prob 4,000 blocks. 

I wont provide any tutorials on howto adjust spawns, as I'm busy with life stuff right now and only allocate maybe 20 minutes every few days to come reply to comments. If you want hydrothermal districts to change you can JSON patch them (or if you're in singleplayer you can manually edit their files) inside of the interestingoregen/assets/config/hydrothermal files. It's all well documented on the Travertine (Hydrothermal-cold) file, and somewhat on others.

 

Chromite, Ilmenite, and Pendlandite veins are meant to spawn in the hydrothermal veins. If you want you should be able to re-enable them inside of the worldgen folder in IOG, either via patch for multiplayer or manually for singleplayer.

CthulhuRunes, Jun 19th at 7:49 PM
@RosstheGreat: Disable, maybe? Map, probably not. I don't know or understand how those structures work, but with how far away they are and how rare they are you'd travel more than the entirety of the vanilla story to find all 4 types. The eventual plan whenever I get th

I see, thank you for taking time to respond! I managed to find settings I liked for both the hydrothermal veins and the chromite. Hope your life stuff gets better soon!

Shimmercat, Jun 10th at 4:58 AM (modified Jun 12th at 2:10 PM)

Kind just rambling here, but I suppose something useful might come out of this? I dunno, just wanted to say something because I do appreciate the mod and I've been playing around with its internals.

Coal's definitely rare, borax's worse unless I find travertine faults in which case it goes from rare to very flippin' common XD and quartz is the same as borax except when looking at the appropriate fault thus far. As for late-game ores all I can say is that I haven't seen a basalt fault megastructure yet but it's been three days of experimentation.

Been playing around with the internals of the json files in the mod (not just the config.json). Noting that many of the ores appear to have been bumped pretty high in triesPerChunk since 2.2.3 - from something like 0.00125 to 1.5 for one of the native copper entries in specific - without other entries scaling as much.

On the other hand, given that some of them are supposed to show up in the new fault megastructures, that's probably the disparity? Anyway, putting the deposit jsons back to the 2.2.3 version makes the generation 'feel' better even with default config.json, but that could be placebo effect give that I had fun on 2.2.3. Vanilla generation still disabled, of course.

Still fiddling around with the specifics, just to rebalance for personal use.

And yes, I've tried the config.json tweak to GlobalOreDisableChance. I didn't think of also setting DistanceBetweenSameOres to something other than 0, but I'll also play around with that knob.

RosstheGreat , Jun 12th at 9:35 PM
@Shimmercat: Kind just rambling here, but I suppose something useful might come out of this? I dunno, just wanted to say something because I do appreciate the mod and I've been playing around with its internals. Coal's definitely rare, borax's worse unless I find trav

Ah I forgot I bumped all the ores up. Yeah GlobalOreDisableChange needs to account for that, setting it to 0.9 is probably a solid shout.

 

And for the megastructures, next I plan on modding i will be adding them guarenteed 1 in each cardinal direction (configurable spawn distance) from world spawn so they're always a location that can be FOUND in the world, as RNG is a horrible game mechanic to rely on. (One type each direction with no overlap so it's guarenteed you'll find one X distance from spawn)

Tearakudo, Jun 10th at 4:09 AM
Spoiler

10.6.2026 06:07:45 [Server Warning] Deposit game:worldgen/deposits/metalore/iron.json: No block with code/wildcard 'game:ore-*-limonite-tufa' was found (unresolved code: game:ore-*-limonite-{rock})
10.6.2026 06:07:45 [Server Warning] Deposit game:worldgen/deposits/metalore/iron.json: AllowedVariantsByInBlock for game:ore-*-limonite-tufa does not match any block! Please fix10.6.2026 06:07:45 [Server Warning] Deposit game:worldgen/deposits/metalore/iron.json: No block with code/wildcard 'game:ore-*-limonite-serpentinite' was found (unresolved code: game:ore-*-limonite-{rock})
10.6.2026 06:07:45 [Server Warning] Deposit game:worldgen/deposits/metalore/iron.json: AllowedVariantsByInBlock for game:ore-*-limonite-serpentinite does not match any block! Please fix
10.6.2026 06:07:45 [Server Warning] Deposit interestingoregen:worldgen/deposits/metalore/galena.json: No block with code/wildcard 'game:ore-*-galena-travertine' was found (unresolved code: game:ore-*-galena-{rock})
10.6.2026 06:07:45 [Server Warning] Deposit interestingoregen:worldgen/deposits/metalore/galena.json: AllowedVariantsByInBlock for game:ore-*-galena-travertine does not match any block! Please fix
10.6.2026 06:07:45 [Server Warning] Deposit interestingoregen:worldgen/deposits/metalore/galena.json: No block with code/wildcard 'game:ore-*-galena-travertine' was found (unresolved code: game:ore-*-galena-{rock})
10.6.2026 06:07:45 [Server Warning] Deposit interestingoregen:worldgen/deposits/metalore/galena.json: AllowedVariantsByInBlock for game:ore-*-galena-travertine does not match any block! Please fix
10.6.2026 06:07:45 [Server Warning] Deposit interestingoregen:worldgen/deposits/metalore/galena.json: No block with code/wildcard 'game:ore-*-galena_nativesilver-travertine' was found (unresolved code: game:ore-*-galena_nativesilver-{rock})
10.6.2026 06:07:45 [Server Warning] Deposit interestingoregen:worldgen/deposits/metalore/galena.json: AllowedVariantsByInBlock for game:ore-*-galena_nativesilver-travertine does not match any block! Please fix
10.6.2026 06:07:46 [Server Warning] Deposit interestingoregen:worldgen/deposits/metalore/galena.json: No block with code/wildcard 'game:ore-*-galena-travertine' was found (unresolved code: game:ore-*-galena-{rock})
10.6.2026 06:07:46 [Server Warning] Deposit interestingoregen:worldgen/deposits/metalore/galena.json: AllowedVariantsByInBlock for game:ore-*-galena-travertine does not match any block! Please fix
10.6.2026 06:07:46 [Server Warning] Deposit interestingoregen:worldgen/deposits/metalore/galena.json: No block with code/wildcard 'game:ore-*-galena-travertine' was found (unresolved code: game:

hexlight, Jun 6th at 4:54 PM (modified Jul 15th at 2:40 PM)

Some things are way over-tweaked, like coal and borax. Even in creative testing with block overlay and flying at max speed, it took a long while to find any of these resources, borax being critical to progression and taking the longest to find even small amounts of. Meanwhile other ores are so easy to find that they become essentially meaningless to find anymore, like copper, cassiterite and bismuth.

A balance pass for the ore spawn rates is definitely needed in my opinion, especially progression critical ores.

Antigram, Jun 7th at 12:27 AM
@hexlight: Some things are way over-tweaked, like coal and borax. Even in creative testing with block overlay and flying at max speed, it took a long while to find any of these resources, borax being critical to progression and taking the longest to find even small

I couldn't agree more. It's great in the early game, you feel like you're so lucky, and then, Ruh Roh. No borax, no coal, no iron. No quartz anywhere I found either.

hexlight, Jun 7th at 11:26 AM (modified Jul 15th at 2:41 PM)
@Antigram: I couldn't agree more. It's great in the early game, you feel like you're so lucky, and then, Ruh Roh. No borax, no coal, no iron. No quartz anywhere I found either.

Iron was still fine for me, readings up to 30‰ commonly for Hematite mainly.

That's basically it, the mod feels great in the early game since you have access to basically unlimited, easy resources and in the late game you get literally nothing you need, outside of using traders or finding borax in loot.

RosstheGreat , Jun 7th at 7:03 PM
@hexlight: Iron was still fine for me, readings up to 30‰ commonly for Hematite mainly. That's basically it, the mod feels great in the early game since you have access to basically unlimited, easy resources and in the late game you get literally nothing you need, o

Antigram

If you're using Betterer Prospecting it's fine, but IOG specifically disables vanilla prospecting for a slew of different reasons. (most of which are related to some world corruption issues with IOG + Vanilla Prospecting)

If you want ores to spawn as they did before use the following config:

{
  "ConfigVersion": 1.3,
  "GlobalOreDisableChance": 0.5, (CHANGE THIS FROM 0 to 0.5 or increase for less common ores. This was the old default)
  "depositIndicatorBoulder": true,
  "depositIndicatorProspectVeins": true,
  "DistancebetweenAllOres": 0, (CHANGE THIS TO 0)
  "DistanceBetweenSameOres": 0 (CHANGE THIS TO 0)
}
Antigram, Jun 8th at 11:49 AM
@RosstheGreat: Antigram If you're using Betterer Prospecting it's fine, but IOG specifically disables vanilla prospecting for a slew of different reasons. (most of which are related to some world corruption issues with IOG + Vanilla Prospecting) If you want ores to spaw

I scanned pretty thoroughly with Block Overlay in a spiraling outward search pattern and the first time I saw iron it was under the ocean almost 4k blocks away. Ouch.

RosstheGreat , Jun 9th at 8:45 PM
@Antigram: I scanned pretty thoroughly with Block Overlay in a spiraling outward search pattern and the first time I saw iron it was under the ocean almost 4k blocks away. Ouch.

Using the new config variables? Or in general?

IOG is meant to be larger and rarer ore deposits. How "Random Generation" works means some deposits might be unlucky and not spawn as often as others. More often it seems bronze metals (copper, zinc, tin, bismuth) seem to be dominant over other resources so it's not technically doing anything wrong.

 

If values are too far apart the config can be played with until you get something to your liking. I wont be updating IOG for quite some time so best I can tell you is fiddle with the config.

GlobalOreDisableChance is the % chance that an ore doesn't spawn (the old default IOG settings, most people liked this at about 0.75, default was 0.5)

DistancebetweenAllOres keep at 0, this is likely what's causing the randomness issues, and leaving it at 0 will fix it.

DistanceBetweenSameOres change to what you'd like, this is the minimum distance between ores of the same type. 

Lorsayden, Jun 5th at 11:45 PM

Is there any way to play in 1.22, without the new changes to IOG? The changes effectively eliminates density prospecting completely, since you can simply go up to a boulder, use node search and be sure that what is shown is actually there, while Quartz and olivine is nearly impossible to find. The joy of digging long multilevel tunnels is gone, since i don't even have to find the ores at all, i just go to boulders, and not even underground until i am absolutely sure that there is ore. Gold, Silver, Olivine, Quarts, Borax and Nickel is no where to be found, and progession has become impossible.

RosstheGreat , Jun 7th at 6:56 PM
@Lorsayden: Is there any way to play in 1.22, without the new changes to IOG? The changes effectively eliminates density prospecting completely, since you can simply go up to a boulder, use node search and be sure that what is shown is actually there, while Quartz an

The boulders have been a feature of IOG for several months now, well before 1.22. That's a base prospecting feature that wont change. However the commonness of materials can be adjusted in the config. I'm unsure as to why other materials are far more rare now, but go into the config and change it to the following:

{
  "ConfigVersion": 1.3,
  "GlobalOreDisableChance": 0.5, (CHANGE THIS FROM 0 to 0.5!)
  "depositIndicatorBoulder": true,
  "depositIndicatorProspectVeins": true,
  "DistancebetweenAllOres": 0, (CHANGE THIS TO 0)
  "DistanceBetweenSameOres": 0 (CHANGE THIS TO 0)
}
RayCallisto, Jun 5th at 6:41 PM

Hi! I have a quick question. Is coal supposed to be super rare? I spent a lot of time looking for it and I couldn't find it at all. After testing it in creative on several worlds it looks like coal spawns very rarely. Two veins are usually at least 3-4k blocks away from each other or there is none at all. Is it normal or is it an issue with generation where if the sedimentary rock layer is too thin the vein just won't spawn? I even tried changind the "triesPerChunk" for it to make it more abundant but it doesn't seem to work at all.

RosstheGreat , Jun 7th at 7:02 PM
@RayCallisto: Hi! I have a quick question. Is coal supposed to be super rare? I spent a lot of time looking for it and I couldn't find it at all. After testing it in creative on several worlds it looks like coal spawns very rarely. Two veins are usually at least 3-4k b

No it's an issue with the current spawning generator I think. Change your config over to this and it should work like before:

 

Spoiler
{
  "ConfigVersion": 1.3,
  "GlobalOreDisableChance": 0.5, (CHANGE THIS FROM 0 to 0.5 or increase for less common ores. This was the old default)
  "depositIndicatorBoulder": true,
  "depositIndicatorProspectVeins": true,
  "DistancebetweenAllOres": 0, (CHANGE THIS TO 0)
  "DistanceBetweenSameOres": 0 (CHANGE THIS TO 0)
}
RayCallisto, Jun 9th at 12:27 AM
@RosstheGreat: No it's an issue with the current spawning generator I think. Change your config over to this and it should work like before: Spoiler { "ConfigVersion": 1.3, "GlobalOreDisableChance": 0.5, (CHANGE THIS FROM 0 to 0.5 or increase for less common ores. This

Thx for the response. Unfortunetly the changes to the config compleatly broke the mod's ore generation. It makes the ground be almost only ores and boulders and makes world gen take like over 5 min. I don;t think it was what You had in mind. But if the coal generation is a known issue I'm happy to wait until it's resolved. I love the mod as it makes way more sens compare to vanila ore gen.

RosstheGreat , Jun 9th at 8:41 PM
@RayCallisto: Thx for the response. Unfortunetly the changes to the config compleatly broke the mod's ore generation. It makes the ground be almost only ores and boulders and makes world gen take like over 5 min. I don;t think it was what You had in mind. But if the co

Bump up the GlobalOreDisableChance to 0.9 then, that should be better. You can also change the DistanceBetweenSameOres to be something like 500 and that should mostly solve the ore spam. I've not done anything to IOG other than add the new config variables, and it still has the original generation so it's just messing with the configs to figure out what you want.

I wont be updating IOG any time soon, and there's literally nothing wrong with it other than the config values I set as default aren't good is all. 

BruhMoment24, Jun 4th at 6:50 PM

Hi, I'm sure others have mentioned this, but I was looking for borax and was coming up short. Couldn't even find a surface deposit! So I looked in the mod, and found that the tries per chunk was set to 0.01, making it impossibly rare. I assume the surface deposits are also disabled, but I'm unsure. 
While I was there, I also noticed that sulfur was completely disabled, with 0 tries per chunk. It might be worth fixing this in a quick update to make the lategame viable 

RosstheGreat , Jun 7th at 7:01 PM (modified Jun 7th at 7:06 PM)
@BruhMoment24: Hi, I'm sure others have mentioned this, but I was looking for borax and was coming up short. Couldn't even find a surface deposit! So I looked in the mod, and found that the tries per chunk was set to 0.01, making it impossibly rare. I assume the surface

Sulfur spawns in a different structure, look into the Hydrothermal veins in the mod if you want more context. Late game is viable, sulfur still spawns just not in those structures anymore.

For some reason having DistanceBetweenAllOres above 0 seems to cause issues with ores fighting for locations, making some materials just insanely rare. I don't know why.

Set your config to the following:

Spoiler
{
  "ConfigVersion": 1.3,
  "GlobalOreDisableChance": 0.5, (CHANGE THIS FROM 0 to 0.5 or increase for less common ores. This was the old default)
  "depositIndicatorBoulder": true,
  "depositIndicatorProspectVeins": true,
  "DistancebetweenAllOres": 0, (CHANGE THIS TO 0)
  "DistanceBetweenSameOres": 0 (CHANGE THIS TO 0)
}
Dracorath, Jun 2nd at 9:40 PM (modified Jun 2nd at 9:44 PM)

After playing with the mod for ~120 hours of a playthrough I sadly think I won't be keeping this mod anymore. Perhaps this isn't an experience for me, but at the very end I've decided to play with blockoverlay for a bit to see if perhaps I was in the wrong - I wasn't. Sadly this mod doesn't have a slider or any customisations for ore frequencies but damn does this mod make the world barren like a wasteland!😭 unfortunately for me borax simply did not spawn anywhere in a 3 day trip radius from my base. I went multiple thousands of blocks with zeroes upon zeroes in my readings. I think there could be a lovely balance between vanilla and IOG spawnrates, but from the two, IOG is really too luck dependant to play, breaking progression if dice aren't favorable. I really dislike the idea of spending tens of hours of gametime on prospecting safaris finding nothing but tin/copper/iron. I am convinced that borax does not exist with IOG (travertine and limestone does spawn though), but block overlay hasn't shown me anything during testing. As i've seen Author recommends trading for it (which requires a mod that adds it to the trade pool, that I'd add in recommended mods section for IOG as "strongly recommended"). I also have not found a trace of titanium/chromium/sulfur/gold and multiple other ores, again rendering enhanced lamps, sturdy leather and tier 3 bricks unachievable without investing more time into travel than i'd like to. I could travel more than entire in game weeks for the chance to get something, but I don't find that enjoyable. I cheated with BO after the 120 hour mark and sadly found nothing I've missed and got proof that for 10k blocks I wouldn't have found what I needed and been probably very disappointed. I have not found any gold/silver in the quartz deposits either (I used BO on my world and test worlds and quartz blobs were completely 100% pure quartz🥺). I'm also unsure how accurate screenshots are to the general experience because I have found only a single quartz deposit in the 8000 or so block radius of my home. I may be getting some extreme bad luck because even when making new worlds and flying around I just get these swaths of barren land on every test and I find maybe an iron deposit here or some tin skidmarks elsewhere, whilst I haven't found titanium/borax/gold even once. Lead has also been reduced significantly in my experience. I've found lead quite a bit in vanilla and with IOG there was barely any to find.

I still found it a really positive change that the mod forced me to venture really far out for prospecting safaris which led me to exploring more than usual. I also like the idea of ores being compacted into veins which naturally lead the player to have a specific mine to attend to instead of vanilla splotches which are just kinda meh and too minecrafty at times. I like ores being spread around and certain places having no ores at all, and some having faults and shoots. It's all really fun when there are any ores to dig. I think i'd definitely embrace the mod wholeheartedly if it featured some customisability, even a single "difficulty" slider would do wonders as I don't need to adjust every single line of spawning code, but lowering the rarity of the rare ores would be great. As i've read the comments I found others who got unlucky with other minerals, be it olivine or gold etc.

Bismuth being pretty common is cool too, it's a pretty metal. I hope the mod gets less unpredictable in the future, I'd like to give it another shot.

RosstheGreat , Jun 7th at 7:00 PM
@Dracorath: After playing with the mod for ~120 hours of a playthrough I sadly think I won't be keeping this mod anymore. Perhaps this isn't an experience for me, but at the very end I've decided to play with blockoverlay for a bit to see if perhaps I was in the wron

IOG has configs that you can adjust to make ores more or less common in general, unfortunately a feature I added thinking would fix most of these problems has become the cause of most of them. It's a simple config fix, for now.

 

Spoiler
{
  "ConfigVersion": 1.3,
  "GlobalOreDisableChance": 0.5, (CHANGE THIS FROM 0 to 0.5 or increase for less common ores. This was the old default)
  "depositIndicatorBoulder": true,
  "depositIndicatorProspectVeins": true,
  "DistancebetweenAllOres": 0, (CHANGE THIS TO 0)
  "DistanceBetweenSameOres": 0 (CHANGE THIS TO 0)
}
JosephStalingrad, May 22nd at 4:28 PM

Where does borax spawn I haven't seen any and I looked forever 

RosstheGreat , May 22nd at 8:43 PM
@JosephStalingrad: Where does borax spawn I haven't seen any and I looked forever

Borax spawns in Limestone or in Travertine Hydrothermal Veins, if I recall off the top of my head.

JosephStalingrad, May 23rd at 12:43 PM
@RosstheGreat: Borax spawns in Limestone or in Travertine Hydrothermal Veins, if I recall off the top of my head.

also I know a hydro thermal vein is a type of vein but is there a certain thing that makes it hydrothermal?

RosstheGreat , May 23rd at 6:53 PM
@JosephStalingrad: also I know a hydro thermal vein is a type of vein but is there a certain thing that makes it hydrothermal?

It's going to be rare, yeah. If you need borax for an anvil it's probably easier finding a trader for it, or finding them in ruins (how I normally get mine) as IOG makes all veins far more rare.

As for Hydrothermal veins, no there's no particular "world" feature you'll find them in. They spawn at random at long distances away from each other, you'll find them when you come across a large seam of a weird and/or different stone in the land. Some are quite hard to find but Travertine is by far the easiest. I can suggest using the Geology Map mod if you want an extra easy time finding them.

RosstheGreat , Jun 7th at 7:09 PM
@BruhMoment24: Traders don't sell borax. You have to find it for steel making and an iron anvil

IOG has an issue with a default config setting, if you want "old" IOG spawn rates set the config to the following: For some reason DistanceBetweenAllOres makes it so all ores are fighting for locations and generic metal ores often win out over other special/rare ores. 

{
  "ConfigVersion": 1.3,
  "GlobalOreDisableChance": 0.5, (CHANGE THIS FROM 0 to 0.5 or increase for less common ores. This was the old default)
  "depositIndicatorBoulder": true,
  "depositIndicatorProspectVeins": true,
  "DistancebetweenAllOres": 0, (CHANGE THIS TO 0)
  "DistanceBetweenSameOres": 0 (CHANGE THIS TO 0)
}
Pineas, May 21st at 12:31 AM

It's been over a year since you made your last statement on using this mod in combination with Rock Strata Variety. Does it still hold true, should we still avoiding using the two combined even though Geology Additions recommends RSV?

RosstheGreat , May 21st at 8:40 AM
@Pineas: It's been over a year since you made your last statement on using this mod in combination with Rock Strata Variety. Does it still hold true, should we still avoiding using the two combined even though Geology Additions recommends RSV?

What would give you the idea that RSV is broken? I use it regularly. 

Both are fine to use, I've not had issue with either. Any other mod that does similar to RSV can/will also work probably.

Pineas, May 21st at 1:10 PM
@RosstheGreat: What would give you the idea that RSV is broken? I use it regularly. Both are fine to use, I've not had issue with either. Any other mod that does similar to RSV can/will also work probably.

It's just that one of your older replies in the comments here implied that RSV might impede your ore generator from spawning the correct amount of veins. But your reply here sounds like that's no longer the case, so thank you and sorry for the confusion!

AssassineMaxli, May 16th at 8:28 AM

I and my freinds rely like the idear of this mod but just a strange thing on the server we play on, we did´t find any sort of quartz, even if we discovert quite some deposits, but strangly no quartz, is the quartz ore somhow traslatet to an nother name, or are we just realy uluky in this point, in an vanila ore gen we are used to finding it basicly every where? we are using only this mod in therms of ore gen 

 

RosstheGreat , May 17th at 12:05 AM
@AssassineMaxli: I and my freinds rely like the idear of this mod but just a strange thing on the server we play on, we did´t find any sort of quartz, even if we discovert quite some deposits, but strangly no quartz, is the quartz ore somhow traslatet to an nother name, o

Snekaysquid10
Due to the nature of the mod having dedicated quartz deposits it will fight with other ores, it has a higher weight but quartz will unfortunately just be plain rare. There's not a ton I can do at the moment to fix that.

tuzet2, May 14th at 12:46 PM

Is there a way to revert back to pre-v2.3.0 ore generation? The new generation struggels to produce ore deposits, I spent half hour running around prospecting and found 1 copper, 1 bismuth and 1 iron deposit. That is a pathetic amount of ore, and most readings read as no ores or Very Poor Native Copper (0.03%).

RosstheGreat , May 14th at 8:58 PM
@tuzet2: Is there a way to revert back to pre-v2.3.0 ore generation? The new generation struggels to produce ore deposits, I spent half hour running around prospecting and found 1 copper, 1 bismuth and 1 iron deposit. That is a pathetic amount of ore, and most rea

New generation is all configurable. If you want MORE deposits, go into your mod configs. There are 2 new settings to play with, Distance between different and same ores. Same ores should be farther than different ores. You can decrease both to find more, if you have Geology Additions it will also look rarer.

There shouldn't be a need to go back to previous versions as there's nothing changed generation wise other than the 2 new config settings. (Which I defaulted to make ores rarer)

Dynne, May 8th at 8:14 PM

so i'm loving this mod, ended up building my base over a massive iron ore vein so i'll be set for ages and ages, in combo with better-er prospecting i've not had to consult x-rays nearly ever. prospecting is now a breeze. just wanted to make sure i'm just beholden to some poor luck, though, i haven't found a lick of galena in several thousands of blocks. even sanity checking with block overlay, i've got nothing. i know quartz spawns in smaller hunks now, is galena also more rare now? 

bintoss, May 8th at 8:51 AM (modified May 23rd at 6:36 AM)

I see a lot of people have complained about the cave-in system and its sounds, but no one mentioned that all of them are clipping (loudest point being too loud to be encoded without significant bit-crushing). This makes them extremely unpleasant.

Do you have the original, unboosted sounds? I can edi them so they don't go over -6dB (loud, but not uncomforatable), but I can't restore quality lost to clipping.

Edit: I tried Audacity's Clip Fix (default parameters), Loudness Normalization (default), then Limiter (default + threshold: -6dB, make-up target: -6dB). Even the worst offender is now pleasant. Now, I just need to figure out why Audacity doesn't support exporting with a 24kHz sample rate. It does.

RosstheGreat , May 8th at 9:47 AM
@bintoss: I see a lot of people have complained about the cave-in system and its sounds, but no one mentioned that all of them are clipping (loudest point being too loud to be encoded without significant bit-crushing). This makes them extremely unpleasant.Do you ha

I'm not an audio person so it's just something I don't know. If you'd like to provide them feel free to ping me with them in the vintage story discord. (Interesting Series thread)

Elborshooter, May 7th at 4:37 PM

I'll admit to having very mixed feelings about the new structures...

On the one hand it's very interesting, on the other they are excessively rare and usually require travelling tens of thousands of blocks. I also have an issue with some ores being stupidly rare. Gold mainly, I've explored most of my world in a 10k block radius with block overlay on and I've not found a single gold ore. For an ore that's basically just a decorative option it's rather annoying... I really don't understand that change of making it so that regular quartz structures don't have a single gold or silver in them, that was one of my favourite things about the geology of this game, looking for gold and silver inside quartz.

Overall, I loved the previous iterations, but I'm not sure how to feel about this one

RosstheGreat , May 7th at 6:53 PM
@Elborshooter: I'll admit to having very mixed feelings about the new structures... On the one hand it's very interesting, on the other they are excessively rare and usually require travelling tens of thousands of blocks. I also have an issue with some ores being stupid

That is unfortunate, and statistically unlikely. Gold/Silver is a guarantee spawn in Quartz and Granite hydrothermal veins, and it's balanced around server gameplay actually. They should spawn approx every 6000 blocks or so (obviously it's random so sometimes that's not entirely true) but IOG is also built and balanced for small server gameplay. (5-15 people) approx, but you can go in to the mod file (unpackage it) and into the config folder (NOT your modconfig folder, it's within the mod itself) and change their spawnrates.

Elborshooter, May 7th at 7:31 PM
@RosstheGreat: That is unfortunate, and statistically unlikely. Gold/Silver is a guarantee spawn in Quartz and Granite hydrothermal veins, and it's balanced around server gameplay actually. They should spawn approx every 6000 blocks or so (obviously it's random so somet

Yeah, I ended up just modifying the mod a bit to my liking, should have done it first before complaining tbh, but that's just who I am...

i'll reload a bunch of chunks and it should be fine.

To answer you, though, in my world I've not seen a single quartz or granite hydrothermal vein. Travertine ? a bunch of those. Basalt ? less but still some. Granite ? not a single one. I'm willing to bet it's just pure bad luck, since I generated some more worlds that had a bunch of granite or quartz veins right at the spawn

RosstheGreat , May 7th at 7:35 PM
@Elborshooter: Yeah, I ended up just modifying the mod a bit to my liking, should have done it first before complaining tbh, but that's just who I am... i'll reload a bunch of chunks and it should be fine. To answer you, though, in my world I've not seen a single quartz

Yeah unfortunately that is the nature of having "Rare" luck based structures. Sometimes you just never see any. I might make it so one spawns in each caddy corner of the world ~6,000 blocks from spawn, making sure you have each a minimum of 1 time. Though a project for another time.

Elborshooter, May 7th at 7:39 PM
@RosstheGreat: Yeah unfortunately that is the nature of having "Rare" luck based structures. Sometimes you just never see any. I might make it so one spawns in each caddy corner of the world ~6,000 blocks from spawn, making sure you have each a minimum of 1 time. Though

Yeah, not much that can be done...

Btw, now that I think of it, I think you should add the geology map mod to the recommended mods. I think it works amazingly with the mod, the faults in particular are very nice to see

Mercar, May 6th at 8:41 PM

has one way dig more the vein ???? i think the veins stay much more on surface .... 

RosstheGreat , May 6th at 11:08 PM
@Mercar: has one way dig more the vein ???? i think the veins stay much more on surface ....

I don't fully understand the question, but if you're asking "Why are the veins more shallow?" they're not, it's likely you're just finding more common higher veins. It also depends on world height and some other stuff but basically shorter world = more veins reaching the surface (as they don't scale with world height).

Taller world = total veins touching surface is less.

RosstheGreat , May 7th at 6:39 PM
@Mercar: Understood, how would's height do u recommend? I generated with 320 used from Conquest...

IOG works from any world height, 512 gets a little difficult just because you have to dig deep but 320 is perfectly fine.

Mercar, May 8th at 9:53 AM
@RosstheGreat: IOG works from any world height, 512 gets a little difficult just because you have to dig deep but 320 is perfectly fine.

I have a question: the muck generated by the miner, the one that talks about stone, doesn't it contain any particles or even a tiny percentage of ore? What is the purpose of filtering ores in rapids? Because I can separate them into small parts by right-clicking and select them by name... what would be the real benefit of washing the muck?

RosstheGreat , May 8th at 7:16 PM
@Mercar: I have a question: the muck generated by the miner, the one that talks about stone, doesn't it contain any particles or even a tiny percentage of ore? What is the purpose of filtering ores in rapids? Because I can separate them into small parts by right-c

Automation, and if you use sluices it actually concentrates the ore. Essentially taking 4 layers of material and combining them into one allowing you to smelt more material per smelt, and process more efficiently saving flux and fuel.

Kaschperle, May 5th at 7:02 AM

Sidenote if anyone used the CO fork and it's corresponding addons. Interestingoregen will make the CO traits not appear unless you remove the patch for geoaddons. Don't ask me why or how but that's the case. 

Shazza, May 5th at 6:19 AM

Sadly having to ditch this one 'til quartz either gets changed or its prospecting is less hideous - I had to prop up BlockOverlay to actually find any of it - the clumps are tiny and too easily missed. :c

RosstheGreat , May 5th at 7:49 AM
@Shazza: Sadly having to ditch this one 'til quartz either gets changed or its prospecting is less hideous - I had to prop up BlockOverlay to actually find any of it - the clumps are tiny and too easily missed. :c

That's vanilla quartz vugs. Quartz is rarer but should still spawn with frequency. You can also up it manually in the JSONs if it's too low.

MacroAggressor, May 5th at 4:33 AM

Can this be installed on existing worlds? (1.21.6, no plans to update to 1.22)

RosstheGreat , May 5th at 4:57 AM
@MacroAggressor: Can this be installed on existing worlds? (1.21.6, no plans to update to 1.22)

I would recommend against it. However you can, back up your world, etc. It'll generate in new chunks.

MacroAggressor, May 5th at 4:13 PM
@RosstheGreat: I would recommend against it. However you can, back up your world, etc. It'll generate in new chunks.

Great!  Should I be worried about chunk tearing in terrain generation, or should the tearing only happen in the ore generation?

Popupsir, May 5th at 3:20 AM

Does this mod work with Ores-A-Plenty Mod?

RosstheGreat , May 5th at 3:35 AM
@Popupsir: Does this mod work with Ores-A-Plenty Mod?

Not with it's generation but should be fine otherwise? IOG generates it's own massive structures. 

It should be fine though as I believe that mod just edits the basegame ores so anything else works fine. Should.

Vigilance, May 4th at 10:38 PM

Hey I set the ore generation density to 500% and changed the configs down to like, 20, and now I have no rock in my world except for the abundance of boulders. Is this normal behavior?

bintoss, May 4th at 12:20 PM

Without checking, I bet it's caused by a `code` including the `interestingoregen:` prefix.

Spoiler
4.5.2026 04:57:57 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/berylaquamarine.json: File interestingoregen:worldgen/deposits/mineralore/berylaquamarine.json not found
4.5.2026 04:57:57 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/berylbixbite.json: File interestingoregen:worldgen/deposits/mineralore/berylbixbite.json not found
4.5.2026 04:57:57 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/garnetalmandine.json: File interestingoregen:worldgen/deposits/mineralore/garnetalmandine.json not found
4.5.2026 04:57:57 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/garnetandradite.json: File interestingoregen:worldgen/deposits/mineralore/garnetandradite.json not found
4.5.2026 04:57:57 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/garnetgrossular.json: File interestingoregen:worldgen/deposits/mineralore/garnetgossular.json not found
4.5.2026 04:57:57 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/garnetpyrope.json: File interestingoregen:worldgen/deposits/mineralore/garnetpyrope.json not found
4.5.2026 04:57:57 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/garnetspessartine.json: File interestingoregen:worldgen/deposits/mineralore/garnetspessartine.json not found
4.5.2026 04:57:57 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/garnetuvarovite.json: File interestingoregen:worldgen/deposits/mineralore/garnetuvarovite.json not found
4.5.2026 04:57:57 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/ruby.json: File interestingoregen:worldgen/deposits/mineralore/ruby.json not found
4.5.2026 04:57:57 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/sapphire.json: File interestingoregen:worldgen/deposits/mineralore/sapphire.json not found
4.5.2026 04:57:57 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/spinelred.json: File interestingoregen:worldgen/deposits/mineralore/spinelred.json not found
4.5.2026 04:57:57 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/topazamber.json: File interestingoregen:worldgen/deposits/mineralore/topazamber.json not found
4.5.2026 04:57:57 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/topazblue.json: File interestingoregen:worldgen/deposits/mineralore/topazblue.json not found
4.5.2026 04:57:57 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/topazpink.json: File interestingoregen:worldgen/deposits/mineralore/topazpink.json not found
4.5.2026 04:57:57 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/tourmalinerubellite.json: File interestingoregen:worldgen/deposits/mineralore/tourmalinerubellite.json not found
4.5.2026 04:57:57 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/tourmalineschorl.json: File interestingoregen:worldgen/deposits/mineralore/tourmalineschorl.json not found
4.5.2026 04:57:57 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/tourmalineverdelite.json: File interestingoregen:worldgen/deposits/mineralore/tourmalineverdelite.json not found
4.5.2026 04:57:57 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/tourmalinewatermelon.json: File interestingoregen:worldgen/deposits/mineralore/tourmalinewatermelon.json not found
...
4.5.2026 05:02:18 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/azurite.json: No block with code/wildcard 'game:ore-*-azurite-travertine' was found (unresolved code: game:ore-*-azurite-{rock})
4.5.2026 05:02:18 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/azurite.json: AllowedVariantsByInBlock for game:ore-*-azurite-travertine does not match any block! Please fix
4.5.2026 05:02:18 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/azurite.json: No block with code/wildcard 'game:ore-*-azurite-travertine' was found (unresolved code: game:ore-*-azurite-{rock})
4.5.2026 05:02:18 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/azurite.json: AllowedVariantsByInBlock for game:ore-*-azurite-travertine does not match any block! Please fix
4.5.2026 05:02:19 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/cerussite.json: No block with code/wildcard 'game:ore-*-cerussite-travertine' was found (unresolved code: game:ore-*-cerussite-{rock})
4.5.2026 05:02:19 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/cerussite.json: AllowedVariantsByInBlock for game:ore-*-cerussite-travertine does not match any block! Please fix
4.5.2026 05:02:19 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/cerussite.json: No block with code/wildcard 'game:ore-*-cerussite-travertine' was found (unresolved code: game:ore-*-cerussite-{rock})
4.5.2026 05:02:19 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/cerussite.json: AllowedVariantsByInBlock for game:ore-*-cerussite-travertine does not match any block! Please fix
4.5.2026 05:02:20 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/galena.json: No block with code/wildcard 'game:ore-*-galena-travertine' was found (unresolved code: game:ore-*-galena-{rock})
4.5.2026 05:02:20 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/galena.json: AllowedVariantsByInBlock for game:ore-*-galena-travertine does not match any block! Please fix
4.5.2026 05:02:20 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/galena.json: No block with code/wildcard 'game:ore-*-galena-travertine' was found (unresolved code: game:ore-*-galena-{rock})
4.5.2026 05:02:20 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/galena.json: AllowedVariantsByInBlock for game:ore-*-galena-travertine does not match any block! Please fix
4.5.2026 05:02:20 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/galena.json: No block with code/wildcard 'game:ore-*-galena_nativesilver-travertine' was found (unresolved code: game:ore-*-galena_nativesilver-{rock})
4.5.2026 05:02:20 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/galena.json: AllowedVariantsByInBlock for game:ore-*-galena_nativesilver-travertine does not match any block! Please fix
4.5.2026 05:02:21 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/galena.json: No block with code/wildcard 'game:ore-*-galena-travertine' was found (unresolved code: game:ore-*-galena-{rock})
4.5.2026 05:02:21 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/galena.json: AllowedVariantsByInBlock for game:ore-*-galena-travertine does not match any block! Please fix
4.5.2026 05:02:21 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/galena.json: No block with code/wildcard 'game:ore-*-galena-travertine' was found (unresolved code: game:ore-*-galena-{rock})
4.5.2026 05:02:21 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/galena.json: AllowedVariantsByInBlock for game:ore-*-galena-travertine does not match any block! Please fix
4.5.2026 05:02:21 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/galena.json: No block with code/wildcard 'game:ore-*-galena_nativesilver-travertine' was found (unresolved code: game:ore-*-galena_nativesilver-{rock})
4.5.2026 05:02:21 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/galena.json: AllowedVariantsByInBlock for game:ore-*-galena_nativesilver-travertine does not match any block! Please fix
4.5.2026 05:02:21 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/hemimorphite.json: No block with code/wildcard 'game:ore-*-hemimorphite-travertine' was found (unresolved code: game:ore-*-hemimorphite-{rock})
4.5.2026 05:02:21 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/hemimorphite.json: AllowedVariantsByInBlock for game:ore-*-hemimorphite-travertine does not match any block! Please fix
4.5.2026 05:02:21 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/hemimorphite.json: No block with code/wildcard 'game:ore-*-hemimorphite-travertine' was found (unresolved code: game:ore-*-hemimorphite-{rock})
4.5.2026 05:02:21 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/hemimorphite.json: AllowedVariantsByInBlock for game:ore-*-hemimorphite-travertine does not match any block! Please fix
4.5.2026 05:02:25 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/smithsonite.json: No block with code/wildcard 'game:ore-*-smithsonite-travertine' was found (unresolved code: game:ore-*-smithsonite-{rock})
4.5.2026 05:02:25 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/smithsonite.json: AllowedVariantsByInBlock for game:ore-*-smithsonite-travertine does not match any block! Please fix
4.5.2026 05:02:25 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/smithsonite.json: No block with code/wildcard 'game:ore-*-smithsonite-travertine' was found (unresolved code: game:ore-*-smithsonite-{rock})
4.5.2026 05:02:25 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/smithsonite.json: AllowedVariantsByInBlock for game:ore-*-smithsonite-travertine does not match any block! Please fix
4.5.2026 05:02:27 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/vanadinite.json: No block with code/wildcard 'game:ore-*-vanadinite-travertine' was found (unresolved code: game:ore-*-vanadinite-{rock})
4.5.2026 05:02:27 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/vanadinite.json: AllowedVariantsByInBlock for game:ore-*-vanadinite-travertine does not match any block! Please fix
4.5.2026 05:02:27 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/vanadinite.json: No block with code/wildcard 'game:ore-*-vanadinite-travertine' was found (unresolved code: game:ore-*-vanadinite-{rock})
4.5.2026 05:02:27 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/vanadinite.json: AllowedVariantsByInBlock for game:ore-*-vanadinite-travertine does not match any block! Please fix
4.5.2026 05:02:27 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/wulfenite.json: No block with code/wildcard 'game:ore-*-wulfenite-travertine' was found (unresolved code: game:ore-*-wulfenite-{rock})
4.5.2026 05:02:27 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/wulfenite.json: AllowedVariantsByInBlock for game:ore-*-wulfenite-travertine does not match any block! Please fix
4.5.2026 05:02:27 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/wulfenite.json: No block with code/wildcard 'game:ore-*-wulfenite-travertine' was found (unresolved code: game:ore-*-wulfenite-{rock})
4.5.2026 05:02:27 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/wulfenite.json: AllowedVariantsByInBlock for game:ore-*-wulfenite-travertine does not match any block! Please fix
4.5.2026 05:02:27 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/wulfenite.json: No block with code/wildcard 'game:looseores-wulfenite-travertine-free' was found (unresolved code: game:looseores-wulfenite-{rock}-free)
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4.5.2026 05:03:03 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/azurite.json: No block with code/wildcard 'game:ore-*-azurite-travertine' was found (unresolved code: game:ore-*-azurite-{rock})
4.5.2026 05:03:03 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/azurite.json: AllowedVariantsByInBlock for game:ore-*-azurite-travertine does not match any block! Please fix
4.5.2026 05:03:03 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/azurite.json: No block with code/wildcard 'game:ore-*-azurite-travertine' was found (unresolved code: game:ore-*-azurite-{rock})
4.5.2026 05:03:03 [Warning] Deposit interestingoregen:worldgen/deposits/metalore/azurite.json: AllowedVariantsByInBlock for game:ore-*-azurite-travertine does not match any block! Please fix
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Crash Report
Game Version: v1.22.2 (Stable)
5/4/2026 5:03:05 AM: Critical error occurred
Loaded Mods:
System.NullReferenceException: Object reference not set to an instance of an object.
at InterestingOreGen.Generators.IOGDepositBlock.Resolve(String fileForLogging, ICoreServerAPI api, Block inblock, String key, String value) in C:\Users\thedo\OneDrive\Desktop\Modding\Mod Sources\interestingoregen\InterestingOreGen\Generators\IOGDepositBlock.cs:line 31
at InterestingOreGen.Generators.TiltedDiscDepositGenerator.Init_Patch2(TiltedDiscDepositGenerator this)
at InterestingOreGen.Generators.TiltedAnywhereDiscGenerator.Init() in C:\Users\thedo\OneDrive\Desktop\Modding\Mod Sources\interestingoregen\InterestingOreGen\Generators\TiltedDiscAnywhere.cs:line 28
at Vintagestory.ServerMods.DepositVariant.Init(ICoreServerAPI api, LCGRandom depositRand, NormalizedSimplexNoise noiseGen) in VSEssentials\Systems\WorldGen\Standard\ChunkGen\5.GenDeposits\DepositVariant.cs:line 79
at Vintagestory.ServerMods.GenDeposits.initAssets(ICoreServerAPI api, Boolean blockCallbacks) in VSEssentials\Systems\WorldGen\Standard\ChunkGen\5.GenDeposits\GenDeposits.cs:line 124
at Vintagestory.GameContent.ProPickWorkSpace.<>c__DisplayClass5_0.<OnLoaded>b__0() in VSSurvivalMod\Systems\Prospecting\ProPickWorkSpace.cs:line 40
at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass11_0.<QueueTask>b__0(Object _) in VintagestoryApi\Common\TyronThreadPool.cs:line 119
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
at System.Threading.Thread.StartCallback()
RosstheGreat , May 4th at 7:43 PM
@bintoss: Without checking, I bet it's caused by a `code` including the `interestingoregen:` prefix. Spoiler 4.5.2026 04:57:57 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/berylaquamarine.json: File interestingoregen:worldgen/depos

I'm aware of the log issues, that shouldn't be related. Try removing MN:G for now and see if that fixes the issue. If it doesn't I'll look into it in a few days, I'm on break for a bit.

bintoss, May 5th at 2:00 PM
@RosstheGreat: I'm aware of the log issues, that shouldn't be related. Try removing MN:G for now and see if that fixes the issue. If it doesn't I'll look into it in a few days, I'm on break for a bit.

The mngeology issue is the gem patches erroneously looking for gems in the mineralore folder instead of the gems folder.

 

 
image

 

RosstheGreat , May 5th at 6:43 PM
@bintoss: The mngeology issue is the gem patches erroneously looking for gems in the mineralore folder instead of the gems folder.

Oh god I'm a goober okay I'll fix that. I've been so busy with other stuff I never sat down and fixed this.

Luccio, May 4th at 2:51 AM

If you don't mind me asking is there a place I can change to lower the iron generation. Trying to make my server struggle to find iron and right now it's pretty common.

RosstheGreat , May 4th at 5:54 AM
@Luccio: If you don't mind me asking is there a place I can change to lower the iron generation. Trying to make my server struggle to find iron and right now it's pretty common.

You can patch it in with a JSON patch and reduce their spawn rates. Otherwise there's config options inside of the InterestingOreGen config folder, with 2 main settings (but keep in mind it applies to all ores).

One is the minimum spawn distance between same oretypes, and the other is the minimum distance between all ore types.

Pineas, May 4th at 12:57 AM

Is this compatible with Uranium Expanded? I know UE says they're compatible with Geology Additions but neither here nor UE's site say if it works with ore gen rewrites like this.

Pineas, May 4th at 1:05 AM
@RosstheGreat: Technically it should be? But I don't know for sure. I've not personally tested it.

Noted, thank you! Please let me know if somebody tests it out before me if it isn't too much trouble.

InitiaNova, May 3rd at 10:47 PM

Looking through the asset files, at least Chromite and Ilmenite appear to be set to 0 tries per chunk on each of their sections.

RosstheGreat , May 3rd at 11:31 PM (modified May 3rd at 11:36 PM)
@InitiaNova: Sulfur as well.

I would highly recommend reading the handbook entries for IOG. (Edit: Sorry, not IME)

However, it is intended that Chromite, Ilmenite, Pendlandite, and Sulfur are set to 0 tries per chunk. They spawn in the new Hydrothermal District structures.

InitiaNova, May 3rd at 6:16 PM


Since Quartz and Olivine can't be prospected, if anyone wants to turn back on the default ore gen for these with IOG, follow these steps:


Go to your Mods folder.
Unpack InterestingOreGen-v2.3.5.zip. Make sure the files are unpacked into their own folder. You should not have a modinfo.json file directly in your Mods folder.
Open the unpacked folder and go to assets/interestingoregen/patches/game/worldgen/disable-vanilla-oregen.json.
There are 4 objects in there you want to remove. 3 have the file name "game:worldgen/deposits/mineralore/quartz.json" and one has the file name "game:worldgen/deposits/mineralore/olivine.json".
Restart your server.

Any new chunks that are generated will run the default quartz and olivine generators in addition to the generators provided by IOG. This does *not* disable the added quartz and olivine generated by IOG. Doing that depends on what additional compatible mods you are running.

These changes will not persist if you upgrade to a new version of IOG, and may need to be redone.

RosstheGreat , May 3rd at 6:42 PM
@InitiaNova: Since Quartz and Olivine can't be prospected, if anyone wants to turn back on the default ore gen for these with IOG, follow these steps: Go to your Mods folder.Unpack InterestingOreGen-v2.3.5.zip. Make sure the files are unpacked into their own folder. Y

Appreciate the quick tutorial for it!

 

Real quick, IOG doesn't disable quartz or olivine generation, it uses it's own generators. (I know you mentioned but just to make sure that's clear). I don't know why it doesn't get prospected but you shouldn't be using vanilla Density Search Mode with IOG regardless as it does not work.

I would also recommend using IOG's built in prospecting system with Boulders and Tracer veins, or try Betterer Prospecting (which I think also doesn't work with Quartz/Olivine)

InitiaNova, May 3rd at 6:58 PM
@RosstheGreat: Appreciate the quick tutorial for it! Real quick, IOG doesn't disable quartz or olivine generation, it uses it's own generators. (I know you mentioned but just to make sure that's clear). I don't know why it doesn't get prospected but you shouldn't be usi

Yeah, our server is using Betterer Prospecting, and we were having a terrible time trying to find any Quartz at all on the map. We eventually used a cheat tool to find a large quartz vein (the disk shape), but we couldn't see anything on the surface that indicated there was quartz below ground. Apart from using the borehole prospecting tool on every rock, there didn't seem to be any way of effectively locating quartz. Spent around 5 hours hunting with no success.

RosstheGreat , May 3rd at 7:30 PM
@InitiaNova: Yeah, our server is using Betterer Prospecting, and we were having a terrible time trying to find any Quartz at all on the map. We eventually used a cheat tool to find a large quartz vein (the disk shape), but we couldn't see anything on the surface that

Dang, alright. I'm looking into finally adding new ways to prospect via different terrain things, but we'll see how that goes. And likely wont be out for some weeks at best.

Skiff1, May 3rd at 1:05 AM

mod cause my charachter to be fully invisible and stop jsonlib from loading properly 

 

RosstheGreat , May 3rd at 1:21 AM (modified May 3rd at 1:22 AM)
@Skiff1: mod cause my charachter to be fully invisible and stop jsonlib from loading properly

Skiff1 You tested this with JUST interestingoregen on a new world? If so I'd love to hear more about this bug. Please come report it in the VS discord (In the Interesting Series thread) so I can fix it if IOG is somehow causing it.

Mercar, May 1st at 2:50 PM

has some erros ... 

Spoiler
1.5.2026 15:49:16 [Notification] Compatibility lib: 0 assets added, 0 assets replaced.
1.5.2026 15:49:16 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/berylaquamarine.json: File interestingoregen:worldgen/deposits/mineralore/berylaquamarine.json not found
1.5.2026 15:49:16 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/berylbixbite.json: File interestingoregen:worldgen/deposits/mineralore/berylbixbite.json not found
1.5.2026 15:49:16 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/garnetalmandine.json: File interestingoregen:worldgen/deposits/mineralore/garnetalmandine.json not found
1.5.2026 15:49:16 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/garnetandradite.json: File interestingoregen:worldgen/deposits/mineralore/garnetandradite.json not found
1.5.2026 15:49:16 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/garnetgrossular.json: File interestingoregen:worldgen/deposits/mineralore/garnetgossular.json not found
1.5.2026 15:49:16 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/garnetpyrope.json: File interestingoregen:worldgen/deposits/mineralore/garnetpyrope.json not found
1.5.2026 15:49:16 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/garnetspessartine.json: File interestingoregen:worldgen/deposits/mineralore/garnetspessartine.json not found
1.5.2026 15:49:16 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/garnetuvarovite.json: File interestingoregen:worldgen/deposits/mineralore/garnetuvarovite.json not found
1.5.2026 15:49:16 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/ruby.json: File interestingoregen:worldgen/deposits/mineralore/ruby.json not found
1.5.2026 15:49:16 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/sapphire.json: File interestingoregen:worldgen/deposits/mineralore/sapphire.json not found
1.5.2026 15:49:16 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/spinelred.json: File interestingoregen:worldgen/deposits/mineralore/spinelred.json not found
1.5.2026 15:49:16 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/topazamber.json: File interestingoregen:worldgen/deposits/mineralore/topazamber.json not found
1.5.2026 15:49:16 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/topazblue.json: File interestingoregen:worldgen/deposits/mineralore/topazblue.json not found
1.5.2026 15:49:16 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/topazpink.json: File interestingoregen:worldgen/deposits/mineralore/topazpink.json not found
1.5.2026 15:49:16 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/tourmalinerubellite.json: File interestingoregen:worldgen/deposits/mineralore/tourmalinerubellite.json not found
1.5.2026 15:49:16 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/tourmalineschorl.json: File interestingoregen:worldgen/deposits/mineralore/tourmalineschorl.json not found
1.5.2026 15:49:16 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/tourmalineverdelite.json: File interestingoregen:worldgen/deposits/mineralore/tourmalineverdelite.json not found
1.5.2026 15:49:16 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/tourmalinewatermelon.json: File interestingoregen:worldgen/deposits/mineralore/tourmalinewatermelon.json not found
RosstheGreat , May 1st at 8:01 PM
@Mercar: has some erros ... Spoiler 1.5.2026 15:49:16 [Notification] Compatibility lib: 0 assets added, 0 assets replaced.1.5.2026 15:49:16 [Error] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/berylaquamarine.json: File interestingoregen:

i'm aware, they're nothing gamebreaking. It's just preventing gems from spawning in Material Needs: Geology stones. Everything else will work fine, I just haven't gotten around to fixing it yet. 😅

Draconon, May 1st at 6:12 AM

Question about coals and other ores only found in sedimatry rocks for the most part: If I am in a area where the sediment is sandstone, I would be looking for sandsound boulders for coals, correct?

AdelindeEcks, May 1st at 12:29 AM (modified May 1st at 1:11 AM)

Ahoy! I would really appreciate if you added a picture of the "boulder" to the Mod Example images. It references "boulders" many times, but does not explain if it's using the default game boulders, or a structure / terrain feature.


EDIT : Yeah, its a terrain feature, I spent a solid couple hours exploring in all directions looking for the game block "boulder" not a generated feature :p, probably useful to clarify for people who area little dense like me lmao

ChimMAG, Apr 30th at 7:09 AM

Added a Russian translation.

RosstheGreat , Apr 30th at 8:32 PM
@ChimMAG: Added a Russian translation.

Awesome, I will add for the next IOG update.

DragonFire813, Apr 29th at 10:44 AM

That's fine that they don't all conform to terrain. I just wanted to be sure that the flat oval splotches of stone I see sometimes were also the same marker boulders.

DragonFire813, Apr 29th at 9:14 AM

I figured it was the clumps of stone, but just wanted to be sure before I dug around one near my base. 

Another related question: do the boulders sometimes generate conforming to the terrain instead of jutting out of the ground?

RosstheGreat , Apr 29th at 9:17 AM
@DragonFire813: I figured it was the clumps of stone, but just wanted to be sure before I dug around one near my base. Another related question: do the boulders sometimes generate conforming to the terrain instead of jutting out of the ground?

On rare occasion they can conform to the terrain. They technically all spawn between the bottom and top layer of dirt, so if you have particularly deep dirt it can be hard to find them sometimes. Unfortunately as they're generated WELL post terrain gen, I can't morph them to the terrain super easily so an ugly eyesore they shall tragically remain.

Jalex, Apr 29th at 7:51 AM

Heya since you recommend it and it generally fits in really well with your mods. Would it be possible for you to adopt the Posts and Beams Mod? 
the last Update was in December and judging from the comments it seems to have a bunch of problems, so a few fixes and an update to 1.22 so we could use it with your new Immersive Extraction mod, would be really cool.

It's probably a lot to ask, but might as well right? 

RosstheGreat , Apr 29th at 8:23 AM
@Jalex: Heya since you recommend it and it generally fits in really well with your mods. Would it be possible for you to adopt the Posts and Beams Mod? the last Update was in December and judging from the comments it seems to have a bunch of problems, so a few fi

I've thought several times about adopting it into IME or IOG. Probably into IME. At some point in time or another Protobean mentioned he was working on an updated version for IOG / IME but I've not discussed it with him in a week or so.

Long story short, yes eventually we will have our own version of Posts and Beams in some form or another. 

DragonFire813, Apr 29th at 7:06 AM

I have a question for you. The marker boulders you mentioned, are you refering to the boulder block or a large clump of stone on the surface? The pictures don't show them.

RosstheGreat , Apr 29th at 8:20 AM
@DragonFire813: I have a question for you. The marker boulders you mentioned, are you refering to the boulder block or a large clump of stone on the surface? The pictures don't show them.

Ah I forgot to ever get pictures of boulders. They are clumps of stone on the surface, and normally quite easy to see by design.

IssaDwarf, Apr 29th at 7:04 AM (modified Apr 29th at 7:06 AM)

Hymneo The end game ores are meant to be more rare as far as I can tell, you should be looking for the horsetail at the end of a faultline. Scroll down to the comments from 3 days ago, Ross already answered this for someone else. 

Hymneo, Apr 29th at 5:31 AM

I'v made 5000x10000 world and I could find only 3 veins of titaniums. Chromite was even 1 point with ilmenite.
I started with no overlay mod, but I felt this is too hard to find high tiers, so I just turn on it.
It was not like this 2 weeks ago when I'm on 1.21.6 world. What should I do not to waste tons of times for explore?

RosstheGreat , Apr 29th at 8:19 AM
@Hymneo: I'v made 5000x10000 world and I could find only 3 veins of titaniums. Chromite was even 1 point with ilmenite.I started with no overlay mod, but I felt this is too hard to find high tiers, so I just turn on it.It was not like this 2 weeks ago when I'm on

Yeah as IssaDwarf said it's more or less meant to be endgame in the new structures. You can find handbook pages that explain where you can find them and in what structure types. They require exploration, if you want to reduce that and go back to the usual veining you'll have to go into the mod and change the worldgen options for Ilmenite, Pendlandite, and Chromite. If it's for singleplayer it can be done without a patch, if you want to do that for multiplayer I would recommend a JSON patch.

DefactoToast, Apr 28th at 7:07 PM (modified Apr 28th at 7:08 PM)

just a heads up, windows defender found a trojan in this and instantly removed it. not cool.

 

RosstheGreat , Apr 28th at 7:27 PM (modified Apr 28th at 8:27 PM)
@DefactoToast: just a heads up, windows defender found a trojan in this and instantly removed it. not cool.

I didn't get anything on my PC or 2 of my friend's PCs, however a third friend did happen to get a ping on it so I've removed the previous retraction and am investigating the issue. Obviously I didn't do this on purpose.

I do scan every one of my updates with Malwarebytes, although not always with Windows Defender. I suspect it's likely a false flag but I've pulled the version my friend got a ping on just to be safe.

 

Fixed in 2.3.5, Harmony got flagged by Windows Defender and found the bug that caused it.

Arcanum3000, Apr 28th at 2:01 AM

schaminee1 Rock Strata Variety does a lot to correct the poor management of rock layers RosstheGreat mentions.  It doesn't directly change ore spawn behavior, but it makes non-granite rock layers in general more common, which will in turn make ores that spawn in rocks other than granite more common.

RosstheGreat , Apr 26th at 10:13 PM

schaminee1 Due to how rocklayers work, your top layer is sediment, but it's the total % of sedimentary rock in a column is far less than an igneous floor. If you have 40% of a column being air, 20% sedimentary, and 40% igneous then you still have almost double chance to get igneous ores (copper, zinc, tin, iron, bismuth) over something like lead (which only spawns in sedimentary rock). Unfortunately this is due to vanilla's poor managing of rock layer thicknesses. Naturally sedimentary rock-based ores will simply spawn less often than deeper ones.

 

Quartz is intentionally rarer (About 2x more rare than average ores, so not hugely more rare), as the new superstructures are meant to be the main quartz resources. They are still there but none will contain gold or silver.

schaminee1, Apr 26th at 9:01 PM

in my world which is majority (thus far. roughly 1500 by 1500) sedimentary rocks their is litterally no lead. have found bismuth, tin, iron, zinc, and copper. also very, very few quartz structures. I am on version 2.3.4

RosstheGreat , Apr 26th at 8:04 PM

Chilimunyaka Yep that's fine as long as it's a harmony patch. 

 

SnakeMittens Because of how ore spawns work, it's not really possible to have them configurable easily. More than likely what's happening is you're getting unlucky, in some of my test worlds I had a lot of bismuth because I was in a host stone for it (granite) but almost no sedimentary spawning ores (Such as lead). 

Also on note for Titanium, that *only* spawns in fault veins now if you're on 2.3.0+ (I'd recommend 2.3.4) to gate STRICTLY endgame ores behind finding the new megastructures. (Specifically pendlandite, Ilmenite, and Chromite) so you shouldn't see it at all normally.

SnakeMittens, Apr 26th at 6:58 PM

RosstheGreat Any chance of making the ore spawn rates configurable? Based on my current testing, bismuth spawns way more frequently than I would expect while titanium and lead almost never show up.

Chilimunyaka, Apr 26th at 9:36 AM

I've made a small Harmony patch that disables your cave-in system in IOG and restores the vanilla cave-in mechanics. This fix-mod works fine in a small private group. Would you mind if I publish it on the mod site as a separate mod, with proper credit and a link to your original work?

The_Domo, May 4th at 3:14 AM
@Chilimunyaka: I've made a small Harmony patch that disables your cave-in system in IOG and restores the vanilla cave-in mechanics. This fix-mod works fine in a small private group. Would you mind if I publish it on the mod site as a separate mod, with proper credit and

Chilimunyaka Funny enough, I actually already published a patch yesterday that does the same thing. I made it for my friend group and didn't see that were working on it at the same time.

RosstheGreat , Apr 25th at 8:43 PM (modified Apr 25th at 9:26 PM)

Arriator The only ones there are end-game ores (Ilmenite, Chromite, and Pendlandite) and gold/silver (And some minerals like sulfur). Primarily this was done because a new non-oremap update was added at the same time for IOG, and that made all ores fight with each other, and reduced how often early-game ores spawn. Worst case you can enable them manually on singleplayer, or make a patch to enable them very easily. All of it is in IOG's worldgen folder. 

I will look into changing it, I've simply not had the time to playtest it so nothing here is concrete. If you have specific ores you'd like to see let me know.

Arriator, Apr 25th at 7:52 PM

I don't suppose there are any plans to maintain the old version of the mod? As interesting as all this stuff sounds on paper, I can't help but notice that several ores that are required for the game's progression are consigned to beyond-rare structures in this new iteration, which might not make for very fun gameplay; for some of us, realism isn't always the answer. I fear that I may have to stop using it altogether.

Knuffeldraak, Apr 24th at 9:08 PM

RosstheGreat I understand that, I'm just relaying that when those two mods combine, no underground ores seem to be spawning. Prospector pick (even when using BetererProspecting) also doesn't see any cavern ores, only surface ores, and deep gemstones. But no iron, titanium, zinc, etc.

Xyconis, Apr 23rd at 11:46 PM (modified Apr 24th at 12:26 AM)

I'm going to ask over on that mod page as well just in case but: do you happen to know if this mod will work with Blush & Blacksmith? I really want to use both and have both active on my SP world but I'm nowhere near ready to even start looking for the Blush ores to know if they're generated at all with IOG
Edit: I caved and tested with block overlay and indeed they generated together!

RosstheGreat , Apr 24th at 3:27 AM
@Xyconis: I'm going to ask over on that mod page as well just in case but: do you happen to know if this mod will work with Blush & Blacksmith? I really want to use both and have both active on my SP world but I'm nowhere near ready to even start looking for the Bl

Xyconis IOG doesn't inherently disable other mods oregen if it's in the vanilla generator, only vanilla ores. It should be totally compatible but their ores simply wont generate in IOG shapes. That mod author can also implement IOG shapes to their ores if they so desire, and are always welcome to ask for assistance if they need any. 😄

RosstheGreat , Apr 23rd at 9:14 PM

Knuffeldraak I'm a little confused, wilderlands Caves doesn't spawn ores in caves. It simply exposes veins either, however IOG veins are while extremely large, very rare in comparison to vanilla ore veins. Unless I'm missing something here?

Knuffeldraak, Apr 23rd at 9:11 PM

Huh. I've tried to run this mod together with Wilderlands: Caves in 1.22, and for some reason I have absolutely zero cave ores going on.

RosstheGreat , Apr 20th at 6:10 PM

Exmortis That's a bit more complicated than I had anticipated when I tried doing it initially. I could probably add some from of way to generate a new ore body, but otherwise no there is no spawn ability for ores individually and I don't plan on adding one anytime soon. Mainly because I'm hard at work on the next mod in the series: Interesting Mining & Extraction.

There are a few fun JSON features i've added (but don't use) in the background such as "Distance from Spawn" for ore deposits, to allow ore types to spawn in rings (both minimum and maximum distance) if that's interesting, I'd highly recommend contacting me on discord for faster replies. (Official VS discord is fine, I also have a thread there) I'm currently simply too busy to implement something like that, and personally it's something well outside of my scope currently, and unlikely to be added in the future for now.

Exmortis, Apr 20th at 5:40 AM

Hi RosstheGreat

Big fan of your mod (Though not of the cave ins xD) 

Been using it for a while, but wondering if there's any commands or way to force generate ore deposits?
I'm trying to make a custom built world and was hoping to choose were my deposits go.

Thanks!

RosstheGreat , Apr 15th at 5:02 AM

MiraLeaps I can look into the boulder size config, yeah. Appreciate the kind words!

 

IssaDwarf Only rare instances, but yes they can overlap. And yeah, perhaps if the devs reach out to me I wouldn't mind adding them to the game or something. I've got a lot of things I'd do differently if they were to ask me to implement it though. Thank you for your kind words!

IssaDwarf, Apr 15th at 12:15 AM

RosstheGreat I very much am enjoying the new structures. I also find it neat that they can overlap, please don't change that. Wonky magma gen is very cool. I just didn't remember seeing that particular deposit type discribed and wanted to make sure it wasn't an error, as a visible error can point to other hidden errors. I actually completely missed the spoiler box in the discription with all the extras until you pointed it out 😳. I really hope the Dev team reaches out to you to implement a great deal, if not all, of your mod into the base game at some point. Maybe even just add it to the world gen options: ore gen - random/realistic 😜 maybe a middle ground one like with the wildlife.

MiraLeaps, Apr 14th at 8:41 PM

would it be possible to get a setting in the config to trim down the size of the indicator boulders that are on the surface? I would love to reduce them down to about a third the size

Wonderful mod, thank you for your work. I'm very excited to see how this changes things when I finally stop tweaking my settings and make a save for 1.22 haha

RosstheGreat , Apr 14th at 12:31 AM

IssaDwarf Because of how I actually locate ore vein locations for the new fault deposits, they will commonly overlap. It's not as simple as a random deposit every so often! The system behind it deserves a post in of itself but essentially it detects when there are widenings or sharp corners in the deposit and flags that area for a deposit. But, with that often ladder veins force widen the vein, and then further get shoot deposits within them. I could prevent overlap but it felt neat when you did find ladder veins with a 3rd or 4rd sub-deposit. 😁

 

Either way, no problem and I hope you're enjoying the new structures!

IssaDwarf, Apr 12th at 10:18 PM (modified Apr 12th at 10:58 PM)

nevermind, i see the picture now. 😬

edit: every fault ladder was bismuth with an ore shoot of tin down the middle. I took a couple screenshots of different angles of the third one I came across thinking there was something up. Guess my magma deposit was a little wonky, but at least it was consistent lol

I can't figure out how to crop a screenshot and have given myself a headache trying which is rather comical in its own right as I was tech support before my current med list turned my brain to mush. Oh well, good to know that it's working as intended and just a fluke of my world that they spawn together. 

RosstheGreat , Apr 12th at 9:26 PM

IssaDwarf In the "New Ore Generator Shapes" there is a picture of them, although I don't recall tin being in that vein. However if it's the new structures it should be a vertical beam. Unfortunately for screenshots I'm not totally sure myself. Maybe try Windoes key + Shift + S to take a screenshot, the CTRL + V to paste it in and show me what's up. :)

IssaDwarf, Apr 12th at 8:49 PM

is the bismuth/tin vein suposed to spawn in a flat, basically 2d sheet? i took a couple screenshots if someone would be so kind as to explain (in steps a five year old could understand) how to include pictures. I'm autistic and sometimes the most basic of things elude me, and sometimes my brain betrays me and forgets what I used to know ☺️

RosstheGreat , Apr 10th at 2:21 AM

herbemoji Can add it mid world, back up world.

 

IssaDwarf Thank you!

IssaDwarf, Apr 9th at 11:16 PM

Solidude your comment is why we should be able to like 💯

RosstheGreat thank you very much for your hard work in making my world SO much better!!! 

herbemoji, Apr 9th at 10:53 PM

I'm sure this has been answered before, but I can't find the answer - what happens if you install this on an ongoing already-created current world? (adding all those words to help future searchers.) I know it won't affect chunks that have already spawned, but how would it interact with freshly loaded chunks? Would it work, or would it create a ton of problems?

 

Love the idea, wanna play with it, but might have to wait until my next new world. Wish VS had a NG+ mode haha.

RosstheGreat , Apr 9th at 7:27 PM

Kelzir Also update came sooner than planned! :)

RosstheGreat , Apr 9th at 6:47 PM

Waldo_Kun No unfortunately 1.21.6 has a different dotnet version and I've done 0 testing between the two. For now it likely wont be backported, but if for some reason 1.22 is a total flop initially I'll look into it. (Hopefully it wont be!)

 

Arcanum3000, Solidude Thank you guys for the kind words! 😃

Arcanum3000, Apr 9th at 3:17 PM

Daaang, that update looks sweet!

Waldo_Kun, Apr 9th at 12:27 PM

I'm assuming the new update won't be coming to 1.21.6?

Solidude, Apr 9th at 9:34 AM (modified Apr 9th at 9:35 AM)

omgomgomgomgomgomgomgomg
THE update. I love you <3 this makes my worlds so much better

RosstheGreat , Apr 7th at 11:08 PM

Kelzir For once, yes! I should have it done within 2 weeks hopefully. It's about 95% done including all the new stuff, and handbook pages, One last feature and it'll hopefully be done in a timely manner. I'm putting a lot of work into IOG's sister mod right now, Interesting Mining & Processing to get a v0.1 release out. I'll likely wait to release both mods until after 1.22 drops in full though, if it doens't in the next 2 weeks. (Assuming they're both done in time)

 

Kelzir, Apr 7th at 6:35 PM

Hi, thank you for this mod. Do you RosstheGreat have any approximate estimate for when a version compatible with game version 1.22 might be released? No pressure, I’m just curious because I’m looking forward to using it there as well.

EmperorValkorion, Apr 5th at 12:14 AM

thanks !!

RosstheGreat , Apr 4th at 10:30 PM

EmperorValkorion You'll have to open the mod, go to the modinfo.json and change the version to 1.21.0, sorry about that.

EmperorValkorion, Apr 4th at 10:27 PM (modified Apr 4th at 10:28 PM)

@RosstheGreat  sorry to bother you again, just tried to add this mod version 2.2.3 as it says i can use it for versions 1.21.0 - 1.21.6 and my world is on 1.21.5 and my game wont load it as it says it need the 1.21.6 version to run? any fix i could do to get it to run or should i just use the 1.21.5 version?

 

EmperorValkorion, Apr 4th at 10:13 PM

@RosstheGreat  brill thanks for responding so quickly !! 

RosstheGreat , Apr 4th at 9:49 PM

EmperorValkorion You could add it mid world and it'll only spawn in newly generated chunks, unless you reset them (I wont be explaining that here) I also would recommend backing up your game world!

EmperorValkorion, Apr 4th at 9:40 PM (modified Apr 4th at 9:40 PM)

@RosstheGreat this looks like a cool mod, though got a rookie question, if i add this to a already lived in world would it change only what i haven't explored ? ideally i dont want to start all over on a new gen world 😅

RosstheGreat , Mar 10th at 10:32 PM

Yukari_75 Yeah, I will be setting it up to just rely on 1.22.0 for the next major update. Unless something game breaking happens, IOG should support all versions of 1.22 when I'm done updating.

Yukari_75, Mar 8th at 2:55 AM

Yeah, it's just an issue with the mod info file not being set up right for a mod compatible with multiple versions, I could be wrong, but I think if you set the dependant game version to the oldest compatible version, it should then work fine for players using compatible older versions without needing to edit the file. But I'd recommend asking mod authors with more relevant experience to be sure about that.

RosstheGreat , Mar 7th at 9:40 PM

Yukari_75 That's odd. Well, worst case go into IOG and change the modinfo.json version to whatever game version you want to use. It should work more or less on any version (Barring a few exceptions that aren't relevant here). 

 

TopazCarbuncle Ah, yeah that makes sense. In vanilla IOG I have to disable a function within the prospecting system that causes that % reading. That is, because it causes world generation issues within IOG. Worst case I would suggest using Betterer Prospecting, it's more accurate and you can tune it to how you want with it's config.

Yukari_75, Mar 3rd at 9:45 PM

Tried to launch the game with v2.2.3 of IOG and got the message that it depends on VS 1.21.6 I'm using 1.21.5 which this page says the mod is compatible with

TopazCarbuncle, Mar 1st at 10:09 AM

I don't have Better-er Prospecting installed. I'm still at a loss.

RosstheGreat , Feb 28th at 8:50 PM

Are you using Betterer Prospecting TopazCarbuncle? Also IOG is not inherently compatible with vanilla prospecting (hence the boulders), but Betterer Prospecting has a sort of "Automatic" reader that says "Ultra High" as the highest output that you have discovered. It goes away after several prospects for that particular ore. (A feature, not a bug)

TopazCarbuncle, Feb 27th at 12:04 PM (modified Feb 27th at 12:13 PM)

I have both this and Geology Additions installed (including the IOG/GA patch as a compatibility layer) on 1.21.6. I noticed that when prospecting, some ores (some vanilla like Bismuthinite, as well as GA ores like Tetrahedrite and Sperrylite) have readings ranging from "very poor" to "very high" despite all having readings of 0‰. I'm not sure which mod is the culprit, so I'm asking the same question on GA as well. If anyone has any ideas on how to resolve this (or even just why it happens), please let me know.

EDIT: I also have Terra Prety, Rivers, Material Needs: Geology and Rock Strata Variety installed.

RosstheGreat , Feb 24th at 12:12 PM

mattergamer Yep! I'm on hiatus right now so I couldn't remember the exact update/framework name. It'll get updated when 1.22 comes out, and possibly with some major additions to IOG but we'll see. That's a VERY BIG maybe.

mattergamer, Feb 23rd at 3:18 AM

RosstheGreat They updated to using .NET 10 I'll look forward to the mod being updated for 1.22.0 when that comes out.

RosstheGreat , Feb 22nd at 8:48 PM

mattergamer Yep, I believe IOG just needs to be updated from dot8 to dot10 or whatever the devs moved to. Shouldn't be too hard but I'm waiting until release to even look at doing that.

Arcanum3000 Interesting... I'm not the one who set up that file structure so I don't quite understand why it looks like that, but I'll pass that on. This is the first I've heard of these issues so I wonder if neph maybe changed his filestructure

TheCatDied Olivine always spawns in peridotite. It doesn't ever "Replace" iron, or rather no ore vein replaces it. Could you send me screenshots of what you mean? If you want more immediate responses I am more active on the VS Discord under the IOG thread under the same username. Feel free to ping me.

TheCatDied, Feb 21st at 12:05 AM (modified Feb 21st at 12:06 AM)

Huge olivine ore veins are taking the place of where iron should be. Is this a known bug? This is really disheartening because I see it has ruined our multiplayer world.

Arcanum3000, Feb 20th at 5:18 PM

I'm seeing these errors when running IOG with MN: Geology and Geology Additions (latest versions) on 1.21.6.  I haven't tested it, but from digging around in the file structures it looks like "mineralore" in the patch target path needs to be changed to "gems".  Or maybe these are just legacy or otherwise no longer relevant.

Errors
20.2.2026 11:55:49.232 [VerboseDebug] Patch 0 in interestingoregen:patches/geoaddons/worldgen/geoaddons/gems/berylaquamarine.json: File interestingoregen:worldgen/deposits/mineralore/berylaquamarine.json not found
20.2.2026 11:55:49.232 [VerboseDebug] Patch 0 in interestingoregen:patches/geoaddons/worldgen/geoaddons/gems/berylbixbite.json: File interestingoregen:worldgen/deposits/mineralore/berylbixbite.json not found
20.2.2026 11:55:49.232 [VerboseDebug] Patch 0 in interestingoregen:patches/geoaddons/worldgen/geoaddons/gems/garnetalmandine.json: File interestingoregen:worldgen/deposits/mineralore/garnetalmandine.json not found
20.2.2026 11:55:49.232 [VerboseDebug] Patch 0 in interestingoregen:patches/geoaddons/worldgen/geoaddons/gems/garnetandradite.json: File interestingoregen:worldgen/deposits/mineralore/garnetandradite.json not found
20.2.2026 11:55:49.232 [VerboseDebug] Patch 0 in interestingoregen:patches/geoaddons/worldgen/geoaddons/gems/garnetgossular.json: File interestingoregen:worldgen/deposits/mineralore/garnetgossular.json not found
20.2.2026 11:55:49.232 [VerboseDebug] Patch 0 in interestingoregen:patches/geoaddons/worldgen/geoaddons/gems/garnetpyrope.json: File interestingoregen:worldgen/deposits/mineralore/garnetpyrope.json not found
20.2.2026 11:55:49.232 [VerboseDebug] Patch 0 in interestingoregen:patches/geoaddons/worldgen/geoaddons/gems/garnetspessartine.json: File interestingoregen:worldgen/deposits/mineralore/garnetspessartine.json not found
20.2.2026 11:55:49.232 [VerboseDebug] Patch 0 in interestingoregen:patches/geoaddons/worldgen/geoaddons/gems/garnetuvarovite.json: File interestingoregen:worldgen/deposits/mineralore/garnetuvarovite.json not found
20.2.2026 11:55:49.232 [VerboseDebug] Patch 0 in interestingoregen:patches/geoaddons/worldgen/geoaddons/gems/ruby.json: File interestingoregen:worldgen/deposits/mineralore/ruby.json not found
20.2.2026 11:55:49.232 [VerboseDebug] Patch 0 in interestingoregen:patches/geoaddons/worldgen/geoaddons/gems/sapphire.json: File interestingoregen:worldgen/deposits/mineralore/sapphire.json not found
20.2.2026 11:55:49.232 [VerboseDebug] Patch 0 in interestingoregen:patches/geoaddons/worldgen/geoaddons/gems/spinelred.json: File interestingoregen:worldgen/deposits/mineralore/spinelred.json not found
20.2.2026 11:55:49.232 [VerboseDebug] Patch 0 in interestingoregen:patches/geoaddons/worldgen/geoaddons/gems/topazamber.json: File interestingoregen:worldgen/deposits/mineralore/topazamber.json not found
20.2.2026 11:55:49.232 [VerboseDebug] Patch 0 in interestingoregen:patches/geoaddons/worldgen/geoaddons/gems/topazblue.json: File interestingoregen:worldgen/deposits/mineralore/topazblue.json not found
20.2.2026 11:55:49.232 [VerboseDebug] Patch 0 in interestingoregen:patches/geoaddons/worldgen/geoaddons/gems/topazpink.json: File interestingoregen:worldgen/deposits/mineralore/topazpink.json not found
20.2.2026 11:55:49.232 [VerboseDebug] Patch 0 in interestingoregen:patches/geoaddons/worldgen/geoaddons/gems/tourmalinerubellite.json: File interestingoregen:worldgen/deposits/mineralore/tourmalinerubellite.json not found
20.2.2026 11:55:49.232 [VerboseDebug] Patch 0 in interestingoregen:patches/geoaddons/worldgen/geoaddons/gems/tourmalineschorl.json: File interestingoregen:worldgen/deposits/mineralore/tourmalineschorl.json not found
20.2.2026 11:55:49.232 [VerboseDebug] Patch 0 in interestingoregen:patches/geoaddons/worldgen/geoaddons/gems/tourmalineverdelite.json: File interestingoregen:worldgen/deposits/mineralore/tourmalineverdelite.json not found
20.2.2026 11:55:49.232 [VerboseDebug] Patch 0 in interestingoregen:patches/geoaddons/worldgen/geoaddons/gems/tourmalinewatermelon.json: File interestingoregen:worldgen/deposits/mineralore/tourmalinewatermelon.json not found
20.2.2026 11:55:49.266 [VerboseDebug] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/berylaquamarine.json: File interestingoregen:worldgen/deposits/mineralore/berylaquamarine.json not found
20.2.2026 11:55:49.266 [VerboseDebug] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/berylbixbite.json: File interestingoregen:worldgen/deposits/mineralore/berylbixbite.json not found
20.2.2026 11:55:49.266 [VerboseDebug] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/garnetalmandine.json: File interestingoregen:worldgen/deposits/mineralore/garnetalmandine.json not found
20.2.2026 11:55:49.266 [VerboseDebug] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/garnetandradite.json: File interestingoregen:worldgen/deposits/mineralore/garnetandradite.json not found
20.2.2026 11:55:49.266 [VerboseDebug] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/garnetgrossular.json: File interestingoregen:worldgen/deposits/mineralore/garnetgossular.json not found
20.2.2026 11:55:49.266 [VerboseDebug] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/garnetpyrope.json: File interestingoregen:worldgen/deposits/mineralore/garnetpyrope.json not found
20.2.2026 11:55:49.266 [VerboseDebug] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/garnetspessartine.json: File interestingoregen:worldgen/deposits/mineralore/garnetspessartine.json not found
20.2.2026 11:55:49.266 [VerboseDebug] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/garnetuvarovite.json: File interestingoregen:worldgen/deposits/mineralore/garnetuvarovite.json not found
20.2.2026 11:55:49.266 [VerboseDebug] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/ruby.json: File interestingoregen:worldgen/deposits/mineralore/ruby.json not found
20.2.2026 11:55:49.266 [VerboseDebug] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/sapphire.json: File interestingoregen:worldgen/deposits/mineralore/sapphire.json not found
20.2.2026 11:55:49.266 [VerboseDebug] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/spinelred.json: File interestingoregen:worldgen/deposits/mineralore/spinelred.json not found
20.2.2026 11:55:49.266 [VerboseDebug] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/topazamber.json: File interestingoregen:worldgen/deposits/mineralore/topazamber.json not found
20.2.2026 11:55:49.266 [VerboseDebug] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/topazblue.json: File interestingoregen:worldgen/deposits/mineralore/topazblue.json not found
20.2.2026 11:55:49.266 [VerboseDebug] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/topazpink.json: File interestingoregen:worldgen/deposits/mineralore/topazpink.json not found
20.2.2026 11:55:49.266 [VerboseDebug] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/tourmalinerubellite.json: File interestingoregen:worldgen/deposits/mineralore/tourmalinerubellite.json not found
20.2.2026 11:55:49.266 [VerboseDebug] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/tourmalineschorl.json: File interestingoregen:worldgen/deposits/mineralore/tourmalineschorl.json not found
20.2.2026 11:55:49.266 [VerboseDebug] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/tourmalineverdelite.json: File interestingoregen:worldgen/deposits/mineralore/tourmalineverdelite.json not found
20.2.2026 11:55:49.266 [VerboseDebug] Patch 0 in interestingoregen:patches/mngeology/worldgen/geoaddons/gems/tourmalinewatermelon.json: File interestingoregen:worldgen/deposits/mineralore/tourmalinewatermelon.json not found
mattergamer, Feb 18th at 4:50 PM
server-main.log
18.2.2026 08:36:30 [Error] [interestingoregen] Exception thrown when attempting to retrieve all types of the assembly InterestingOreGen, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null. Will ignore asssembly. Loader exceptions:
18.2.2026 08:36:30 [Error] [interestingoregen] Exception: Unable to load one or more of the requested types.
Could not load type 'Vintagestory.ServerMods.DepositGeneratorBase' from assembly 'VSSurvivalMod, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
Could not load type 'Vintagestory.ServerMods.DepositGeneratorBase' from assembly 'VSSurvivalMod, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
at System.Reflection.RuntimeModule.GetDefinedTypes()
at System.Reflection.RuntimeModule.GetTypes()
at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly) in VintagestoryLib\Common\API\ModContainer.cs:line 679
18.2.2026 08:36:30 [Error] [interestingoregen] Exception: Could not load type 'Vintagestory.ServerMods.DepositGeneratorBase' from assembly 'VSSurvivalMod, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
at Vintagestory.API.Common.LoggerBase.Error(Exception e) in VintagestoryApi\Common\API\ILogger.cs:line 269
at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly) in VintagestoryLib\Common\API\ModContainer.cs:line 679
at Vintagestory.Common.ModContainer.<>c__DisplayClass38_0.<LoadAssembly>b__1(Assembly ass) in VintagestoryLib\Common\API\ModContainer.cs:line 598
at System.Linq.Enumerable.IEnumerableWhereIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 595
at Vintagestory.Common.ModLoader.instantiateMods(List`1 mods) in VintagestoryLib\Common\API\ModLoader.cs:line 286
at Vintagestory.Common.ModLoader.LoadMods(List`1 mods, IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 262
at Vintagestory.Common.ModLoader.LoadMods(IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 199
at Vintagestory.Server.ServerSystemModHandler.OnLoadAssets() in VintagestoryLib\Server\Systems\ModHandler.cs:line 46
at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 659
at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 561
at Vintagestory.Client.ClientProgram.ServerThreadStart() in VintagestoryLib\Client\ClientProgram.cs:line 480
at System.Threading.Thread.StartCallback()
18.2.2026 08:36:30 [Error] [interestingoregen] Exception: Could not load type 'Vintagestory.ServerMods.DepositGeneratorBase' from assembly 'VSSurvivalMod, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
at Vintagestory.API.Common.LoggerBase.Error(Exception e) in VintagestoryApi\Common\API\ILogger.cs:line 269
at Vintagestory.Common.ModContainer.GetModSystems(Assembly assembly) in VintagestoryLib\Common\API\ModContainer.cs:line 679
at Vintagestory.Common.ModContainer.<>c__DisplayClass38_0.<LoadAssembly>b__1(Assembly ass) in VintagestoryLib\Common\API\ModContainer.cs:line 598
at System.Linq.Enumerable.IEnumerableWhereIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 595
at Vintagestory.Common.ModLoader.instantiateMods(List`1 mods) in VintagestoryLib\Common\API\ModLoader.cs:line 286
at Vintagestory.Common.ModLoader.LoadMods(List`1 mods, IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 262
at Vintagestory.Common.ModLoader.LoadMods(IEnumerable`1 disabledModsByIdAndVersion) in VintagestoryLib\Common\API\ModLoader.cs:line 199
at Vintagestory.Server.ServerSystemModHandler.OnLoadAssets() in VintagestoryLib\Server\Systems\ModHandler.cs:line 46
at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 659
at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 561
at Vintagestory.Client.ClientProgram.ServerThreadStart() in VintagestoryLib\Client\ClientProgram.cs:line 480
at System.Threading.Thread.StartCallback()
18.2.2026 08:36:30 [Error] [interestingoregen] An exception was thrown when trying to load assembly:
18.2.2026 08:36:30 [Error] [interestingoregen] Exception: C:\Users\Whath\AppData\Roaming\VintagestoryData\Cache\unpack\InterestingOreGen-v2.2.3.zip_220b24352c03\InterestingOreGen.dll declared as code mod, but there are no .dll files that contain at least one ModSystem or has a ModInfo attribute
mattergamer, Feb 16th at 3:37 AM

Does not work on v1.22.0-pre.2

RosstheGreat , Feb 15th at 9:58 AM

FNXR I have no doubt! Ore bombs are insanely good for these ore veins, especially the particularly large volume ones.

FNXR, Feb 14th at 2:38 AM

Found myself one of those chimneys veins, its awesome to dig them using ore bombs lol.

RosstheGreat , Feb 3rd at 10:56 PM

LubieKakao1212 Yes, in the config there's an option to change the chance to not spawn ores, the higher the less ores. 

 

DiPig7970 IOG's cave-ins only effect stone blocks. You may have them disabled in worldgen, there is a command to re-enable them as well if I recall.

DiPig7970, Feb 1st at 11:50 PM

I don't know why, but I never encounter collapses when mining, and when I'm building, some blocks can hang in the air without falling.

LubieKakao1212, Jan 31st at 12:55 PM

Is there currently a way to make the veins appear less often?

RosstheGreat , Jan 26th at 9:51 AM

SonyFanboy I have no idea why you would be getting texture errors. IOG doesn't add, change, or remove any texture whatsoever. Best I can tell you is, not IOG's fault. Try wiping cache, removing all mods, and if that doesn't work a full reinstall.

 

JerreyRough So Sulfur is intentionally higher than other ores because a lot of regions seem to have igneous dominant areas, and Sulfur doesn't spawn in Ingeous Stones (iirc). Although I agree they do spawn too much in their *current* state. As for Bismuth, I actually have no idea why it's so common. I'll try tweaking these numbers at a later date. 

 

I am currently on Hiatus from any VS modding. If there's any game-breaking bugs I'll pop in and fix them but I don't intend on touching anything until after 1.21 releases.

JerreyRough, Jan 25th at 1:09 AM

I love this mod, though I'd like to throw out there that Bismuth and Sulfur both seem to spawn a lot? I kept noticing Bisthmuth in a couple of worlds in bolders in very different locations, and Sulfur veins left, right and center. I grabbed the block overlay mod and jumped into other worlds and I notice they both appear far more often than other ore types? Like, 1 Bismith deposit per 2-3 non-bisthmuth deposits, and sulfur just all over the place.

I took a peak at the json, and perhaps the tries per chunk might be a little high for both? Especially for sulfur (I know it's common IRL but still, seems a little high at 0.1 tries per chunk).

I'm using Terra Prety, but it doesn't tough rock strata/ore spawns. I don't think the others I have do either.

SonyFanboy, Jan 24th at 4:52 AM

im still getting error textures

RosstheGreat , Jan 22nd at 9:27 PM

TanjBear You can disable boulders if you dislike them, but I can't make them spawn randomly (just with how I have them coded) it also is MEANT to replace prospecting in vanilla if the user isn't using any other of the mods (such as Betterer Prospecting). Not sure what you mean about "Gravel Bug", perhaps when cave-ins happen it causes the rock to turn to gravel?
That is a very deliberate choice on my end. Primarily because when it wasn't the user couldn't clear the collapsed areas at all without causing more and more collapses. Gravel prevents that and preserves the ore, and general room. Otherwise if it's not the cave-in gravel thing I really have no other idea what you might be talking about. It doesn't prevent you from mining stone, and StoneQuarry works without causing cave-ins. Someone had a 100x100x100 quarry on my server with no supports whatsoever and it was fine. Also if you don't *want* cave-ins you can simply disable them at worldgen and that will prevent my mechanic from functioning.

TanjBear, Jan 22nd at 11:21 AM

A few things. long ore paths making me carve mineshafts is dope.Boulders on the surface is cool cuz i can make em into charcoal and pottery rooms. them leading to ore, not so cool. Gravel bug also not cool cuz i need StoneQuarry mod if i want stone. i will shelf this for now and come back later. still good tho.

Maeyanie, Jan 12th at 11:46 AM

Well, it doesn't seem to be actually breaking anything, so don't worry about it I guess. 😀

RosstheGreat , Jan 12th at 5:16 AM

ChimMAG Noted, that's really odd. I'll take a look at a later date, or maybe Droseran will be able to check. I'm on hiatus from modding for a bit.
It looks like there's probably just a minor issue with one of the JSON files somewhere, but where I don't know.

ChimMAG, Jan 12th at 5:02 AM

I see errors in the server-worldgen.log file. I don't know what effect they have—the game doesn't crash, everything works fine. But still. Below is the log. I'm only showing one entry, but there are more in reality. The error repeats with different chunk coordinates.

Spoiler!
11.1.2026 21:45:43 [Worldgen] An error was thrown in pass TerrainFeatures when generating chunk column X=15978,Z=16025 in world 'ПентаСетеМирИграний' with seed 120953109
Exception System.IndexOutOfRangeException: Index was outside the bounds of the array.
at InterestingOreGen.Generators.TiltedDiscDepositGenerator.GenerateChimneyVein(IBlockAccessor blockAccessor, BlockPos origin, Int32 tendrilCount, NatFloat branchLength, Int32 outerGradeIndex, Int32 coreGradeIndex, Int32 baseRadius, Boolean taper, Double branchChance, Double coreChance) in C:\Users\thedo\OneDrive\Desktop\Modding\Mod Sources\interestingoregen\InterestingOreGen\Generators\TiltedDiscGenerator.cs:line 1117
at InterestingOreGen.Generators.TiltedDiscDepositGenerator.GenDeposit(IBlockAccessor blockAccessor, IServerChunk[] chunks, Int32 chunkX, Int32 chunkZ, BlockPos depoCenterPos, Dictionary`2& subDepositsToPlace) in C:\Users\thedo\OneDrive\Desktop\Modding\Mod Sources\interestingoregen\InterestingOreGen\Generators\TiltedDiscGenerator.cs:line 476
at Vintagestory.ServerMods.GenDeposits.GenDeposit(IServerChunk[] chunks, Int32 chunkX, Int32 chunkZ, BlockPos depoCenterPos, DepositVariant variant) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\5.GenDeposits\GenDeposits.cs:line 287
at Vintagestory.ServerMods.GenDeposits.GeneratePartial(IServerChunk[] chunks, Int32 chunkX, Int32 chunkZ, Int32 chunkdX, Int32 chunkdZ) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\5.GenDeposits\GenDeposits.cs:line 231
at Vintagestory.ServerMods.GenPartial.GenChunkColumn(IChunkColumnGenerateRequest request) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\GenPartial.cs:line 45
at Vintagestory.Server.ServerSystemSupplyChunks.runGenerators(ChunkColumnLoadRequest chunkRequest, Int32 forPass) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1936
RosstheGreat , Jan 12th at 5:00 AM

GuyCLykos use Block Overlay, shouldn't be too hard to set up. I'd recommend using 412 search distance at LEAST.

Kirillpro3000 I don't  understand the question, vanilla ores are automatically updated with this mod to spawn in their shapes (All metallic ores, and most of the mineral ones).

 

Maeyanie That's SUPER weird, and it would be mine in the hostResolvedBlock.Blocks table being 0, that is super weird though... I can't recreate it on my end at all and also use EM2.

Nemesis688 Sure thing, let me know how it goes!

Kirillpro3000, Jan 11th at 1:58 PM

are there mods that add vanilla ore back in shape of these veins

GuyCLykos, Jan 11th at 11:50 AM

RosstheGreat How do you debug using xray? So far, I've been relying on the prospecting pick while in creative. It was only in the updated mod that I've hit a big deposit of tin so now I know it definitely works but I don't know if the previous versions didn't affect world gen or not. That's my bad.

Maeyanie, Jan 11th at 7:57 AM

Sure, here's the current modlist:

 

Spoiler!
asc, ash, asr, chiseltools, clickuptorches, containersbundle, ds2468, diversediets, hqzlights, edeninstinct, eldritchcuteclothing, expandedmolds, fallingtree, floralzonescaperegion, floralzonescaribbeanregion, floralzonescentralaustralianregion, floralzonescosmopolitanregion, floralzoneseastasiaticregion, floralzonesmediterraneanregion, floralzonesneozeylandicregion, fadynasties, fagothic, fagreenwich, fahussar, falandsknecht, fatemplar, favarangian, faviking, bovinae, casuariidae, cervinae, chelonioidea, dinornithidae, elephantidae, felinae, iniidae, machairodontinae, manidae, meiolaniidae, pantherinae, rhinocerotidae, sirenia, spheniscidae, thylacinidae, viverridae, vombatidae, geoaddons, immersivechests, immersivelanterns, immersivemining, immersiveorecrush, limestonefromcaves, longtermfood, manualdishes, manualquenching, manualscraping, moreundergarmentsupdated, nacatfish, nadarters, oldworldclasses, ornamentalfish, overhaullib, packyourshovel, playermodellib, primitivesurvival, prospecttogether, quicklimepk, rockstratavariety, shelfobsessed, snowcaps, tankardsandgoblets, usefultraders, game, vsimgui, wildfarmingrevival, accessorize, aculinaryartillery, alchemy, ancienttools, apegrapes, arrowbarrels, attributerenderinglibrary, augplantlib, egocaribautomapmarkers, betterdeathmessages, bettererprospecting, betterruins, bettertraders, biomes, bloodtrail, bovinaddon, butcheringxskillsxp, butchering, cartwrightscaravan, combatoverhaul, configlib, daymarescupmod, dressedtokillredux, enhancedhandbook, farseer, fseraph, fieldsofsalt, fleeexhaustion, foodshelves, fromgoldencombs, genelib, gourmand, immersiverope, immersivewoodchopping, infinitumpickupmod, insanitylib, interestingoregen, jaunt, jopainting, lathemod, livemap, maltiezcrossbows, maltiezfirearms, mannequinstand, mngeology, materialneeds, moreanimals, oreveintracers, pewter, purposefulstorage, realsmoke, regalia, riverfish, rustboundmagic, saltpeterproduction, scientificsmithy, simplecloth, smithingplus, stepupadvanced, stirlingmotor, stonebakeoven, substrate, terraprety, thecritterpack, variantmeals, vinconomy, vintagercon, creative, vsinstrumentsbase, vsroofing, survival, vsvillage, waterweathersimulationredux, xlib, armory, bettersmelting, castaway, draconis, elkjaunt, equus, expandedfoods, em, kmpabismuth, kmpacopper, mnflowers, morearrows, moreblueclay, newworldcrops, pabrass, paelectrum, pagoldsilver, poolsofbrimstone, quiversandsheaths, realsmokeforancienttools, realsmokeforbraziers, reforgedtools, shearlib, simplevillages, tailoredbrigandineco, valkyrjapatchesfseraph, vsinstrumentsrule, vsinstruments_quackpack, vsvillagedesert, vsvillageviking, vsvillageaged, vsvillageindustrial, vsvillagetowers, wearandtear, xskills, extraxskill, rustboundmagicxskillsfix, sandwich, tailorsdelight, wool, xskillgildedpatch, xskillscatchablefotsa, xskillsmediterranean, dressmakers

Most of the worldgen-related ones are from your suggestions, except EM2, which could possibly be the cause.

I saw the errors in the console, but checking now, they're in server-worldgen.log.

Looking at that function in a decompiler, well, I don't get line numbers, but unless something's getting inlined and messing up the stack trace the only place I see it could happening is "Block oreBlock = hostResolvedBlock.Blocks[0];" which would be not really your fault. Things do seem to be working in general, at least, I've also found a large sulphur vein... so it could be just one ore type definition is messed up or something.

 

Nemesis688, Jan 11th at 3:13 AM

Nice! Thanks for the reply. And yeah backups are always a good idea.

RosstheGreat , Jan 11th at 12:26 AM

Maeyanie I can't seem to replicate this error, and neither can Droseran. Do you per chance have a modlist? Also is this a worldgen error in the logs or in the server.main file?

RosstheGreat , Jan 10th at 11:13 PM

Rambo_Turkey All ore veins tend towards poorer quality ore, 50% of the time a vein will be poor, 25% it will be medium, 15% it will be rich (if available in that stonetype) and 10% of the time it will be bountiful. (If in that stonetype). This is to offset the massive size of the veins.

Nemesis688 Yes you can add it to old worlds, please make backups though.

GuyCLykos I think you maybe had it installed wrong then, perhaps? There are a few vanilla deposits and surface veins of ore are left untouched (copper/tin) for early game. Beyond that there's little else of the original veins.

LiothTheBrave Check the config file, the boulders are able to be turned off, however they're meant to show areas with a vein. For "Prospectingless prospecting".

Maeyanie Thank you, I'll look into it. The last update was done super late at night so I likely missed something.

Maeyanie, Jan 10th at 1:00 PM (modified Jan 10th at 2:16 PM)

On a new 1.21.6 server with 2.2.3 of this, I've noticed a number of the following exception in the logs. I haven't gotten to the point of actually looking for ores yet, so no idea if it's working despite this or not.

Edit: It does seem to be working, I randomly stumbled across a tetrahedrite vein.

Crash Report
10.1.2026 12:56:29 [Server Worldgen] An error was thrown in pass TerrainFeatures when generating chunk column X=7990,Z=3968 in world 'Twenty One' with seed 73
Exception System.IndexOutOfRangeException: Index was outside the bounds of the array.
at InterestingOreGen.Generators.TiltedDiscDepositGenerator.GenerateMultiOreFaultPocket(IBlockAccessor blockAccessor, BlockPos center, Int32 radius, Double thickness, Int32 gradeIndex, Int32 sudDepCount, Boolean gentleSlope) in C:\Users\thedo\OneDrive\Desktop\Modding\Mod Sources\interestingoregen\InterestingOreGen\Generators\TiltedDiscGenerator.cs:line 1321
at InterestingOreGen.Generators.TiltedDiscDepositGenerator.GenDeposit(IBlockAccessor blockAccessor, IServerChunk[] chunks, Int32 chunkX, Int32 chunkZ, BlockPos depoCenterPos, Dictionary`2& subDepositsToPlace) in C:\Users\thedo\OneDrive\Desktop\Modding\Mod Sources\interestingoregen\InterestingOreGen\Generators\TiltedDiscGenerator.cs:line 550
at Vintagestory.ServerMods.GenDeposits.GenDeposit(IServerChunk[] chunks, Int32 chunkX, Int32 chunkZ, BlockPos depoCenterPos, DepositVariant variant) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\5.GenDeposits\GenDeposits.cs:line 287
at Vintagestory.ServerMods.GenDeposits.GeneratePartial(IServerChunk[] chunks, Int32 chunkX, Int32 chunkZ, Int32 chunkdX, Int32 chunkdZ) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\5.GenDeposits\GenDeposits.cs:line 231
at Vintagestory.ServerMods.GenPartial.GenChunkColumn(IChunkColumnGenerateRequest request) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\GenPartial.cs:line 45
at Vintagestory.Server.ServerSystemSupplyChunks.runGenerators(ChunkColumnLoadRequest chunkRequest, Int32 forPass) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1936
LiothTheBrave, Jan 10th at 6:23 AM

Can we get a version that doesn't make the giant ugly balls on the surface?

GuyCLykos, Jan 10th at 6:10 AM

RosstheGreat I got similar errors comments from days ago. Still new here but investigating in a couple of creative worlds show vanilla ore generation from what I can tell and the same errors due to the mod on world creation. I'll give it another whirl now o/

Nemesis688, Jan 10th at 6:08 AM

Can this be added to an on going world to let it take over ore gen in new areas or will it likely cause terrain gen errors?

Rambo_Turkey, Jan 10th at 4:39 AM

Im haveing a bit of trouble with iron every vein i find is extreamly sparse and poor quality ore any advice would help 

RosstheGreat , Jan 10th at 4:10 AM

GuyCLykos Pardon? The mod works fine, and has worked fine? I use it actively right now on a 1.21.6 server. What issues are you having currently?

GuyCLykos, Jan 9th at 6:58 AM

Right now, I don't think this mod works. Hope it gets an update. I do think it'll make a dedicated mine worth while.

RosstheGreat , Jan 7th at 10:56 PM

Solaire_Goshaven it's my .txt files, to quote below:

`No it's not an issue luckily, I put those there so when I export it from VS studio it doesn't delete the *folders* beforehand.`

Solaire_Goshaven, Jan 7th at 6:52 PM

Looks like theres a syntax error in the new update, ill link a pastebin to logs

RosstheGreat , Jan 6th at 9:29 PM

Kirillpro3000 Vanilla ores do not generate, however vanilla surface copper and tin deposits still do, with surface bits.

Kirillpro3000, Jan 6th at 4:19 PM

I dont understand if vanilla ores still generate, but i suppose they do

Lemniscate_Mike, Jan 6th at 2:24 AM

Okay fair enough! RosstheGreat 

RosstheGreat , Jan 5th at 8:43 AM

Lemniscate_Mike Thanks for the heads up! No it's not an issue luckily, I put those there so when I export it from VS studio it doesn't delete the files beforehand. Probably need to find an alternative fix, but it's more the last thing I'll need to fix.

Lemniscate_Mike, Jan 5th at 1:02 AM

I'm getting this error when loading up:


"4.1.2026 19:56:52 [Error] Failed loading patches file interestingoregen:patches/deposits/gems/gemcomment.txt:
4.1.2026 19:56:52 [Error] Exception: Failed deserializing gemcomment.txt: Unexpected character encountered while parsing value: T. Path '', line 0, position 0.:"

I imagine it isn't a problem, but thought I'd mention it!

Nephelangelo, Jan 5th at 12:12 AM

Siiiiiiick.

RosstheGreat , Jan 4th at 10:54 AM

DefactoToastThere is in fact a mod with my exact mechanics in it for stability/cave-in systems. Enjoy! https://mods.vintagestory.at/caveinfix

DefactoToast, Jan 4th at 9:49 AM

RosstheGreat there are some people on my server who dont like the ore generation changes, but really like the stability mechanics of your mod. would be great to be able to have just the stability be an option in these situations, but i accept the fact that it is not an option haha.

RosstheGreat , Jan 4th at 8:57 AM

AmethystZhou Appreciate the kind words! I'm happy that bug is finally fixed!

AmethystZhou, Jan 4th at 8:49 AM

Thanks again for all the hard work and fixing the prospecting bugs! I can finally go back to my world again 😁

RosstheGreat , Jan 3rd at 8:32 AM

DefactoToast Is there any particular reason why? The cave-in mechanics are very similar to vanilla, and actually significantly more easy/consistent. Curious on any feedback you might have? 😄

Keep in mind this is for the most recent version of IOG, which helped that a lot. And, no it's unlikely I'll pull them into their own mod for a couple of different reasons. If you don't want any cave-in mechanics you can disable them in worldgen or with the world command, the mecahnics follow that setting.

DefactoToast, Jan 2nd at 5:55 PM

i understand it wont be, but it would be so great if the cave in mechanics could get a seperate mod XD

 

RosstheGreat , Jan 2nd at 12:35 AM

AmethystZhou That's already a feature of some veins! Specifically the Chimney vein will have a higher quality center ore, and poor(er) shell ore. It also can happen in sub-deposits from Fault/Seam veins! The sub-deposit pockets tend to be higher quality the closer to the center of the vein they are. 
Thank you for the kind words! 😄

AmethystZhou, Dec 31st 2025 at 8:32 PM

This is a must-have mod, thank you for the amazing work!

I'm wondering if it's possible to generate different grades of ore within the same ore patch, so that the highest grade is found in the epicenter and gradually decreases all the way to "poor" at the edges? And different ore patches may have a different "highest grade", i. e. some patch may have bountiful at the center, and some max out at medium, etc.?

RosstheGreat , Dec 31st 2025 at 12:50 AM

Cryoflair That is a huge amount of information actually, thank you so much! So if you read below where Politehnik and From125 were discussing, there's a bug where if you use Density Search Mode it will cause new ore veins to spawn, likely what's happening is that is what causes Ghost Ores as well as "Spontanious ore veins". I think I know how to fix it, just wrapping up holiday stuff and hopefully I'll get some time after new years to patch up what's going on.

Cryoflair, Dec 30th 2025 at 11:54 PM

Ghost ore bug can fix itself when a cave-in triggers. There I was, mining around looking for copper only for the roof to transform into copper and crush me to death.

Ghost ores also seem to apply to dirt, I had a moment where I was punching some dirt only for the block (and some surroundings) to transform into granite right when the "dirt" was meant to break.

RosstheGreat , Dec 23rd 2025 at 11:58 PM (modified Dec 23rd 2025 at 11:59 PM)

Politehnik That's perfect, thanks. It looks almost like they are there already but the world just "remembers" the exist? Like very clearly in the screenshots there's no form of ore under them at all...

You mentioned ores can regenerate in the same general area, have you seen say, a copper vein generate a new structure of the same type off of the same copper vein? From what I can see it seems new vein generate away (somewhat) from older veins.

Also massive information there, that it only regens around where the prospect is!

If possible can you chat to me in the IOG thread on the official Vintage Story discord? https://discord.com/channels/302152934249070593/1367581350118428794

Politehnik, Dec 23rd 2025 at 11:18 PM

Sure, what type of screenshots do you need? There were a faw in my previous posts. Here's a couple more random ones with GlobalOreDisableChance 0 link

The additional ores generate around the place of prospecting, not around the player. New ore blocks seem to replace the old ones if they happen to generate at the places of the latters. The map outside the ore veins spawned in a radius of prospected chunk seems to be unaffected link

 

RosstheGreat , Dec 23rd 2025 at 10:00 PM (modified Dec 23rd 2025 at 10:02 PM)

Politehnik From125 The lag from prospecting is a result likely of something regenning. That's wildly interesting though, I have some suspicions as to what it is. Politehnik thanks a ton for the info on older versions, if you wouldn't mind, can you send me some screenshots of the vein duplication? I have a couple suspicions as to what's causing this, and I actually was aware of another report of this from ages ago, but assumed as it was only one report that it was in fact not a big deal. hah. My big thing now is I need to know if the veins are regenerating off of the same seed, therefore implying that somehow the veins are no longer seed-locked. The structures also could be non-seed locked as they may generate in new ways. Either way though, this shouldn't be happening regardless because the chunks themselves seem to be being regenerated upon using Density Search Mode, which in of itself leads me to believe there's something else going on with the prospecting itself?

 

I'm curious if this is a vanilla behavior that somehow is unchecked because of how vanilla generates ore? Or perhaps ore is regenerating when prospected? 

 

Also! I need to know if the ore is regenerating locally around the player (within a chunk or a few chunks) or if it's a complete global regeneration?

Politehnik, Dec 23rd 2025 at 6:07 PM (modified Dec 23rd 2025 at 7:34 PM)

The scenario from one of my previous posts works like charm and reproduce the bug pretty consistently. There're indeed lags when I prospect but I think it's a consequence of frequent scanning, not a cause of a bug. I haven't experienced long freezes tho.

I've tested the stuff more and unfortunately it was indeed "luck". New results after testing for 5 times on each version of the mod (game version 1.21.6):

2.0.0 - 5/5 times bug was reproduced

1.2.3 - 4/5

1.1.1 - 2/2

No mod at all 0/3

At this point I started to think it's a change in 1.21.6 that caused the problem with the mod.

So I installed 1.21.5 and a mod version 2.0.0 - still bugs out

1.21.0 with 1.2.3 - bugs

1.20.9 with 1.1.1 - welp, still bugs.

So uh, it seems to me like this bug was around from the start but somehow flew under the radar. Which is kinda understandable: you won't see the spawn without an overlay and a game restart. You can just assume you weren't careful with prospecting and missed it before. Boulders made it apparent, that's why we found it now.

From125, Dec 23rd 2025 at 2:26 PM (modified Dec 23rd 2025 at 2:31 PM)

Meanwhile it doesn't get fixed, you could leave an warning in the mod page, that there's a ore spawning bug(aka ghost ore) when prospecting with the density search mode.

 

Yesterday i was playing with the mod on, and only using node mode(and borehole mode from betterEr prospecting), played for about 8 hours and i haven't ran into any ore spawning shenanigans, so the problem seems to be exclusively around density search mode

 

A small thought, the bug also could be caused by fps, politehnik, are you experiencing, freezes when prospecting with density search mode?, whenever i was testing my game freezed for an whole second whenever i mined an block in density mode

RosstheGreat , Dec 23rd 2025 at 4:06 AM

Politehnik Thanks again for all the help, and yeah if it's something changed from 2.0.0 -> 2.0.1 then it should be far easier to fix. I suspect this is also the cause of Ghost Ores though, and likely a deeper rooted issue than a quick fix like that. Possibly. Who knows. lmao

From125, Dec 23rd 2025 at 4:06 AM

Politehnik try specifically close to two different ores, i found out in my earlier testings that it is much more likely to spawn a new ore type if close to 2 existent ones

Politehnik, Dec 23rd 2025 at 1:51 AM (modified Dec 23rd 2025 at 1:54 AM)

This scenario worked for me every time on all other versions. I tried it two times on 2.0.0 just to be sure - no new ores. It can be an unfortunate luck but it doesn't seem likely. I'll try one more time tomorrow.

RosstheGreat , Dec 23rd 2025 at 1:47 AM

Politehnik I did no code changes between those two versions... Or none that would effect oregen at least, I don't think? That's really funky. You're certain it didn't happen on 2.0.0?

Politehnik, Dec 23rd 2025 at 1:35 AM

I've checked different mod versions doing the same experiment as before. This bug can be stabily reprodused in the version 2.0.1 but never happen on version 2.0.0. So it must be something between those I assume.

RosstheGreat , Dec 23rd 2025 at 12:14 AM

Politehnik MAN that's really weird. I have yet to see any issue like that on my end but I will start digging through the code in a few days probably. I'm busy with Yuletide and family for the next week or so.

My suspicion is that somewhere I may have accidentally removed seed determinism when I went through and cleaned up the code. That could be causing it, but honestly there's so many things that could result in this bug. Maybe I need to change how ores spawn ingame... set a hard limit on veins in proximity to prevent this from happening? 

Table with all ore spawns in it, check table when spawninng locations -> if any ores within X range(config for those who want ores an exactish distance away) -> don't spawn ore. It's kind of a band aid fix and might slow down worldgen though, so I'm not entirely sure? This is wild.

Politehnik, Dec 22nd 2025 at 10:50 PM

RosstheGreat I tried the same experiment as previous ones but with GlobalOreDisableChance 0 - result is the same as before: link

Before I was using GlobalOreDisableChance 0.3 for testing.

RosstheGreat , Dec 22nd 2025 at 10:30 PM

From125 Politehnik SubtleHorror Oh boy! That's not good at all. If any of you have checked, what is your GlobalOreDisableChance in your configs? Can you guys check if this problem still persists if you set that number to 0? I wonder if because I didn't specifiy based on seed which ores didn't spawn on that setting that it's causing them to reappear later?

Politehnik, Dec 22nd 2025 at 3:48 PM (modified Dec 22nd 2025 at 10:55 PM)

I can confirm what From125 said. It spawns new ores. Turning off the boulders and indicator veins and keeping my previous settings and mods the same just removes said options but you still get extra ores right under yourself. I was using the version 2.1.2.
Here're screenshots after creating a world and prospecting one column right under myself to the bottom of the world: link. And it's not just visuals: mining in this place before the prospecting gives stone, mining it after prospecting and restarting the game gives ore.

From125, Dec 22nd 2025 at 2:30 PM (modified Dec 22nd 2025 at 2:52 PM)

RosstheGreat it is not respawning ores, it is actively spawning new veins around the player, meaning if you prospect alot in density mode, you will have at some point all type of ores around your base, the problem might be coming from the respawning ore check itself

SubtleHorror disabling the boulders will stop the boulders themselves from randomly spawning, but it wont stop from spawning ores around you(if it spawned more than one boulder then im sure other ores than cassierie must have spawned around, use borehole mode with a larger radius, instead of density)

SubtleHorror, Dec 22nd 2025 at 9:16 AM

Can confirm the rock/ore spawning issue. Just got this and betterer prospecting and started a new world to try these out. Got to the point where I got prospecting pick and was using Proximity/density to dig out an vein that I found while digging a cellar. Went to pick up a mold I'd made just after and couldnt interact with it. Broke the mold and the rocks spawned in, replacing most of my items/storage. Reloaded the world and entireity of my base had been replaced by stone. Never encountered this issue before- it's so weird it's more funny than frustrating lol. Silver lining is it spawned a ton of casserite right next to my base on the surface so i'll take that trade, just need to replace my copper so I can make bronze. 

 

Have now disabled boulders in the config, will see if it persists.

RosstheGreat , Dec 22nd 2025 at 5:45 AM

From125 It sounds like when using the propick density search mode it's respawning the ore or something? I'm exceedingly confused because I have at least 1 check to ensure this doesn't happen. I'll have to look in the next week, in the meantime disable Boulders in the Config and let me know if it still happens on your machine.

From125, Dec 22nd 2025 at 4:26 AM (modified Dec 22nd 2025 at 4:44 AM)

i downloaded the 2.0.2 version to test, and currently, it seem to be bug free, prospecting with the density mode doesn`t spawn ores, whatever bugged out seem to be from version 2.1.0 onwards RosstheGreat

edit: nevermind, it still spontaneously spawning ores, really weird bug, and i`ve noted something, the more type of ores density prospect finds, the more likely it will spawn more and different ores

 

RosstheGreat , Dec 22nd 2025 at 3:04 AM

From125 JeeHost Fjall Politehnik Appreciate the info! I'll look into it, but I don't get this bug on my end. I've had IOG-v2.0.2 loaded on a server and ran on many singleplayer worlds while testing and recently and I can't reproduce this bug... It seems like another Ghost Ores bug where some people might have it and some others might not. Again, worst case is disable the boulders/tracer veins in the IOG config and let me know if it still does it. If not, just use Betterer Prospecting.

 

Kherbyne Betterer Prospecting is easier to read, you can do it with vanilla but I honestly just wouldn't recommend it. I might make it a requirement but some people (myself) don't like using prospecting pickaxes.

From125, Dec 21st 2025 at 1:26 PM

Fastest way to check is creating a default survival world in creative mode, from there you can quickly prospect a local area intensely, if you have boulders on, the area will look like it was hit by an meteor shower

Politehnik, Dec 21st 2025 at 11:59 AM (modified Dec 22nd 2025 at 5:48 PM)

I can confirm the ghost ores bug too.

I made a standard world with default settings + IO + Block overlay, no other mods. IO settings were "GlobalOreDisableChance": 0.3 and "depositIndicatorProspectVeins": false. Everything else is default.

The starting scan is on the screenshot 1. Then I prospected right under myself for about 2-3 minutes. The second scan was identical to the screenshot 1.

Then I left the game and opened it again. There was a new boulder and new ores under it (Screenshot 2 and 3 respectively).

Screenshots

 

Kherbyne, Dec 21st 2025 at 6:23 AM

Note for anyone that uses this mod this little setence the mod maker put it hidden in the description should help you.

 

"Betterer Prospecting! IOG doesn't inherently work with vanilla prospecting all that well, KnewOne spent a good bit of effort to get it semi-functional! Read the description of the mod!

 

I would say it vanilla prospecting doesn't work at all with this mod but "shrug"

JeeHost, Dec 20th 2025 at 8:13 PM

Can confirm. Just spawning a default settings world and vigorously prospecting boulders 100-200 times in density mode in one area seems to spawn more ores. Used Block Overlay for checking. New ores fully appear after saving and loading back. Took me 5 minutes and differences were easily noticeable.

Targoth, Dec 20th 2025 at 4:32 PM

I can confirm I also have boulders of stone and ore spawning all over the place.

RosstheGreat , Dec 20th 2025 at 8:39 AM

Prospect veins are small veins of ore that come from the big veins, it's an accessibility feature, more or less? Also for newer people. 

I'm not really sure what to do about that, geez that's crazy. From125

From125, Dec 20th 2025 at 4:34 AM

RosstheGreat it is the 2.1.2 version, also no, disabling the boulders doesn`t change anything, ores still spawn.

what does the "depositIndicatorProspectVeins" value does?, it is set to true.


RosstheGreat , Dec 20th 2025 at 1:14 AM

Dentist From125 That's WILD I've never seen something like that happen before. Can you guys triple check to make sure you're on IOG 2.1.2, and disable the boulders in the config?

This is absurdly funny, but a really bad bug unfortunately.

From125, Dec 19th 2025 at 10:03 PM (modified Dec 19th 2025 at 10:07 PM)

it is still spawning ores around the player(or area prospected)

edit:vanilla node search seem to be working correctly, the problem seems to be specifically with the density search mode

From125, Dec 19th 2025 at 9:11 PM (modified Dec 19th 2025 at 9:52 PM)

can confirm, prospecting is literally spawning ores: https://prnt.sc/HiH7H6J8SSVD

edit:phantom ore bug is basically just the ores spawned by prospecting, they only turn visible after reloading the save

edit again:i had countless boulders spawn on the surface too, after prospecting

yet another edit...:after uninstalling the mod, making another world, and prospecting like a maniac again, it didn`t seem to spawn any other ores magically, im going to try running your mod without betterer prospecting to see if still bugs out

 

 

Dentist, Dec 19th 2025 at 11:23 AM (modified Dec 19th 2025 at 11:25 AM)

RosstheGreat i didnt change any settings, my house was build on flatland, there were no stone formations on the surface, when i started prospecting it started corrupting the chunk and spawning them inside my house my farm and on random spots outside. I didnt use any commands.

RosstheGreat , Dec 19th 2025 at 4:48 AM

From125 It shouldn't?

From125, Dec 19th 2025 at 1:51 AM

RosstheGreat i`ll see if continental world is conflicting a causing the boulder and the phantom ore problems, forgot biomes wasn`t installed, biomes shouldn`t cause issues right?

RosstheGreat , Dec 19th 2025 at 1:11 AM

From125 Boulders are from GA and/or IOG, depending on your configs. Odd... Idk what would cause that? I can't say it's from IOG alone but maybe a mod incompat?

From125, Dec 19th 2025 at 12:41 AM (modified Dec 19th 2025 at 12:43 AM)

RosstheGreat can confirm, prospecting a lot is causing issues for me, surface stone became dirt for some reason, and turned back to stone once i tried breaking it, then again, not sure if its caused by betterer prospecting, this mod, or any other world generation mod im using

boulders are spawning on the surface to me, thought that was just natural generation

RosstheGreat , Dec 19th 2025 at 12:21 AM

Dentist And boulders/rockforms were just... spawning out of the ground? Were you using any sort of commands or anything? Regen chunks or something? Or did you build into the boulders?

Or, did you enable them in IOG's config after world gen?

Dentist, Dec 18th 2025 at 10:49 PM

no this was befor, i generated the world.

RosstheGreat , Dec 18th 2025 at 10:42 PM

From125 That's really intriguing, prospecting could have something to do with it but I doubt it? I still don't know what exactly causes that bug, but it appears to mostly happen with IOG. I've had one report of it happening in vanilla but never got what modlist they had beyond that.

OverlyNeon Appreciate that! I was under the rough assumption that it has to do with ore generating in a chunk before the chunk was read (which should always give an error in the logs) but I've found no concrete way to prove that as I've never had it happen on my machine.

And thanks, I try 😄

 

Calbain Maybe for the moss layers, I'm not sure how to apply it but if I can figure it out I will absolutely do so.

 

Dentist Ghost ores bug, that's really unfortunate but I don't know what causes it. Also did you add IOG after world generation?

Dentist, Dec 18th 2025 at 8:56 PM (modified Dec 18th 2025 at 8:58 PM)

 

I dont have any other mods that would do this, at least that i know of, i had the ore generation on 200%. it even overtoke my house and started spawning rock formations and ore on the surface, after i disabled this mod it stopped. i am using BetterEr Prospecting.

https://imgur.com/a/sw8YZGX

 

From125, Dec 18th 2025 at 8:32 PM

Dentist you sure you haven`t installed a mod that does that?

you also could have been having the phantom ore bug, do you use betterer prospecting?

From125, Dec 18th 2025 at 8:27 PM (modified Dec 18th 2025 at 8:28 PM)

OverlyNeon After doing another ton of prospecting(with betterer prospecting mod) i had it happen again, so im guessing is an issue with that other mod pherhaps? saving and loading the save file does solve the issue,also i`ve noticed some freezing while prospecting, could be linked to the same problem

Dentist, Dec 18th 2025 at 5:48 PM

I dont know if it was caused by this mod, but i keep having new resources generate around a certain chunk, even in my mine new resource patches would just appear in the walls, were before there was only stone.

Calbain, Dec 18th 2025 at 4:48 PM

Any way to get boulders to generate with moss layers?

OverlyNeon, Dec 18th 2025 at 12:22 PM (modified Dec 18th 2025 at 12:23 PM)

From some (albiet extremely limited) testing, I can say with mild confidence that the phantom ores issue is causes by something in this mod, but from what I saw it only happens on initial generation and a relog completely corrects it, including for chunks that have yet to be generated in the world so, at least as far as I've seen, you can really only run into the issue on your first time loading into the world.

(awesome mod btw)

From125, Dec 18th 2025 at 11:41 AM (modified Dec 18th 2025 at 12:03 PM)

i just got the ghost ore bug, was about to report it when i read the mod page, if theres something i did a lot before i went mining and found it, it is prospecting, i am also using betteEr prospecting mod, that also could be one of the roots of the issue.

i also have a few other mods related to world gen, continental world and biomes, not sure if those relate to this one

Bone_D, Dec 16th 2025 at 8:38 PM (modified Dec 16th 2025 at 9:15 PM)

Any plans to make it available for 1.21.5?

EDIT: It might not be necessary for me personally. Modlist seems to be working in .6 further testing

RosstheGreat , Dec 16th 2025 at 8:23 PM

Pocok5 If you're on IOG 2.1.2 it should be in the ModConfig folder inside of the InterestingOreGen file, if it's not there remove cache. They're enabled by default so it sounds like you possibly installed the wrong version as well?

Pocok5, Dec 16th 2025 at 8:08 PM

Hi! I updated the mod and no config file was generated (that I could find). I want to enable boulders and prospector veins, what is the file name and the json keys for them?

RosstheGreat , Dec 16th 2025 at 7:51 PM

MekleKalo Update to IOG 2.0.2, I fixed them. It was a debug flag I had still enabled I forgot to turn off when I updated the mod. 😅

MekleKalo, Dec 16th 2025 at 2:39 PM

RosstheGreat it repeats the notification with various coordinates and rolls. I don't think it sends any other notifications outside of startup.

[Notification] [IOG] Skipping deposit at 510154, -99, 512434 (roll=0,061 < chance=0,500)

 

RosstheGreat , Dec 14th 2025 at 10:13 PM (modified Dec 14th 2025 at 10:13 PM)

Changelog for 2.1.2:

Added 2 config options to enable/disable Boulder spawning and Prospector Vein spawning!

RosstheGreat , Dec 14th 2025 at 11:16 AM

EnderMelody Politehnik JeeHost Hey, thank you all for the kind words! I can look into adding the boulders to a config, right now the config is in testing so it's unlikely to be immediate but I can look into removing those and the tracer/prospecting veins as well. It will be in a future update, no ETA of course because who knows. 

As for the ore beneath, I probably could make a way to do that but I'm also trying to minimize the amount of bloat in IOG. While a nice feature, they do slow down worldgen, and I've had plenty of people asking me to reduce them or their size, so I doubt it'll ever make it into live.

I can look at other tells for ores, but boulders was the easiest, simplest way I could add them. I unfortunately don't have the time, skill, or energy to sit down and make dozens of assets to do my original plan which was flora additions. Colored grass, mushrooms, different plants that indicate veins. They would be a minigame in of itself. However, again I just don't have the ability right now. For that matter if anyone is willing to donate their time to a nice feature for IOG like that, feel free to DM me on discord, but I have no money to spend on the mod for something like that, sadly.

JeeHost, Dec 14th 2025 at 10:45 AM (modified Dec 14th 2025 at 10:46 AM)

RosstheGreat You're the governor, mate, but I gotta concur with previous comments. It would be awesome to be able to turn off boulders altogether. Or at least make them NOT guarantee ores beneath (though if I understand their generation mechanics – that might be harder to do than just making them disappear). Keep up the great work.

Politehnik, Dec 14th 2025 at 10:35 AM

I agree with EnderMelody. I like the new generator but imo boulders pretty much erase the prospecting aspect of the game. It's like playing with ore highlighter. It might be good for people who don't like prospecting, but for geology nerds like me it's very unfortunate. In vanilla we can turn off surface ores and enjoy the process, but in this case there's no option for us.

EnderMelody, Dec 14th 2025 at 4:57 AM (modified Dec 14th 2025 at 5:02 AM)

i do think a config for the surface features would still be good to have. there are ways to get around needing the surface features liike mods that give ways to find ores without needing to use the ore map as well so having the config is still good to have even if it would make vanillas way a lot harder.
also i really love the idea you had to have surface "tells" that would give indications of the ores below and i hope you still want to add it.

RosstheGreat , Dec 14th 2025 at 12:25 AM

ausdog I'll look into it, I'm going to work on a patch this evening (no guarantee it'll be done anytime soon) and I can't really say whether or not I'll add a config option. Again, they're a fundamental part of the IOG's prospecting system. Although with this patch I might make it so it'll have patches of barren soil or something in addition to the boulders. (And reduce the frequency of said boulders).

 

I think the big problem is whatever I use to indicate the veins will make somebody upset about their look or terrain feature. To some degree, I don't think I'll be changing them significantly (other than size). I think they should look more like buried rocks than giant chunks of rolled mountain though. 😂

ausdog, Dec 13th 2025 at 10:37 PM

RosstheGreat would it be possible to add boulder options to the config? I agree with opaliris, I get the idea you're going for with them and it's neat but they're kind of an eye sore and seem to be too big/frequent. Maybe add a way to have it sometimes be bits and sometimes boulders or just have a config option to switch between the two? Or just an option to change the chance of boulders spawning would be good I think. Making them smaller like you said would def. help too.

RosstheGreat , Dec 13th 2025 at 10:22 PM

MekleKalo Can you send me some of those logs? I feared there was something somewhere that would cause that but I couldn't test it on my machine as I'm client only at the moment.

 

opaliris Interesting, I hadn't had too much an issue on the ruins front but I definitely see how they might be an irritant. I originally had them much smaller but they were just squashed spheres with no additional features. I wanted them to look mildly interesting but I suspect they are also the cause of the error logs mentioned by MekleKalo, as it still seems they don't respect ungenerated chunks! I basically made it spawn several shapes, mash them together, then apply a bunch of chunk removal options to make them more interesting. I'll likely undo that and just make them simple deformed spheres again, and smaller.

Should be out next update.

opaliris, Dec 13th 2025 at 6:33 PM

RosstheGreat Thanks for clarifying! Some feedback after playing for some time:

I know the boulders are intentional and I like the idea of them, but they are a little "unsightly" imo. Maybe there's a way they can be smaller/more discrete visually? Or have a non-guaranteed chance of showing up? Feels like they're too big and/or too plentiful. They're also spawning inside of almost every ruin I come across, both on the surface and below ground, which is pretty annoying.

MekleKalo, Dec 13th 2025 at 1:05 PM

When I had the new version on my server, I noticed it was flooding the server logs whenever someone was generating new chunks. I think that could be a problem because it's just notifications about it skipping deposits and it gets in the way of other stuff.

RosstheGreat , Dec 12th 2025 at 9:23 PM

Luin Thank you so much for that command, I always use /wgen regen and didn't know about the /db prune command! Use that if updating from old worlds!

 

opaliris Supports still function perfectly fine, more or less with the new block mechanics you can use supports to mine out your initial structure, and then remove them later and reinforce your ceiling with blocks if you so desire! But both are now options for mining. 😁

 

absiste This is intentional, the boulders/rocks indicate veins now instead of the bits mechanic from 2.0.2. If you dig around the boulders and in the area you'll come across tracer veins that you can follow to the main ore body. I'll be working on a 2.1.1 update here soon with an ingame information guide or something to show the player how to do that. Just waiting on any major bugs or issues to come in before doing too much on it, just in case.

absiste, Dec 12th 2025 at 8:24 PM

2.1.0 caused random clusters of solid rock to spawn across the surface landscape for me. I spawned in a desert so it was a little less obvious at first, but it was global- there was rock clusters in trees, etc... Switching back to 2.0.2 resulted in a world without the random rock clusters, so it does seem to be the cause of it.

opaliris, Dec 12th 2025 at 7:05 PM

So glad to see the 2.1.0 update, thanks for all your work! When it comes to cave-in logic, do supports still function the same way? Or are we now supposed to reinforce ceilings with blocks specifically? I would prefer to use supports still if possible.

Luin, Dec 12th 2025 at 5:42 PM

Update: Updating to 2.1.0 and running the command "/db prune 16 drop confirm" (Deletes all chunks that have less modified blocks than the specified number to save the chunks that have your base and other things) regens every unimportant chunk in the save to have the updated ore generation. This still leaves chunk borders next to chunks that weren't deleted but it's a lot better.

Command "/wgen regen [chunk radius]" regenerates chunks entirely regardless if you built anything there or not if that's desired

RosstheGreat , Dec 12th 2025 at 9:38 AM

Moldavite Hey thanks a ton for even considering that! I do this mostly out of passion, so I don't currently accept donations. I've not really thought about it either to be honest 😅 I might look at setting something up in the future but we'll see.

 

CPTBunny Thanks for checking out the mod! I'll try and answer everything here best I can, sorry if I glossed over anything!

1) IOG is built to not rely on the Density Search mode from the Prospecting Pickaxe, I actually have a different built in mechanic to allow prospecting completely without the propick. The area search mode can assist with that though so it's not completely useless!

2)  Addressing the odd numbers, yes I'm well aware of the bung readings. It's an unfortunate mechanic of how the density search mode works, which in vanilla just estimates the total ore volume of the ore deposits as they're all just discs (cylinders). It doesn't even check deformation of them because it's such an insignificant amount of loss. The problem is, my ore generators are insanely complex when it comes to estimating that. I would have to generate thousands of veins per ore type (of each generator) to get accurate(ish) numbers, and even then they probably wouldn't work super well. I just recently updated the mod page today to include the link to KnewOne's Betterer Prospecting. This (with some setup) can give more accurate PPT readings, but unfortunately there's little I'll ever do to accomidate the vanilla style of prospecting. 

3) I don't think world ore values actually effect IOG anymore, at some point I gutted that code from the generators on accident and forgot about it. So it's all IOG defaults. Also keep in mind I still rely on oremap to some degree, which can just be plain unlucky sometimes unfortunately! I've had worlds with dozens and dozens of large coal veins all around us, and others where we never saw coal at all.

4) So, in vanilla "bits" spawning is only locked to ores that are, I believe within 12 blocks of the surface. Broadly speaking I way overdid this on IOG, so coal spawning bits on the surface isn't something I'd found in my many thousands of hours of VS. Also, the vanilla copper gameplay loop is still the same, you still will find small patches of copper bits (and on rare occasion tin bits) on the surface to make your first tools, and then mine those surface veins for your first set of tools. This is totally unchanged and has always remained so.

5) Sheesh! 10x10km is crazy to only find 4 veins?! They are supposed to be FAR more frequent than that! The default setting I have them on right now is around 1 vein for every 500 blocks or so (This is a very rough, unscientific estimate). I recently added a config, so check that and tell me what numbers you have there.

Fundamentally, I think a lot of the things you're mentioning here come from a lack of understanding of the mod, which is mostly my fault. The mod page is somewhat outdated (although not all that much) and I have no ingame manual anywhere telling you how to actually "play" the new versions. It's hard to think of everything when I'm so in my own mod's head and ultimately there's not that much helpful feedback for it! I forget that there are other players playing that don't have all the knowledge of the mod that I do. 😅

I'll look into doing some sort of guide, somewhere about how to play IOG, and all of the info the player might need for it. Thanks a ton for the feedback, it has been incredibly helpful from the perspective of a new user! And of course if you have any further questions, feel free to @ me or ping me in the Vintage Story Discord (@RosstheGreat) or the IOG thread in there too.

Pilot_Protogen, Dec 12th 2025 at 8:47 AM

I figured I should share my thoughts and observations in this mod.

I absolutely love this concept and decided to try it with a couple of other mods, mainly Block Overlay because I wanted to see how the world gen would change this mod's results. I don't know if this maybe has something to do a setting I put on but prospecting with density mode feels either glitchy or misleading. Certain ores and minerals would give either no hint of presence or would give odd numbers in return. Density search mode never resulted in me finding any amount of coal of any variety and gave misleading or impossible(usually 0.00%) numbers for ores like sphalerite and ilmenite being. My tests werent exhaustive but I also feel like certain ores have much greater or weaker ore rarity and potentially ruins the balance of certain stages of gameplay by giving either too much hassle to find certain materials or providing certain materials in such access that it hardly becomes a gameplay factor. The thing that I found strangest is how seemingly rare coal was with me often having to travel several kilometers between deposits on relatively high world ore values.

When I originally downloaded this mod the 2.1.0 update came out only hours afterwards, so I got to see the differences between updates while it was still fresh in memory. I do believe that it was a good idea to remove the surface nugget spawns from the metal ores but I feel this also poses a potential issue. Certain ores and minerals in vanilla, like coal, can generate surface nuggets which I feel is a significant loss from this mod in its most recent version. I know nothing about how the game or mod makes these surface bits appear but i feel like it should still happen, just for select materials to not make it possible to completely skip copper and bronze tools. As for the new boulders that act as a telltale for ores, they seemed very infrequent with travel in a 10x10km space only yielding my discovery of 1 sulfur, 1 zinc, and 2 tin veins. Is this intended or did I potentially have an issue? the language in the update log is somewhat ambiguous and lead me to believe that it would be more frequent than not.

Moldavite, Dec 12th 2025 at 5:30 AM

Planning on opening up a Patreon? I want to buy you a coffee for your hard work!

RosstheGreat , Dec 11th 2025 at 7:40 PM

Luin I didn't test upgrading from 2.0.2 so I don't really know, but spectulatively I can say it should be fine? I changed a whole lot of little numbers behind the scenes with ore generators to get the Geology Additions patch working with certain ores, so there's a non-zero chance that something will cause some funkiness with your ore generation on border chunks. Worst case you should be able to regenerate chunks with the command (I forget which).
If you choose to update (which is probably fine) back up your worlds!

Luin, Dec 11th 2025 at 5:04 PM

Gotta say I love the new features!

I'm sadly quite far into my current save so unsure if I should update, any idea how this might behave with a 2.0.2 save?

RosstheGreat , Dec 11th 2025 at 9:57 AM

2.1.0!

Changes/Tweaks:

1) Modified previous cave-in logic to now no longer be a "scan" search, but a 20 block long step search.
Mechanically: The block broken will choose 1 of any available solid blocks on any of it's orthogonal faces, and "travel" to that block. It checks instability, and then checks all of it's neighbors for instability. It will do this for up to 20 steps, at random, never doubling back on itself. It also has a weighted bias to travel to blocks with higher instability (not super high, but it does tend to do so) so it will normally seek out and find the highest instability block and travel along it. Once it reaches a block with 100% instability, it will then travel down (regardless of how many steps it has been, as it can only travel down a maximum of 6-10ish tiles anyway) and find the first "unstable" block with air on the bottom side. If it finds air, it will then become the epicenter of a relatively large cave-in. This means you can prevent cave-ins on certain blocks by reinforcing your ceilings! (I tested slabs, and solid blocks) As long as the block isn't air, it counts. (I didn't test liquids, so underwater cave-ins might be impossible!, whoops!). Understand, if you have a 1 block hole in a completely solid block ceiling (reinforced) and the step-search happens across that block it WILL collapse blocks in the ceiling too through your reinforcement.

2) Removed hard cap on ore generation quality on all veintypes! Instead I have added a heavy bias to poorer quality ore. Approximately 50% of ore will be poor, 25% will be medium, 15% will be rich, and 10% will be bountiful. This applies to the whole vein, some veins still have "rich cores" though sitting at a higher quality than the surrounding ore.

3) Optimized how some poorer performing ore generators function by contructing the entire body first, then having it place blocks (avoiding duplicate placements). I have personally experienced a significant increase in chunk generation time, and world load time.

4) Changed spawning of "Bits". No longer will ore veins spawn bits, but instead boulders on the surface to represent a nearby vein. With this change, I also added "Prospect Veins" to all ore types, that randomly shoot off of an ore body and travel to the surface (for performance they have a maximum travel height so on really tall worlds this might not work, I was mostly fine at 384). These prospect veins only spawn ore through stone, not air and not dirt. Dig through the dirt and poke around down below boulder clusters and you should find single pieces of ore, follow them down to the main vein! You can use the prospecting pickaxe for this too! (I would highly recommend)

The Config has Arrived!

I was unable to test if it functions across Client-Server connections and there's a few cases where it might break that I have been unable to test. For the most part it should be fine though.

There is one configurable option for now:

GobalOreDisableChance

This is to tune down or up the ore spawns of IOG. I would highly recommend keeping it at 0.5 (as default) to test. This is a flat % chance of ore bodys to not generate. At 0.5 that is 50% chance for ores to not generate, at 0.9 that is a 90% chance for ores to not generate, and so on. I found 0.9 to be nearly barren with one ore body per maybe 3,000 blocks. If you play with Geology Additions, and the GA+IOG patch we made, I recommend turning this to 0.6 due to the increase in ore vein types. (And therefore increase in spawns)

 

Enjoy!

Volund, Dec 7th 2025 at 12:59 AM

Ok! Thanks for the quick reply!

RosstheGreat , Dec 5th 2025 at 12:23 AM

Volund Intentional, technically. I'll be changed in the next update whenever I get around to it.

Emily16 I actually have no idea, I don't know how their mod does the regeneration. It's probably fine? but I don't know what they're doing under the hood so my official answer is "Maybe". If you do anything, make sure to back up your game worlds, just in case.

Emily16, Nov 30th 2025 at 3:00 PM

RosstheGreat do you know if https://mods.vintagestory.at/regenores#tab-description this Ore Regeneration mod would be incompatible?

Volund, Nov 30th 2025 at 12:00 AM

Interested in trying out the mod, so gave it a go on an existing save, but discovered that mining any sedimentary rock (In this case limestone) resulted in total terrain collapse and cave ins with tons of rock-turning-to-gravel. Is this intentional, or is it due to me enabling the mod on an existing save? 

RosstheGreat , Nov 28th 2025 at 2:13 AM

BendrickMy todo list for next update will be reworking how collapses are triggered and going back to more or less vanilla collapse block logic (Triggering vanilla cave-ins will be what I mess with, everything else will be more or less vanilla). For the most part, this is just because I used vanilla code in a way it was not designed. I tried fixing it at one point but I recall not great results. It should hopefully be fixed for my next major update. Likely some months away, but no promises.

Bendrick, Nov 25th 2025 at 6:23 AM (modified Nov 25th 2025 at 6:25 AM)

Hey RosstheGreat I love the concept of this mod, and appreciate that you've been tweaking it for a while. Something I've come across on my server (I've tried to isolate it in single player to just your mod and default settings (+cave-ins)) is ore duplication, the situation is quite specific but hopefully you can replicate and figure out a solution (if it's not somehow my fault!).

 

You can mine a block (with instability 0-100%) that is on top of a block-type that has no instability and allows it to pass through or slide over (or is free floating!), if the mined ore block triggers the search for a nearby 100% instability block, if there is one it will trigger your epicenter system, however if the radius from the epicenter encapsulates the original mined block, you will recieve the mined block (normal) AND a version of it will be spawned to cave-in from its position. Effectively this lets you duplicate any block that caves-in and has instability %. Unless I'm misunderstanding.

 

To replicate: Place 1 dirt block, place 1 copper ore block on top, then mine the copper ore block. If there are no nearby blocks with instability, it will only find itself (at 100%) and therefore drop both the copper chunks, and spawn another copper ore block that slides off / falls through 1 block thin platforms. This also happens if you place two coppers apart and the "secondary epicenter" backup system triggers, but the two blocks are close enough that the radius of the epicenter from the 2nd block encapsulates the first. (Think it's like 4-5 blocks).

 

This behavior does not happen with vanilla cave-ins. They simply break the mined block, and nearby blocks fall, it does not create a new one in the original's place.

 

I suggest either checking the system cannot self select the first block, in either the primary radius or the radius of the secondary epicenter (by making sure it's always triggered by a minimum distance). There may be another cause here but that's all I could find, let me know if it's okay to temporarily fork this for my private server, love the mod!

RosstheGreat , Nov 21st 2025 at 11:07 PM

ImGonnaCrumb There is not currently a way to adjust spawnrate down. There is a bug that causes the maximum ore generation to be 0.01 (1%) and causes that as the floor for the minimum generation. Eventually there will be, but I'm on hiatus from modding at the moment, friend group moved on to other games and I haven't had the motivation to hop back in and do anything yet as that's a big fix for me.

Luin That is a vanilla feature, and a result of how vanilla instability works. I only mess with the actual cave-in shape currently and what triggers searches. Why it's built like that I don't know.

Ciber No config currently, eventually there will be. Surface bits are a result of it not replacing grass, and I had to overtune them. In areas with less vegetation you'll notice more bits, with more grass in areas you can actually have no bits spawn at all if you're extremely unlucky. In my test worlds I had several ore veins I had no indication was there, and that caused me to overtune them. Eventually the bits were meant to be replaced with other indicator forms such as plants, mushrooms, and other small stained stones bearing some form of indication of host rock/ore. For now, it's bits. 😅

GOODYOB I apprecaite the kind words! cave-ins can be disabled with a worldgen setting (there is a command too, I don't recall what it is) as a holdover if you just don't want caveins. Vanilla cave-ins are really boring, in my opinion, and my current implementation was quite a fun challenge for me and my group so that's why it currently is the way it is. My next stint (When I don't know) has quite a long to-do list but chiefly among them is fixing up the current implementation of cave-ins. Part of why I have them in-built into IOG (and for a while was going to leave it like that) was because a lot of people complain(ed) about the ore gen being too easy. To counter that ease I figured making mine reinforcement and preperation a challenge and resource sink would be a good alternative. I'm still not *certain* on flat out removing cave-ins from IOG for that, but I will for sure have a config of some kind eventually for them.
I'm also changing them in the next update to be less harsh and much more interesting.However, again, that's when I get the motivation to sit down for several days and actually get through my To-Do list.

GOODYOB, Nov 17th 2025 at 2:31 PM

I absolutely love your mod, but I beg of you to separate cave-ins and other systems you might want to implement in the future into separate mods.
I think its safe to say that I'm speaking for a large portion of the community when I say that when we get a mod that adds cool new ore veins generation, we want cool ore veins and not a harder cave-in system

Ciber, Nov 15th 2025 at 9:30 AM

Played for a bit. I can't seem to find any config file in the standard config folder?
Surface bits definitely too plentiful.

Luin, Nov 15th 2025 at 8:39 AM

How come some rocks have higher instability than the rock below it? I'v seen 100% instability ON TOP of 0% and I think that has been creating unexpected cave-ins in places that look fine when using a pickbar but have a 100% instability hidden in the roof.

ImGonnaCrumb, Nov 15th 2025 at 8:36 AM

Is there a way to adjust the rarity of the ore generation? I'm finding way too many surface bits distributed among the ground, and I'm worried the veins are too common.

RosstheGreat , Nov 9th 2025 at 11:37 AM

DecaByte Should do, yes. 

DecaByte, Nov 3rd 2025 at 6:14 PM

RosstheGreat
The Stronger Sediments mod might help people that have issues with cave-ins?

RosstheGreat , Oct 27th 2025 at 10:04 PM

SLEDGE_HAMMER I don't think so, the issue with that theory is that I should be able to recreate it on my machine readily, and the ore doesn't place in stone, it replaces stone. Also, I have a lot of checks and different functions to help prevent stones spawning in materials they shouldn't, and when they do they get a "Shell" of their host rock. 
I know for sure that it isn't the case. Unfortunately I think it's a load order issue, like a chunk not getting updated with my ore gen or something? I'm still not super sure on what causes it, and it's such a rare bug.

SLEDGE_HAMMER, Oct 27th 2025 at 1:20 AM

I think the invisible ore is because the deposits are spreading into the host rock that does not contain a texture for that mineral. Example no sulfur ore texture in andesite. Ive also noticed silver and lead droping from halite which doesnt contain a texture for those as well.

RosstheGreat , Oct 25th 2025 at 10:04 PM

Permarin1 Well there goes that theory 😅 I have no idea what's causing it then. I can't get it on my machine but I haven't had time to test it multiple times.

MythOceanas, Oct 25th 2025 at 1:42 AM

_Ozymandias if you read down, there is a post where Ross replyed to me, explaining some of the possible ore gen shapes. There is no 100% on the shape, there is some randomness to it. 

Permarin1, Oct 25th 2025 at 1:33 AM

RosstheGreat

 

my rig is:

Spoiler!

CPU: AMD Ryzen 9 7950X 16-Core Processor

RAM: 32.0 GB DDR5 5600 MHz

GPU: NVIDIA GeForce RTX 4090

Display (1): Samsung Odyssey G7 32"

Resolution: 2560 x 1440 (native) 2k
Refresh rate: 240 Hz

(mostly for discord/youtube/twitch, basically lurking screen)

 

Display (2): Samsung Odyssey G8 32"

Resolution: 3840 x 2160 (native) 4k
Refresh rate: 120 Hz

(the main monitor that i game on.)

 

basically.. i can run cyberpunk city of dreams heavy (modpack with ~1500 mods + the 4k texture addon modpack) in 4k on max settings (with DLSS on balanced) and raytracing with 60 fps no issue.

 

 

_Ozymandias, Oct 24th 2025 at 6:53 AM

Didn't this mod page have a chart showing all the details about every type of ore? Did you move it somewhere else?

RosstheGreat , Oct 24th 2025 at 2:54 AM

Freeflier The only thing I change is how frequently ores spawn (Reduction) and the shape in which they spawn in. Wiki should still be pretty much accurate on it all.

Freeflier, Oct 22nd 2025 at 2:34 PM

I've added this mod to my latest playthrough and played through a year in-game, and I do like it so far. I have found that since ore nuggets spawn around nearby ore, you can gather a *ton* of surface level nuggets really quickly. I'm not even set up for iron but I have two stacks of it XD Which could be good or bad, but I could see tailoring back the quantity of surface nuggets since there's so much more ore close to the surface with this mod. 

I do have a question though, generally speaking is the wiki info for ore distribution still ok to use? The two things I'm struggling to find are quartz and borax, which has really put me in a standstill for advancing. If the wiki isn't good to go off of (to see how and where ore spawns) it would be great if you could include that pertinent info here.

RosstheGreat , Oct 22nd 2025 at 1:14 AM

Permarin1 From the brief test I did earlier I was unable to recreate it, but I also had a few additional things installed that might have messed with the test. I really appreciate you sending me that info.

What's your rig quality? Broadly. Could it run, in theory, VR for instance? I'm curious if something to do with lower rig memory or load time might have somethign to do with it?

And no worries, I think broadly you're fine.

Permarin1, Oct 21st 2025 at 4:09 PM

RosstheGreat

it was the entire ore vein that was invisible. i bombed out alot, crossing chunks. and only when relogging did the remaining ore become visible.

 

i do hope you can manage to recreate it. but i also do agree with your mod description

"It's not game breaking, sometimes it fixes itself in game (according to reports), often a relog will also fix it."

and

"personally I want to label this issue as Minor"

ofc. people.. reading.. in this day and age? naah lol.

but i did read the entire modpage before i got the mod. but by the time i actually found ghost ores ingame i had forgotten they where adressed as a bug on this modpage. 

still reported it here tho.. since IOG is the only oregen affecting mod in my pack (that i know affects ores atleast lol)

RosstheGreat , Oct 20th 2025 at 9:05 PM (modified Oct 20th 2025 at 9:07 PM)

Permarin1 That's some insanely helpful information, thank you! I'll take a look into it and see if I can recreate it on my machine. This has been a longstanding issue with IOG that I've never once been able to create on my machine.

Also, you mentioned relogging fixed it. Was there any blocks within that vein that showed at all? I'm looking for something like chunk boundary issues where maybe I'm not initializing the vein correctly and it loads in a weird way?

Permarin1, Oct 19th 2025 at 10:09 PM (modified Oct 19th 2025 at 10:12 PM)

RosstheGreat

first see this image.

Spoiler!

https://imgur.com/a/k3wJw6H

so.. yea, relogging and the copper is now showing. probably the reason the bug is so elusive and hard to track? i still added the save file. but also gave all the mods, configs (tweaked a fair few), world settings to copy paste. seed and cords.

 

idk if you can recreate it if you make a new identical world. or if the save file i sent you, when you explore new chunks (i was flying around with f2 speed at 10 with my graphics settings on "absolute maximum" and noclip turned on alongside flight in creative)

 

I HIGHLY RECOMEND YOU USE THE AGGRESSIVLY OPTIMIZE RAM IN GRAPHICS SETTINGS

 

yea, no matter what block i was looking at. it all was named stone. i even went into survival with a pickaxe, and the "stone block" dropped copper.

this world was created modded. i did not add any mod to a already made vanilla world.

i found it cuz i was flying around looking at world gen with terra prety + rivers mod. testing out the ram usage with that many mods too. i came across this massive snow/ice platoue mountain. on it was copper samples. earlier in the same save i stumbled upon some tin ore in rock. and used some ore bombs, wanted to see how large the vein was. so when i found the copper i wanted to test that too. i dug strait down and didnt see any ore. i take out a propick and i get HUGE readings. but i see nothing. i enter flight + noclip in creative and poke random holes all around. still HUGE readings, no ore. thats when i take out some rock bombs. and to my suprise.. COPPER!? but only as items on the ground. 

 

before i posted the first comment, i updated from vs 1.20.12 to 1.21.5, i also deleted fully the mods folder, modsconfig folder and the cache folder. then i installed all the mods that i was using in 1.20.12, but fresh and for 1.21.X

i created 3 worlds prior to making this ghost ores world so that all the mod configs would be created.

 

 

i made a mega file share thing. so you can get the world, mods and configs to test it. (and here is the obligatory "internet stanger danger" use viritual machine or something if youre afraid of malware)

 

 

 

 

this is the world seed, world settings and cords of the copper location. and under is my modlist.

Spoiler!

Seed: 57799356

Cords mountain top: -874 287 597 

Cords copper (where i bombed): -887 130 592

 

now, id like to assume you know this.. but assuming could be bad, so ill just add this lil note.

copy the below info from { and below. when you click create new world, in the new screen keep it on standard. then go into customize, ctrl-v paste the settings so you dont have to manually adjust it.

World height 320, for some reason, copy pasting settings wont do the world height, even though the last entry on the shared settings is the 320 world height. so do that manually.

 

{
"gameMode": "creative",
"playerlives": "-1",
"startingClimate": "temperate",
"spawnRadius": "0",
"graceTimer": "0",
"deathPunishment": "keep",
"droppedItemsTimer": "600",
"seasons": "enabled",
"daysPerMonth": "12",
"harshWinters": "true",
"blockGravity": "sandgravel",
"caveIns": "off",
"allowFallingBlocks": true,
"allowFireSpread": true,
"lightningFires": false,
"allowUndergroundFarming": false,
"noLiquidSourceTransport": false,
"playerHealthPoints": "35",
"playerHealthRegenSpeed": "1",
"playerHungerSpeed": "0.5",
"lungCapacity": "120000",
"bodyTemperatureResistance": "0",
"playerMoveSpeed": "1.75",
"creatureHostility": "passive",
"creatureStrength": "1",
"creatureSwimSpeed": "1",
"foodSpoilSpeed": "0.5",
"saplingGrowthRate": "0.5",
"toolDurability": "1.5",
"toolMiningSpeed": "1",
"propickNodeSearchRadius": "6",
"microblockChiseling": "all",
"allowCoordinateHud": true,
"allowMap": true,
"colorAccurateWorldmap": true,
"loreContent": true,
"clutterObtainable": "ifrepaired",
"temporalStability": true,
"temporalStorms": "sometimes",
"tempstormDurationMul": "1",
"temporalRifts": "off",
"temporalGearRespawnUses": "-1",
"temporalStormSleeping": "1",
"worldClimate": "realistic",
"landcover": "0.6",
"oceanscale": "2",
"upheavelCommonness": "0",
"geologicActivity": "0.1",
"landformScale": "1.6",
"worldWidth": "1024000",
"worldLength": "1024000",
"worldEdge": "blocked",
"polarEquatorDistance": "100000",
"storyStructuresDistScaling": "1",
"globalTemperature": "1",
"globalPrecipitation": "1.5",
"globalForestation": "0",
"globalDepositSpawnRate": "1",
"surfaceCopperDeposits": "0.12",
"surfaceTinDeposits": "0.03",
"snowAccum": "true",
"allowLandClaiming": false,
"classExclusiveRecipes": false,
"auctionHouse": true,
"playstyle": "surviveandbuild",
"worldHeight": 320
}

 

modlist: (mega link has a download w/ configs)

Spoiler!
autoconfiglib_2.0.6
axleinblocks_1.21.0
Banners-v1.1.9
bauxite-aluminum-1.1.0
bedspawnv2_1.4.0
BetterCrates_v1.8.0
BetterFirepit-1.1.6
BetterForest_0.1.1
BetterRuinsv0.4.15
BetterTradersv0.0.10
biomes_1.20.17
boatiespeedie12 1.0.3
bricklayers-3.0.3
butchering_1.9.2
BuzzyBeesV1.1.6
canoemod 1.21
CarryOn-1.20.4_v1.9.10
CartwrightsCaravan_1.6.0
CatchLedge_0.5.8
cats_v3.2.0_petai_v3.0.+
chickenfeed_1.1.8
ChiseledBlockRetention-1.0.0
chiseltools1.14.22
claycasting-v1.2.3
cob_tradercamps_1.1.5
combatoverhaul_0.10.8
CommonLib_VS1.20.0-rc.1_net7_v2.6.1
configlib_1.5.3
ConfigureEverything-v2.2.1
containersbundle_1.1.1
DanaTweaks-v3.4.5
Darce's Drifters Redone 1.2.4
DecorBazaar_v1.3.0
diamondtools3.0.4
drbraziers_1.1.1
dressmakers-1.6.0
DriedPeatv1.1.0
electricalprogressivebasics_2.0.5
electricalprogressivecore_2.0.5
electricalprogressiveequipment_2.0.5
electricalprogressiveqol_2.0.5
elkjaunt_1.1.2
exoskeletons_0.3.0
expanded_matter-3.2.3
ExpandedFoods 2.0.0-dev2
ExtraChests_v1.9.0
ExtraInfo-v1.9.10
ExtraOverlays_VS1.20.1_net7_v1.5.0
FallingTree_0.4.6
farmlanddropswithnutrients_1.2.1
farseer_1.3.1
FendragonBCS-v.0.1.7
fieldsofsalt_v1.2.2
FlexibleTools-3.4.2
FloralZonesCapeRegion-v1.0.22
FloralZonesCaribbeanRegion-v1.0.17
FloralZonesCentralAustralianRegion-v1.0.14
FloralZonesCosmopolitanRegion-v1.0.4
FloralZonesEastAsiaticRegion-v1.0.12
FloralZonesMediterraneanRegion-v1.0.13
FloralZonesNeozeylandicRegion-v1.0.13
floralzonesxskillsforestrycompat_1.0.0
foodcrate_1.3.2
foodshelves_2.2.1
ForestSymphony_1.0.4
FotSA-Bovinae-v0.2.4
FotSA-Caninae-v1.0.32
FotSA-Casuariidae-v1.1.4
FotSA-Chelonioidea-v1.0.2
FotSA-Dinornithidae-v1.0.17
FotSA-Elephantidae-v1.0.13
FotSA-Felinae-v0.2.10
FotSA-Iniidae-v0.1.3
FotSA-Machairodontinae-v1.0.25
FotSA-Manidae-v1.0.16
FotSA-Meiolaniidae-v0.1.6
FotSA-Pantherinae-v1.1.27
FotSA-Rhinocerotidae-v1.0.20
FotSA-Sirenia-v1.0.22
FotSA-Spheniscidae-v1.0.11
FotSA-Thylacinidae-v0.1.3
FotSA-Viverridae-v1.0.4
FotSA-Vombatidae-v0.4.2
FromGoldenCombs-1.20.12-1.8.13
gourmand_1.7.0
HelveHammerExtensions_VS1.20.0_net7_v1.7.0
ImmersiveLanterns_0.2.8
ImprovedHandbookRecipes_1.1.3
InterestingOreGen-v1.2.3
JapaneseArchitecture-0.9.4
jaunt_2.0.0
kevinsfurniture_1.7.2
Knapster_v2.14.6
Light Level One
Long-term food v0.2.1
maltiezcrossbows_1.2.0
maltiezfirearms_0.14.2
Mannequin-Stand-v1.0.4
ManualDough_1.1.4
ManualQuenching_1.0.7
ManualScraping_1.2.3
metalpots_1.5.4
millwright_1.2.7
MobsRadar-v2.1.8
more-fluxes-v0.3.1
more-map-icons-1.1.1
MorePiles-v2.1.12
mountcamerafix-0.1.0
MultiHomeTP_1.0.4
NoNegativeTraits
NoSurfaceMonsters
ObsydianXs-Human-Skin-Colors-V1.0.0
overhaullib_0.2.18
particlesplus-2.3.0
petai_v3.4.3
pigfeed_1.0.8
PlaceEveryItem-v2.2.2
PlumpkinsV1.1.0
pottery-wheel_v1.1.2
primitivesurvival_3.8.0
purposefulstorage_1.3.0
QuicklimeInKilnv1.1.0
quiversandsheaths_0.5.2
realsmoke_1.1.9
RecipePatcher-v1.1.1
rivers_4.6.0
rustandrailroads2.0.11
SaltAndSands-1.1.2
scaffolding_1.2.3
scarecrow_v1.6.10
scrollrackable.1.3.2
shearlib-1.1.2
shelfobsessed_v1.5.0
ShowCraftable_1.2.6_VS1.21
smithingplus_1.7.4-dev.120
snowshoes_2.0.1
sonitorecipepin_1.0.1
sortablestorage_2.4.2
spawnhighlight_1.1.0
statushudcont_3.2.7
StepUpAdvanced_v1.1.0
StickBeam_1.2.0
stonebakeoven_1.1.6
StoneHarvesting_1.2.0
StoneQuarry_VS1.20.1_net7_v3.4.3
StoneRailings.1.3.0
storagecontroler1.1.4
StorageOptions-v1.0.4
tailors_delight-1.9.8
TankardsandGoblets_v1.3.0-pre.1
TemporalSymphony_2.1.1
TerraPrety_7.0.5
th3dungeon_0.4.3
th3expansion_1.3.0
toolsanimations_1.0.2
toolsmith_1.2.6
trailmodupdated_1.2.2
unchisel_1.0.4
UnderTangledBoughs-1.20-v1.0.2
usefultraders-v2.3.1
valkyrjahair-2.0a
VanillaVariants-v6.0.14
veep_2.0.1
VintageEngineering-0.3.13
vsimgui_1.1.8
WholeLottaTreeSeeds-1.0.1
wildfarmingrevival_1.3.8
windchimes-V1.21.4-1.4.0
wolftaming_v3.0.8_petai_v3.0._
woodenfortifications_2.0.9
woodenshuttersandmore_1.2.3
wool-1.6.4
xinvtweaks_v1.8.0
xlib_v0.9.0-pre.2
xskills_v0.9.0-pre.2
xSkillsGilded_1.3.1
xskillsnewclassesexp-fix
XSkillsWorkingClassesCompatibility
xvshaders_0.1.1
zoombuttonreborn_2.0.0
1-20-12_The_Critters_Pack_v1-1-2-rc1
AbsoluteProspecting_1.500.3
ACulinaryArtillery2.0.0-dev3
alchemy_1.6.56
Allclasses1.3.5
altoffhandpenalty_1.2.2
animalcages_v3.2.2
apebeams-1.21.1-v1.1.1
apeflowerpots-1.20.12-v1.2.6
apegrapes-v1.20.4-1.2.6
apelanterns-v1.20.10-1.1.2
apewindows-v1.20.12-1.3.0
armory_0.2.4
astriaporta_v0.0.7
AttributeRenderingLibrary-v1.0.4
augplantlib_0.0.4
Auto Map Markers 4.0.2 (Vintagestory 1.20)

 

 

RosstheGreat , Oct 19th 2025 at 7:23 PM

Permarin1 Ghost Ores! So you're telling me it didn't appear in Block Overlay? or did you just happen across it?
Is this a world updated from vanilla ore generation to use IOG later on?

This is, the single most annoying, rare, and hard to track down bug I've had to date! So all info you can provide me is huge! If possible, send me your world file and as much information about your world as possible.

Permarin1, Oct 19th 2025 at 6:03 AM

hello RosstheGreat

 

found a visual bug of some sort..?

flying around in creative testing some stuff. came across a copper surface sample. wanted to see how big the vein was using this mod.

i look underground for a LONG time. find nothing. then i use a bomb. and somehow the andesite stone is dropping copper?

imgur showing it here:

 

earlier in the same save i found tin, and i could see the ore fine.

 

additional note. i am kinda running 196 mods, but out of those only this one affects anything with ores.

if you need a list i will provide it.

ill keep the worldfile incase you want all the details and cords to the invisible copper. but idk if you need it?

RosstheGreat , Oct 18th 2025 at 5:40 PM

Teagan Yeah I saw, it changes vanilla ore placement so it isn't functionally compatible with IOG, just because IOG has it's own ore generation JSONS. 

Teagan, Oct 18th 2025 at 3:51 PM

Ores-a-plenty increases the chance ore will spawn in a chunk. That is it. The author has separate json files for several ores to achieve this

RosstheGreat , Oct 14th 2025 at 4:44 AM

Lucian_Fallen Honestly I'd never heard or seen Ores-A-Plenty mod honestly. Any of the ores added by it will not work with IOG's generation, but they shouldn't be directly incompatible. Just not supported.

Lucian_Fallen, Oct 13th 2025 at 10:54 PM

I'm not sure anyone asked this but, is this mod compatible with Ores-A-Plenty Mod ?

Max_Warden, Oct 11th 2025 at 3:37 PM

I gotta say this is very OP mod, omega ores don't seem to be rare at all. W mod.

SLEDGE_HAMMER, Oct 6th 2025 at 2:53 AM (modified Oct 6th 2025 at 3:01 AM)

Default generation likes to make stepping plateaus, which have tiny overhangs that collapse when a block is mined meters away, bringing a bunch of what should be stable rock down with it. The mechanic to collapse blocks with up to zero % instability from an epicenter does not work as intended in this and many other potential examples. The initial search function causes issues, as well as the epicenter function removing spheres of blocks where it doesn't make any sense, such as cliffsides.

SLEDGE_HAMMER, Oct 6th 2025 at 2:43 AM

The new cave-in mechanic is preventing me from drilling into a cliff face at all due to the search function causing mass destruction, and countless other performance-heavy random pits are being formed anywhere I want to dig, even dirt, causing a cave below to collapse, ruining my landscape. I love the ore generation, but please keep the cave-in features in a separate mod. For example, trying to sample one block from a cliffside, and a massive sphere of rock falls out of the side.

RosstheGreat , Oct 5th 2025 at 2:02 AM (modified Oct 5th 2025 at 2:03 AM)

Thorin48 Spawnrate config isn't possible with the current setup. That's something situated within the vanilla game, best I could do is make ore more rare but honestly it's pretty rare as is. What happens is the ores follow oremap, and multiply their spawnrate in that specific region a LOT. So you can find absolutely no ore in a region, or find all the ore in a region. This is because of Vanilla Oremap.

also, bits are a holdover until I can finish making the dozens of assets I need to make for indicators of ore. They'll be removed eventually.

Thorin48, Oct 5th 2025 at 1:52 AM

Also can you make it so that the bits spawned above them can be disabled for multiplayer I love the mod. However I want a hardcore play though is all thank you 

Thorin48, Oct 5th 2025 at 1:42 AM

Can you add a config to this, the amount of ore veins on a 20% ore gen world is insane and I dont think its working has intended. In a 1500 block radius there was 10 copper viens 4 iron viens and 3 tin veins. I want to be able to get the ore to spawn very rarely. Thank you :)

RosstheGreat , Oct 4th 2025 at 7:00 PM

Rythillian That's really interesting and kind of concerning. I never noticed much an issue on worldgen load? It does increase it by some but not by a significant amount. I've not had much issue on my end of things, or any of my clients on my server. 

 

What version of IOG were you running, and if you were testing did you have *any* other installed mods when doing so? Cleared Cache between tests, etc?

Rythillian, Oct 4th 2025 at 6:12 PM

RosstheGreat We were just testing the mod's individually when we noticied the slowdown. Remove the mod and instantly the world loaded signifacntly faster. Was definitely more than 10-30% slower for some reason. Like we could run to the border of generation and had to wait for new chunks, vs without where the entire area generates in seconds.

RosstheGreat , Oct 4th 2025 at 4:24 PM

Rythillian I have noticed a slowdown in worldgen but it shouldn't be more than, maybe 10-30% slower than before? Anything more than that might be cause for concern. What modlist are you running?

Rythillian, Oct 4th 2025 at 1:47 AM

Cool mod but with it installed the world gen is insanely slow. Is there something I'm doing wrong?

RosstheGreat , Oct 2nd 2025 at 7:38 AM

MagnaFM Yes it should be perfectly fine to set up now and update later. Worst case ore veins will shift in shape or size but overall nothing you'd ever notice. (I don't plan on messing with them anytime soon but it's possible)
Other than that, yes.

 

MythOceanas Ah I love TP, we use it on my personal server too. Lovely terrain! And I really appreciate you mentioning Pickbars, that saved probably 2+ weeks of devtime on something similar. 😄

MythOceanas, Oct 2nd 2025 at 1:10 AM

RosstheGreat yeah a cheap flag block is all I have been looking for. Even colored dirt works for what I am doing if it contrasts the terrain.

I am playing with Terra Prety at recommended settings so my world hight is pretty high. So I was curious about the shapes so i would be able to gage prospect mining holes when Im trying to hit a vein. So far its been working well except all the Quartz spanws right against the coast so I have to tunel down and under the ocean which is fun 😄 lots of slow careful tunneling. 

 

I just read that a lot of people had cave in issues, and wanted to hopefully help them out with the Pickbar thing.
 

MagnaFM, Oct 2nd 2025 at 12:19 AM

Would this mod be safe to create a server with and then update if you're only fixing how cave ins work?

RosstheGreat , Oct 1st 2025 at 10:15 PM

MythOceanas Survey flags would be huge, I'll add that to my list but i'm not sure if i'll ever add anything other than just a super cheap "Flag" form block to mark out ores. Probably no string or connectivity or anything though.

 

Ah, I specifically left out the list of which ores generate in what material. It's a lot to maintain because a lot of the old information on it was wrong. If you want a "live up to date" info on them, check my mod's deposit JSONs, otherwise I sort of leave it up to the players to figure it out.

 

To give a short list off the top of my head, and to echo what you mentioned:
Native Copper - Chimney AND fault
Iron forms in all types of shapes, depending on which iron you find. I believe Limonite is Hydrotube, Magnetite is Chimeny and Hematite is Fault. Not certain on Magnetite.
Lead is likely to be Chimneys and/or Hydrotubes, but I don't honestly recall
Zinc is Hydrotubes and Chimneys (I believe both)
All coals spawn in Fault vein types, same with Quartz, Gold, Silver, and Peridotite, among others.
Tin should spawn almost always as a Chimney formation, I don't think I ever gave it any others.
Malachite (My favorite) spawns as Hydrotube Deposits, but they tend to be significantly larger than other similar shaped ones with WAY more branches and longer tubes themselves. (You can see an example of it in the mod pictures at the very top)

 

 

If it's actually a significant issue I can write some sort of Handbook entry or maybe a list on the DB page for them, but it was easier for me to remove them and just sort of let people discover them as they so pleased. I have enjoyed forgetting which ores spawn in which veins only to rediscover them later when I go a-searching for it. 😁

MythOceanas, Oct 1st 2025 at 8:30 PM

RosstheGreat if you are looking for something to go with this I have not seen, it would be survey flags. Just a small stick with a color'd flag or string on it so you can kind of mark out where you find ore abaove ground and get an idea of the ore path bellow ground. I current use the map and a few fence posts but the fence posts can be hard to see without a bright colored flag.

 

Also, could you add a list to the mod page on the shapes ore is supposed to generate in? From what you posted above adn what I have seen, I am guessing from my seed, Copper, Lead and Iron are Chimney formations, Quartz, Gold, Silver, is in random disc and Zinc forms in Shutes. Coal and Anthicite I think are Chutes and Lead is Chimney. What shaped should Tin spawn in? It's been really hard to find it, except for a few small surface deposits.   

RosstheGreat , Oct 1st 2025 at 4:26 PM

MythOceanas Yeah that is actually an incredible addition to my pack! I remember seeing the mod briefly when it first released but I was on break so I forgot about it. Thank you so much for referring it! I added a small recommended modlist section for both Post and Beams, and Pickbars. 😄

MythOceanas, Oct 1st 2025 at 4:52 AM

@RosstheGreat hopefully it will be good for both of you. Pickbars isn't really usefull for Vanilla Cave-ins but I saw it when I was setting up my pack around your mod and I have been happy with it.

RosstheGreat , Oct 1st 2025 at 2:30 AM

MythOceanas

Oh no way! I'd never heard of Pick Bars mod! I had been debating adding it myself of some form or another but that solves that issue! 😄

I'm super happy to hear you're enjoying it! I'm not entirely sure what I would do differently than that mod, by the looks of it, it seems pretty much identical to what I wanted. Glad I added that sound queue! 

MythOceanas, Oct 1st 2025 at 2:24 AM

I have been combining this mod with the Pick Bar mod. It has really helped with setting up supports for caveins. I think a Pickbar type item should come with this mod because even with it, I occassionally have to seach to find a weak spot when I hear the rubbling. 

Really enjoy the mod 👍

RosstheGreat , Sep 30th 2025 at 4:39 PM

RedXtreme Hey! Appreciate looking into IOG. To explain, I seem to have an issue somewhere in my code with my config that makes it not sync between client and server, among a few other minor things. Problem is it was all working before I published 2.0.0 but I apparently forgot to save it and now it's a complete mess. 🤕

It's been a slow process, like untangling the worst dense ball of headset chord you'd ever seen. I'd say it could take up to a week but I'm hoping it will only take today to fix the config. And, no worries on speeding up the process it's literally just a limitation of my available free time. Unless you're willing to pay my wages for a day 😂(This is a joke, do not do that). I can release a version with cave-in logic disabled completely if you need it today, or you can wait for the config which could be some time, as it's also going to come alongside some changes to cave-in logic. Although likely unapplicable on your server, if it has that many people on it.

RedXtreme, Sep 30th 2025 at 6:53 AM

Dear author! I own a server with a relatively large community. I'm currently preparing a build for the update from 1.20 to 1.21 and decided to use your ore generation mod.

Now, two days into beta testing, players are more concerned about your cave-in mechanics than they are excited about the new ore generation. This mechanic is unplayable for the server and for most players. Any attempt at geological exploration and mining results in colossal cave-ins in nearby caves, which puts a significant load on the server. We can't disable cave-ins completely, as that would turn into regular Minecraft.

Please tell me, is there an approximate time it will take to add a config to disable the mod's cave-ins? Is there a way to speed up this process, or could you release a version with the cave-ins removed? We're willing to sponsor this if it can speed up the process. Thank you!

RosstheGreat , Sep 29th 2025 at 10:03 PM

V7I Hey! so you can turn off the Cave In logic by disabling cave-ins in the world config. For now it's not able to be seperately disabled so it's either my cave-in logic or no cave-in logic. This will change in the future, but it wont be immediate.

Further, the cave-ins happening far away I'm not really sure what to tell you, I would recommend being on the most up to date version, it should reduce the distance in which cave-ins can trigger by a bit. Newer version also reduces the frequency in which the cave knocking plays.

As for seperating the mods, yeah eventually I might pull the cave-in logic out for it's own mod. It will certainly have a config in the future for all of the fun settings you could want but unfortunately at the moment my config is bugged and currently disabled. This will be fixed in the future, but again it wont be for a while yet.

V7I, Sep 29th 2025 at 7:10 AM

is there a way to disable all the "Cave In Logic" stuff?? 
im getting really annoyed by the sounds and the caveins even when i suport the cave. . . 

also cave in happening 20+ blocks away because i broke a block somewhere else is very annoying and confusing. . 

i LOVE the new ore gen but not everything else?

like. . . why? 
at the very least let us disable that stuff, at best i would like them split into 2 diffrent mods? 

Kaschperle, Sep 27th 2025 at 11:59 PM

RosstheGreat I just wanted to let the other guy know that is isn't per se wrong what he said. In the end it's up to you what you do and certainly it is more punishing than the arguably not very well fleshed out cave in vanilla mechanic (i'd have to lie but for every preset it's turned off)

RosstheGreat , Sep 26th 2025 at 11:28 PM

Kaschperle You’re right that the cave-in logic isn’t flawless, there are edge cases where it feels a bit off. That said, it’s working as intended, and I’m not planning to refactor it again right now (maybe down the line, but not anytime soon). This mod is meant to be a tougher, less forgiving take on cave-ins and mining in general, so if that doesn’t sit right, disrespectfully don't use my mod.

As for “not ready to be live” — let’s be real: there will never be a “perfect” system. Technical limits (and my own skill and performance constraints) mean there are always tradeoffs. And even if I somehow shipped a flawless version, I’m sure someone would still find a way to complain about it.

Kaschperle, Sep 26th 2025 at 8:02 PM (modified Sep 26th 2025 at 8:03 PM)

RosstheGreat so I did also some testing the cave in logic is sometimes silly if I destroy  a rock which is below me not supporting anything it will bring the ceelling down. I knew there was this cracked 100% instability rock but the logic doesn't sit right with that one. If I destroyed the stone to the side or half I would have understood but you can trigger a cave in if its in the radius of a 100% instability stone. So there is still to work on. So I fully agree CharlieSoulfire that your cave in logic is broken. You can say "use support beams" yet I say if vanilla cave gen makes a cave like this it should be stable enough. As long you dont dig up. But triggering a cave in from destroying the ground is a flawed mechanic and not ready to be live

RosstheGreat , Sep 26th 2025 at 6:07 AM

Algernon Hey that's awesome! Glad to hear I wasn't crazy on my logic in the cave-ins. 😅

What do you think of the mechanics overall so far?

Algernon, Sep 26th 2025 at 3:04 AM

Tested the cave-in and cave interactions a bit after seeing people comment something along the lines of it being possible to get killed by digging into a cave.

I found that if you're doing support beams right its actually impossible to get caved in, no matter how you dig into a cave, which is how it should be imo.

RosstheGreat , Sep 26th 2025 at 1:25 AM

Usedtea No, not at the moment. Unfortunately it makes it nearly impossible to fix a cave-in if it's not turned to gravel. Sorry to hear you dislike the idea of it being cleanable with your bare hands, although it would still take quite some time regardless. It also begs the addition of a shovel into your mines which is nice to add more tooling desired for mining. 

Usedtea, Sep 26th 2025 at 12:19 AM

Is there any way to make fallen stone turn into cracked stone? I don't really like the idea of being able to clean up a cave-in with your bare hands.

RosstheGreat , Sep 25th 2025 at 9:23 PM

Kaschperle Yeah I could but I'd also need to rename the file so people don't see something like "Interesting Underground", go to remove, or update it or something and not find the file they're looking for. If I rename the file I also need to rename all of my variables, asset folder, and a bunch of other stuff.

In short, it wont be happening.

Kaschperle, Sep 25th 2025 at 8:07 PM

RosstheGreat isn't it enough just to rename the moddb page? Don't have to touch your files for the title I think.

RosstheGreat , Sep 25th 2025 at 7:14 PM

Kaschperle Renaming it has similar issues, IOG is fine as is. Mainly because internally there's a bunch of code I would need to rename too and honestly I just can't be bothered like I said. One day I may rip out all of the Non-ore gen stuff but for now it remains because it's easier for me to patch and manage the project as a whole as opposed to 2 different projects so closely linked.

Kaschperle, Sep 25th 2025 at 7:06 PM

RosstheGreat yeah forgot that I turned down the whole gen chances and made them smaller lmao. I mean it's your mod but you should rename it then. As interesting ore gen only means generation. Mining overhaul Ore Mining Overhaul. As that would reliable showcase it's not just a gen mod. "Immersive Ore extraction" 

RosstheGreat , Sep 25th 2025 at 5:06 PM (modified Sep 25th 2025 at 5:06 PM)

Kaschperle Pretty accurate, if you mine similar to vanilla but with just a bit of roof reinforcement it's normally fine. Also explosions don't cause my cave ins, that is on purpose for the Drilling and Blasting. 😄

As for a seperate version, if someone doesn't want to play with my cave-ins they'd need to turn them off in worldgen, but I wont seperate them for now for 2 main reasons:

1) It's meant to be the added "Difficulty" of having such huge ore veins with ample supply of ore. Too many complaints of it making the game "too easy" so it will remain. Just to spite them 😁

2) It's a total ballache to seperate the code, set up a new mod, integrate, test and fix anything that needs it, AND set up a whole other modpage, image, etc. all of that setup for a mod that I'll need to also maintain alongside IOG. One day, sure I'll probably rip it out and slap another mod on the DB but for now I cannot be bothered.

Kaschperle, Sep 25th 2025 at 2:37 PM (modified Sep 25th 2025 at 2:38 PM)

to voucher for RosstheGreat from my own experience it's similar to vanilla cave ins I removed the knocking sfx as it was so annoying to hear it every 15 sec. So far I haven't died to cave ins and only had controlled ones. I used none beams method like 2x2 in andesite stone and 3x3 should work too. Never dig up if its to unstable same rule for vanilla cave ins. Did explosions in a silver quarz vein and only near the explosive parts it came down. So far I can't tell any difference tbh to vanilla cave ins. If I have a arch it will never fall down but a flat rock line is dangerous and you should only use it with beams that kind of mining. I am also using salty's cave symphony which also adds random earthquakes and triggers some blocks falling

But I understand that CharlieSoulfire believes it's one or another perhaps making a seperate version where only the ore gen is included wouldnt hurt. 

RosstheGreat , Sep 25th 2025 at 4:06 AM (modified Sep 25th 2025 at 4:08 AM)

CharlieSoulfire The cave-in mechanics are working exactly as intended. If your tunnels collapse despite what you think are proper supports, that’s… on you. This isn’t a bug, it’s skill—surprise! I’ve mined every type of stone on my private server using reinforced or natural supports, and it works flawlessly. Cave-ins are meant to be a challenge; if that’s too much, maybe this mod isn’t for you. I make it for myself, not to cater to complaints that read more like whining, and I won’t be responding to any further messages from you. Figure it out and move on.

 

CharlieSoulfire, Sep 25th 2025 at 3:16 AM

You cannot prevent the majority of cave-ins by supporting your mine or cave. I supported every other block with the posts from the posts mod you suggested and still had random, unpredictable collapses. I have even tried holding the ceiling up with other solid blocks and the cave-in just goes through the block and being supported from beneath had no bearing on the fact the center of the collapsed circle was (when checking in spectate) on a block which was 0% unstable before the cave-in (since I have to obsessively check every wall and ceiling block to see if there is any instability at all to delay the inevitable I know this block was completely stable). There is no skill issue when literally nothing prevents cave-ins with this mod.

You either have a mod which turns natural caves off or makes them scarce if you think it is at all possible to venture underground while avoiding being with 10 blocks of a cave (which will always contain completely unsupported blocks). Expanding on my complaint about the cave-in warning (which I try to use to avoid being near caves) it only seems to play from some 100% unstable blocks, not all. So even if it was possible to relyably locate through sound queues (instead of having every other sound drowned out by an omnipresecent series of thumps), this would not catch every case where, for example, a very small natural void silently ruins your day. So, even when I am making sure every block visible is 0% unstable, I still have chained collapses.

As mentioned, I am using the mod you suggested. This still did not help. I mentioned it several times in the comments you chose to sardonically mock. I installed it at the same time as your mod since I waited to start a world until I had your initial feedback since I had expected you to make a suggestion of the sort. Here is a direct suggestion: link that other mod in this mod's description where referring to the cave-in mechanic if you consider it such a cornerstone of the experience. I am surprised you don't already do so. I would also suggest redacting the blurb about there being a configuration file until such a time that there is once more an attempt to implement customization options.

Caves are already impossible to cave in when using this mod since you need several stacks of support posts to ensure all blocks are supported before trying to extract resources in a small area and even then (see above) you can have all that effort ruined by a block you couldn't see. Needing this many inventory slots pre-occupied to even try extracting resources is one of the reasons I mainly quarried in TFG when I found ores, it was typically not worthwhile to try to support a series of tunnels when the game equally rewards avoiding the problem altogether and, in fact, punishes attempts to use or learn the included collapses system by destroying resource nodes. The system also cannot account, neither here nor there, for trying to follow a resource vein which slants upwards from where it was initally discovered, as the suggested here and included there beams do not grant requisite support when trying to carefully slant a mineshaft toward the higher altitude resource branch.

I am allowed to complain when systems are hostile and give no feedback. In fact, if you can't see the over-arching theme of how I want the ability to more accurately tell which areas are effectively bombs which cause catastrophic chained failures and an unrecoverable mess of a mine (or, in my case as well, burying my hobbit-home halfway through construction unexpectedly) when triggered, you may not have been actually reading my complaints and instead only skimming them to see ways to be sardonic and hostile (also hinted towards by the fact you missed how I am, in fact, using the posts mod you suggested when I mentioned it several times). I would have just said "bad mod," uninstalled, and moved on, rather than trying to use the mod (as shown in the timeline of me returning to add more comments over the course of a day as I encountered behaviors the mod caused) and leaving long, detailed comments. I like the mod, and want it to improve, but I am not a developer for this kind of project so the best I can do is tell you how behaviors of the mod feel as a user (similarly to how telling a doctor your symptoms helps them diagnose the problem, you don't typically walk in and tell the doctor what to treat you for unless you have a very good idea what it is, and even then you may be very wrong). I despise the very new and very backwards but somehow popular idea that you can't take issue with something you, yourself, do not know how to fix. I'll admit I don't have any solid suggestions for what to implement, since I do not know what really is possible to implement and suggesting, say, that blocks which are crucial support be marked as such in their tooltip, may be suggesting the impossible and a worthless thing to do. Just having an indicator that "mining this block will cause a collapse" when a block is adjacent enough to a 100% unstable block would solve most of my complaints, most likely.

RE: "Also:" If mining a block causes a collapse, was it stable in a classic sense? Probably. But as an end user it doesn't feel very good when I am mining a block directly adjacent to a support post (in a place lined with support posts and other forms of support) and a catastrophic chain reaction happens when the UI, combined with the small forest invested into the very small escavation area in the form of posts, would suggest safety. I have also mined a 0% unstable stone on the surface and heard catastrophic chain reactions go off below me, in another case where "removing support" is a non-factor. I agree with the idea that mining a wall which is holding up the block above you should cause a collapse, but the feedback for what blocks are doing that is key to a smooth experience. The implementation definitely makes it so many collapses in human-made mines do not at all feel like human error and instead an act of Dave. I don't even think the system feeling so counterintuitive was your intention, but when using the mod yourself you are coming from a place of absolute knowledge and likely assuming a similar amount of knowledge when remarking on my complaints, when the documentation in the very description of the mod contradicts what you have asserted in your response to me. "Breaking a block will trigger a 'Search' event that will find a block within 12 blocks of the player that is 100% unstable." and "A cavein requires a block with 100% instability to actually start scanned in a 10 block radius," directly contradict one another, when both pieces of information come directly from you. Even in the event that it actually is only 1k blocks checked (assuming a 10x10x10 cube) rather than (12x12x12 cube) of roughly 1.7k, that is a very large amount of blocks which are not visible to the player which can cause the roof to fall on them repeatedly when breaking a single, seemingly safe, block.

RosstheGreat , Sep 25th 2025 at 2:55 AM

Update 2.0.2!

-Significantly reduced frequency of knocking and rumbling sounds (5-15 minutes between scans)

-Reduced radius of secondary cave-in search radius by half (down to 10 blocks)

-Reduced radius of Primary cave-in search radius (down to 10 blocks)

-Changed secondary cave-ins to only trigger epicenters on blocks with 100% instability

-Patch out vanilla cave-in logic for placing blocks

-Changed it so when stone blocks collapse, they turn into gravel instead of cracked stone!

 

Experimented with different cave-in logic, for now it was deemed to be unnecessary but I might experiment adding them further.

RosstheGreat , Sep 24th 2025 at 10:13 PM

CharlieSoulfire Hahah. That is an awful lot of assumptions based on very little.
First, you can completely prevent the vast majority of a cave-in by properly supporting your mine or cave. I attribute this to skill issue.

 

Second, A cavein requires a block with 100% instability to actually start scanned in a 10 block radius, and from there a scan is performed at random selecting 2 blocks (MAXIMUM) to be secondary epicenters (20 block maximum, tuned down in next update), that are a minimum of 80% instability or more. However from those epicenters (Both primary and secondary), it will collapse any block within it's determined radius. (4 block radius maximum for Primary, and 2 block radius maximum for secondary). If you support your mines correctly and no block is above 80% instability you wont have any collapses. (Keep in mind collapses aren't spheres either, they're deformed ellipsoids and on occasion cones)

 

Third, Vanilla reinforcement (support beams) are wonky. They only support from the very first part placed and nowhere else along the beam's length or other end. This is something I might tackle fixing eventually but I have other priorities first. Use Post and Beams, it supports things almost Identically to TFC and is in fact much easier to manage.

 

Fourth, TerraFirmaCraft for the longest time didn't actually reinforce caves naturally. There wasn't the "Hardened Stone" you see today that lined the roof of caves. I have looked into it but with the current implementation of support logic (a vanilla feature I piggyback off of to implement my cave-in mechanics) it isn't possible without making caves unable to be caved in at all. Which goes outside of my design goals, therefore will not be added.

 

Fifth and most importantly, instead of bitching and whining at me about how hard I made things, give me actual suggestions in how to improve the system. I'm happy to hear suggestions, but if the only thing you're going to do is complain, don't use my mod.

 

Also:

"Breaking a completely stable block should never encase you, ever." (From one of your comments)

I fundamentally disagree with this. If you're mining into a wall and the wall maintains 0% instability, but you're removing a support structure to the ceiling? Yes. It should collapse on you.

CharlieSoulfire, Sep 24th 2025 at 8:49 PM

The problem is that at least in TFG, you can ensure you do not cause a cave-in by reinforcing any block you mine. Here it triggers in a genuinely massive radius. (12 blocks in each direction? isn't that up to over 1.7k blocks in a cube around your interaction it checks which can naturally spawn unstable and unreachable and therefore not the player's fault?) So you can't even feel like you, yourself, caused a cave-in and just resign that the system is massively overtuned and hostile rather than being something you can work around and therefore a bump in difficulty. It's not like you even get proper feedback on what unreachable block destroyed your careful workmanship, you just have to hope you've not hit a mine in a game of minesweeper without any numbers.

RosstheGreat , Sep 24th 2025 at 8:17 PM

RedXtreme Vanilla cave-in mechanics are trivial, if you mine every block from the top-down it never causes a collapse (I have mined 100x100 rooms before by just mining from the top block down in Vanilla), so I disagree. However, when I get around to fixing up the config and making it work yes I will add a way to change or possibly disable my cave in mechanics. It will be a good while before that's implemented as I'm still tweaking the logic for it still.

I also plan on changing the sounds frequency a bit, they should be significantly less common next update. If you want to remove them now, unzip the mod and remove them yourself in the sounds folder.

RedXtreme, Sep 24th 2025 at 7:33 PM

RosstheGreat Dear autor!
I'm very impressed with the ore generation your mod provides. It's literally what I've been looking for for a long time, because vanilla ore generation is complete crap. However, with version 2.0.0, you added a massive cave-in mechanic that can't be disabled! The vanilla cave-in mechanic was more than enough to make gameplay more challenging, it was already quite enjoyable without any modifications. Please, can you make an option to completely disable your cave-in mechanics and the scary knocking over-amp sounds in caves? I just only want your awesome ore veins generation!
Thank you for your work!

RosstheGreat , Sep 24th 2025 at 6:04 PM

qlVegetalp That's really odd, and I don't think anything to do with IOG. I'm really not sure what to do about that, sorry. If you do discover the issue let me know!

 

ShadowStormCZ Yes I agree with clearing rubble being a pain. I'm looking into changing cave-in block drops into Gravel or another "custom" block perhaps so you can actually clear the debris without further triggering cave-ins. It is silly. I'm also looking into reducing the radius for primary and secondary cave-in epicenter searches a bit. Also for the breaking blocks on the ground, I've had the idea of possibly looking into making a mechanic where if you change nearby instability in blocks that's when cave-ins can trigger. So mining blocks on the ground wouldn't trigger them as long as no blocks nearby have a change in instability. However when mining wall portions it can trigger them. Also might completely aleviate the rubble issue but who knows.

 

CharlieSoulfire I'm almost happy that I've made someone crash out from my mod. Hah! It would appear you might be familiar with the minecraft mod TerraFirmaCraft (what TerraFirmaGreg was based on). That is precisely my inspiration for the cave-in mechanic, it was well done and logical for the most part.

As for the one real thing you actively gave me for constructive criticism, I'm not really sure how to change the sounds to be less annoying other than removing them entirely, which you can freely do yourself. I'll tune down their frequency though to be far far more rare, but be sure to check every block nearby for instability.

ShadowStormCZ, Sep 24th 2025 at 3:40 PM

I love the idea of big cave-ins, don't get me wrong. Your whole mineshaft collapsing and burying you alive is TERRIFYING, I love it. But I can break a single block on the ground in a cave, and the whole ceiling collapses! That's too much. And if you clear the rubble, even more cave-in happen. That's ridiculous... 

CharlieSoulfire, Sep 24th 2025 at 1:50 PM

Listening out for knocking does nothing for you since you can't safely get to it to solve it while mining. That is, if you can tell where the 120 decibel racket is coming from since it is oppressively loud which means you can't find it with spatial audio. Reinforcing does nothing for you since your blocks can collapse while directly reinforced. The only safe way to mine would be to strip mine so there is nothing to fall on you, and even then half your ore would be gone by the time you get to it since natural caves are made of gunpowder-soaked tissue paper and explode the moment you get remotely close to them.

CharlieSoulfire, Sep 24th 2025 at 1:27 PM

It is actually infurating to have the game grief you this hard. It's as bad as malicious devs like BetterThanWolves and RLCraft where resource gathering is actively punished. Breaking a completely stable block should never encase you, ever. It's backwards, nonsensical, and contibutes nothing to the gameplay loop. There is often no feedback at all before you get griefed hard and have no way out of the situation, as trying to escape just griefs you even more. I've come to the conclusion that the cave-ins are genuinely terrible.

CharlieSoulfire, Sep 24th 2025 at 1:22 PM

You try to clear what fell on you to add supports? Out of luck, chain reaction. Get crushed. You manage to find all the blocks making the annoying "I'm gonna fall on you" sounds? Tough luck, only some blocks made sounds and cave-is cause hidden voids you can't get to without triggering a cave-in. You place blocks under the stone to create something for them to sit on? Doesn't work, the stone falls through your reinforcements and encases you.

CharlieSoulfire, Sep 24th 2025 at 1:17 PM

It's actually painful to try to build within the earth with the chain reactions this mod causes, I have to add. Some hidden one block natural void you happen to be within the massive 12 block reaction radius can cause your whole building project to be ruined.

qlVegetalp, Sep 24th 2025 at 12:40 PM

It was weird because it's a fresh server so no one has the tools to break stone it kinda just happens as we walk around like if something else is triggering it

CharlieSoulfire, Sep 24th 2025 at 9:04 AM

Don't get me wrong, I adore the ore generation, but I feel like I am playing against the intentional hostile design of TerraFirmaGreg again when trying to avoid instability.

CharlieSoulfire, Sep 24th 2025 at 8:40 AM (modified Sep 24th 2025 at 8:50 AM)

The cave-ins are definitely wayyyyy overtuned. I can mine a single stone block to start mining at the surface and cause four primary cave-ins. Mining a 0% unstable block shouldn't cause the ground to collapse under you, and most cave-ins happen when mining either an initial downwards shaft or when mining blocks at 0% instability supported by beams from the recommended companion mod. The instability even seems completely arbitrary, going so far as that I can have a block in direct contact with a support with 100% unstable. I basically spam a post under any block with any instability and hope there are no hidden blocks with instability high enough to cause my demise. Additionally, the constant cave sounds while walking on the surface in some areas get old very quickly since they seem to have a radius of 30 blocks where the sound is played.

RosstheGreat , Sep 23rd 2025 at 11:10 PM

Intriguing. What were people on the surface doing? I can't think of anything off the top of my head that could cause that unless one of your players was breaking stone blocks on the surface. qlVegetalp

 

qlVegetalp, Sep 23rd 2025 at 8:32 PM

We hear the knocking but I no clipped into the ground because we also then start to hear the collapsing sound and when I was in the ground a blocks just kept falling over and over like it started to make its own cave with how much it collapses 

RosstheGreat , Sep 23rd 2025 at 4:19 PM

qlVegetalp Is it a "knocking" sound effect? Something to the tune of like a cracking or echoed tapping underground? That would indicate weak stone. Otherwise if it's actual cave ins I have no idea, I have it programmed to only potentially trigger when players break unstable (stone) blocks. Nothing else.

qlVegetalp, Sep 23rd 2025 at 4:44 AM

idk why but cave ins are happening constantly even though no on is mining underground we just started fresh and hear constant collapses under me

 

RosstheGreat , Sep 23rd 2025 at 1:51 AM

CharlieSoulfire It changes it very little, if making it easier at current (with 2.0.X) as more surface nuggets can be found commonly. It also doesn't remove the vanilla surface bits or change that gameplay beyond making it slightly easier if you find a big copper deposit.

 

Underground is fun! Just make sure you listen to the knocking noises (they indicate unstable rock) and make sure to reinforce your mines! I highly recommend the Post and Beams mod as well to go along with it!

CharlieSoulfire, Sep 23rd 2025 at 12:54 AM

How much does this mod touch the journey from stone-age to copper age? The description says it turns off vanilla generation, which I know is split into two parts (deep deposits and surface deposits) where the latter is pretty important for getting access to the second. That is, if you don't want to spend an unreasonable amount of time gambling with cracked pots from ruins or checking traders for tools if you're lucky enough to get the gears you need. I'm open to the idea of needing to trade and scavenge into the metal age, but I need to set my expectations before jumping in.

 

The cave-ins system seems interesting and is something I am looking forwards to failing to adapt to when I do get my new world set up and get to the point of going underground ;)

RosstheGreat , Sep 23rd 2025 at 12:18 AM

LizardWizard999 Glad you're enjoying the mod overall! On the cave in logic, the idea is that removing material underground doesn't just affect the blocks you mine, but that it can destabilize nearby unsupported areas. Even if you weren't aware of the cave, it could still be structurally tied to the area you were working in. That said, I am still experimenting with it on my private server and will reduce it in the future if it proves to be too aggressive.

 

As for the cave audio, it isn't just ambience. It's actually a mechanic representing where unstable areas in the cave are (as they play directly from the block itself) and these areas are spots where you should look at reinforcing. The timing is already set to be a little longer than it was before, (10 seconds to 1 minute) but if it were much rarer we (my server) found that it was harder to notice instability before a collapse happens. I'll keep an eye on it to make sure it feels fair without being overwhelming but it's unlikely at current I will change it.

 

With all of that said, You can know if there are unstable areas nearby if your mine is reinforced and you hear knocking. That can (and normally does) indicate a cave or cavity where you should pay special or close attention to. Keep in mind no collapses can have an epicenter in blocks below 80% instability (for secondaries) and 100% instability (for primary epicenters) so reinforcing and supporting mines and caves shouldn't be too hard.

LizardWizard999, Sep 22nd 2025 at 9:02 PM

Cool mod, but I think the cave in logic is a bit illogical at times, maybe the 12 block search should be cut in half or something? My mineshaft collapsed a nearby cave that I didnt even realize was there and from a physics standpoint it really didnt make sense at all.

Also I really would suggest turning down the cave audio frequency, deleting them completely made the mod experience much better. The audio could be a nice touch if it was much much rarer.

RosstheGreat , Sep 22nd 2025 at 4:31 PM

stoicshield Ah, yeah that's a good point. I changed the description, I had honestly forgotten I mentioned a config there. Totally my bad 😅

As for how many nuggets there are, probably. However nuggets are a temporary addition anyway, more of a proof of concept for the eventual prospecting update with "Indicators" for veintypes. I'm not sure when that will be though as I need to create a ton of assets for it, and I'm honestly not looking forward to that.

stoicshield, Sep 22nd 2025 at 10:27 AM (modified Sep 22nd 2025 at 10:30 AM)

Maybe remove the "and there is a config" hint in the "You can disable them, and there is a config" part of the red highlighted intro if there is actually no config file yet?

Once it works again though, as long as there are surface nuggets, will there be a method to tweak how many nuggets there are? I personally like the nuggets themselves, but there really are a lot :D

RosstheGreat , Sep 22nd 2025 at 4:52 AM

Metalsoul212 No config currently, if you want to disable the cave-in mechanics disable them in worldgen or use the command to change them on a live world.

I'd highly recommend the Posts and Beams mod as well by the way! It makes supporting mines much much easier.

Metalsoul212, Sep 22nd 2025 at 4:33 AM

Cant find the config for this mod. The cave-ins are insufferable. While digging you can cause a nearby cave to collapse repeatedly. So far everytime I dig a shaft to find ore I end up having to abandon the search because the nearby cave collapses make mining actually impossible.

RosstheGreat , Sep 22nd 2025 at 3:54 AM

Nico_Nico_Nyx At current no, they are a stand in for surface indicators, but they're rolled per ore placed. Tuning them down can make smaller veins impossible to find, so unfortunately with my current implementation no I can't reasonably turn them down, sorry.

In the future they wont be nuggets, but rather some form of surface indicators that become it's own minigame. 

Nico_Nico_Nyx, Sep 21st 2025 at 10:42 PM

Would it be possible to tone down the surface nuggets? I find it a bit ridiculous and kinda broken to have an entire plains full of iron bits on the surface, maybe a configurable option if that's possible any? ^^

RosstheGreat , Sep 21st 2025 at 5:23 PM

Arcanum3000 Awesome! I vaguely remember learning something about that just before I got into VS. I used to play OLD TerrafirmaCraft back before they made all of their deposit shapes into spheres. Those were fun days.

 

Simori Rarity settings are borderline impossible from how I understand them. It's all JSON patches for the ores, and I don't *think* I can apply config data to them. Although it's something I can certainly look into later.

 

Bigoy The surface nuggets are supposed to be the new way you find the deposits, avoiding the Prospecting Pickaxe. Keep in mind these are a placeholder until I can implement the real "Indicators" feature. (For example plants that indicate particular oretypes) but that feature will be a long ways out still, I'm doing a playthrough currently to get my own feedback on what I want changed or added first so it'll be a good month or two at least.

Currently any form of config is broken(And removed) so it's not possible to remove or disable them without just removing IOG. 

Bigoy, Sep 21st 2025 at 4:53 PM

creating a new world with this on 1.21.1 i spawn near a lot of surface ores, like there are more surface ore stones than regular stones; tin, chromium, copper, etc. i even have surface tin disabled in world gen settings and ore deposits at 60 percent, is it supposed to be like this?

 

Simori, Sep 21st 2025 at 9:48 AM

I love the idea behind this mod as I always found the disc shape of ore generating very odd (and not only that since flowers do have this kind of behavior).

Think you can implement a rarity setting in the future? I personally find the frequency of these beautiful ore veins to be too common.

Arcanum3000, Sep 21st 2025 at 3:26 AM

RosstheGreat Thanks, that's great!  Spawning being limited to realistic spawners is actually what I want!  There was a mod for Minecraft called OreVeins that did something very similar.  Made by a geologist.  I loved the idea, but it was abandoned years and years ago.  I was hoping this would bring the concept over to Vintage Story!

RosstheGreat , Sep 21st 2025 at 3:04 AM

Arcanum3000 The ores are set to generate relatively realistically, but you're welcome to add patches or change them in the JSON for single player if you want them to all use all of the veintypes.
All ores do not spawn as all veintypes. For instance Native Copper only spawns as Fault and Chimney, Malachite only spawns as HydroTube. All vein types have spawners, but I don't have that information posted anywhere so people may discover it on their own. (I'm lazy and don't want to upkeep that data)

Arcanum3000, Sep 20th 2025 at 8:23 PM

This looks interesting, but there's something I'm unclear about:  Are all ore types eligible to be generated in all the new formations, or are they restricted to the formations they'd appear in in the real world?

RosstheGreat , Sep 20th 2025 at 4:42 PM

MageTrash
Glad it helped, although it should have only been an occasional log, nothing seriously taxing. I appreciate the comments! Prospect module is likely still a good couple months away at least. I'm doing a playthrough right now and when that's done I should have enough information for where I want to take the mod with prospecting.

MageTrash, Sep 20th 2025 at 12:12 PM

Phew, thank you for removing the log spam! Definitely noticed way less lag/freezes on this vers.

Excited to see how you develop the prospick module.

RosstheGreat , Sep 19th 2025 at 10:40 PM

Update:

Removed the Config, My original one didn't save and it was completely useless. (It didn't actually do anything)

Fixed cave in sounds playing when cave ins are disabled

Fixed the log spam (hopefully) and removed any errenious logs.

Increased the maximum time between cave-knocking noises from 30 seconds to 1 minute, with a minimum of 10 seconds

Stops scheduling search events if no player is online (for dedicated servers)

Fixed faults/seam veins having random grid locking

 


Config will come back at a later point in time with actual functioning features, but it will be a good while.

RosstheGreat , Sep 19th 2025 at 10:35 PM

B0bb0 The debugger shouldn't have been on, but all of the checks it does are extremely lightweight, much less than any regular pathfinding check for entities, for example.

Also if you're hearing sounds the only way for them to play is on unstable blocks so it's likely there is a cave or pocket under you somewhere or nearby. The sound always originates from the actual unstable block. 🙂 I'm releasing an update shortly that should fix the stability sound feature playing when cave ins are turned off. That's my bad, my editor apparently didn't save when I was going to release 2.0.0 so all of my work for that didn't come through.


It's unlikely I'll seperate the sounds and stability feature into a different mod for quite a while, for a few different reasons but the biggest one is it's a lot of extra effort for me to deal with maintaining and updating 2 different projects constantly with such little time.

B0bb0, Sep 19th 2025 at 8:50 PM

I'm with 4nric. Please give us a way to disable the stability feature.  Not just the sounds.  It appears to schedule a ton of checks too based on logs.  It is knocking and rattling on the surface with no cave in sight.  Perhaps all the stability and drilling/blasting could go into an "Interesting Mining" mod.  :)

RosstheGreat , Sep 18th 2025 at 7:25 PM

Kaschperle Sure, I'd love to see the example pictures!
Use the IOG thread in the Official Vintage discord:
https://discord.com/channels/302152934249070593/1367581350118428794

Kaschperle, Sep 18th 2025 at 6:55 PM

RosstheGreat nono I just changed your radius etc all the ones who decide how big and how many branches a vein has has nothing tied to the surfaceonly bla bla rock thingy. :"D if your on the VS discord I could send you example pictures of the ore gen. But just number tweaking!

RosstheGreat , Sep 18th 2025 at 6:42 PM

Kaschperle Totally fair, I play on a server and built the mod primarily for playing with groups on servers. I thought it was pretty well balanced for a "Vanilla" Style of gameplay progression/speed solo as well, although if you find that too fast that's also fair. That's why we play with mods, to tweak the game how we want! 😄

 

As for the vein, I'm not sure. Best I can tell you is, my code it doesn't use surfaceBlockChance whatsoever so it wont actually do anything. However I'm not sure why you would be seeing less ore for setting something like that either. 

Kaschperle, Sep 18th 2025 at 6:24 PM

RosstheGreat

I greatly had to reduce the vain sizes for a personal balance choice I also use a mod I did which reduces the ore drops to 1 per ore block. As I feel porgression is kinda to easy in this game. Then again I use salty's manual crushing which has 1 nugget for 1 poor ore chunk. Well I am not sure if it was vanilla gen as that one tin vain had the chimney transformation.

RosstheGreat , Sep 18th 2025 at 6:10 PM

Kaschperle I'm positive ore frequency spawn rate isn't implemented in my ore generators, I use custom functions to spawn the surface nuggets. One limitation on the nugget spawn is that they only spawn on blocks with nothing on them (e.g. blocks with no grass, leaves, trees, etc. on them) so there might be some funnyness with that. (They will spawn under water though, so often it's easier to find them in ponds or lakes or rivers if you play with that)

Beyond that, the ore spawns aren't 100% balanced yet, but I'm so far fairly happy with how they are so far. Hence my suggestion for reducing global spawn frequency to 20%, overall will make ores spawn significantly less frequently.

Also, note on the surface veins for stuff like copper and tin from vanilla, I had forgotten to patch them out to be honest 😅 In my current server we reached mining copper ore with one pickaxe (and had enough ore just from picking up stuff off of the ground to make ourselves an anvil, saw, axe, and scythe). It certainly changes progression a little bit, but honestly I don't think it changes it too terribly much. Especially if I remove the vanilla surface deposits, considering in ~6 hours of gameplay from 4 people each, we've found 2 of the "big" copper deposits in a ~2000 block area.

Kaschperle, Sep 18th 2025 at 4:54 PM (modified Sep 18th 2025 at 5:29 PM)

RosstheGreat but it seems to be working on my end? hmh weird.

EDIT your right. some do work apparently with chance tho for example magnanese, lead and zinc.

 

A bandaid fix for people would be to make the surface spawn veins with the option a lot more rarer and that would kind of fix that too as most have 2-3 generation forms

RosstheGreat , Sep 18th 2025 at 4:47 PM

Sky_StarBlade That's some wild luck then, in the 15 or so worlds I generated for testing I found surface nuggets at spawn maybe 3 or 4 times and only once to the degree you mention. I shouldn't really change the frequency of nugget generation because I'm finding in my current server playthrough, while the initial jump to progression isn't bad the mining is really what slows things down with supports and whatnot. We also use Salty's Immersive Mining (Highly recommend for a more "Balanced" experience with IOG) and it's helped make the nuggets feel less OP.
I would recommend if you're getting too many at spawn, turn your Ore Deposit Frequency down to 20-40% because that will make ore veins more rare. but, from what I've seen myself it seems like you've gotten quite lucky 😅

 

Kleber All good! I understand, following the chimney or hydrotube veins is also a great time. I am sorry I wont be able to add the ability to remove them but if you want, you could go in and make a patch for IOG that removes fault veins from the generation in the JSONs. It wouldn't be too hard, just make sure you set the correct variables for the new veins. If you need or want help with that feel free to contact me and I can help you through it. 😄

 

Lanthanide I appreciate it! and as for the prospecting not really. There is ways to fix it but honestly that just doesn't align with my goals for this mod not using the prospecting pickaxe. Also the prospecting pick Node seach should work just fine with IOG, it's a direct scan of nearby blocks so I don't see why it wouldn't? The Density search mode is what will end up giving a lot of false positives, and frankly that's because vanilla prospecting is built for vanilla ores. I'm planning on reworking the prospecting as is (you can read more about that in the IOG Thread on the official Vintage Story discord) but for now no, I will not be fixing the prospecting pickaxe's Density Search Mode.

 

4nric Like Kashperle said unpackage the zip file, go in and delete the audio files. Sorry about the config, I had it all layed out to allow people to pick and choose what they wanted but unfortunately it appears when I went to publish the mod I forgot to save it and didn't end up getting it into the final build. I will likely be fixing that here in a few days hopefully.  In the meantime feel free to delete the audio files on the client's side.

 

Kaschperle surfaceBlockChance isn't a function recognized by my ore gen unfortunately. This is on purpose for the time being, as eventually it will have to hard spawn these objects as opposed to "Suggestively with a hardcoded % chance". Best I can suggest if someone does need to reduce them is to either remove them, or decrease the surface deposit frequency at worldgen.

Kaschperle, Sep 18th 2025 at 3:52 PM

4nric just delete the audio files

Sky_StarBlade just go into mineralore / metalore of the mod and change the surface

"surfaceBlock": { "code": "looseores-limonite-{rock}-free" },

 

either delete it or add a chance to it.


"surfaceBlockChance": 0.001,

4nric, Sep 17th 2025 at 9:28 PM

Love the mod and the idea, but we had to uninstall it cause the mineknocking.ogg and fallingdebris is playing all the time, it would be nice if you add an option to disable some sounds cause we loved the gameplay but hated the sound additions

Lanthanide, Sep 17th 2025 at 7:59 PM (modified Sep 18th 2025 at 7:48 PM)

Hey I really enjoy your work that's why I have couple questions, do you think vanilla prospecting is fixable to work well with your mod or you need to implement workarounds? I had experienced many instances of ore veins spawning nowhere near "high or "very high" ore readings or even mostly in places where there's no ore detected of the type I found. Node search is also broken since it's based off vanilla ore gen if I'm correct. (IT WORKS FINE I WAS JUST DUMB, I misunderstood what the readings mean). I haven't tried 2.0.0 because I can't update my world but do the ore bits mentioned in the latest update spawn on top of the large modded veins? Even non surface copper?

proximity prospecting and absolute prospecting mods work fine, only vanilla density search gives false positives.

Kleber, Sep 17th 2025 at 5:42 PM

RosstheGreat Hey Thanks for explaining, dont worry about the fault veins its just a Pesonal preference that i like this kind of Tunnel Mining more and when u hit a fault vein u sit there and have to dig out a horizental disk that throws my head off a bit😀

Sky_StarBlade, Sep 17th 2025 at 6:06 AM

RosstheGreat The ore bits on the surface can be somewhat progression breaking. I've been finding black coal, iron, copper, etc. bits everywhere after just loading up a fresh world. Within 5 minutes I had enough copper for a few tools, not to meantion all the iron, silver, & coal I was leaving behind since I didn't even have reed hand baskets yet.

If you could manipulate how frequent ore bits spawn above veins then it wouldn't be a problem IMO. Like maybe over 500% less or something. Not sure on the exact numbers, but I know that currently surface metal bits are more common than food. lol

RosstheGreat , Sep 16th 2025 at 4:31 PM (modified Sep 16th 2025 at 4:38 PM)

Patahto I can look into it but right now it's being tied to a few too many internal systems to rip out yet. I'd suggest attempting an upgrade, just make sure you copy your world first and store it safely! I personally haven't actually tried upgrading old worlds so I don't know if anything breaks, but I didn't test hence the warning.


Kleber Disabling certain generation types would be extremely difficult because each ore is manually assigned them like vanilla ore. They are JSON patched in to use the new generators, and quite a lot of the info comes from them. In short, it would be far too much work to just disable one or two generators and have ores generate from another generator.
Sorry to hear you don't like the fault veins! They're some of my favorite so far, is there anything I can do or change with them to make them more interesting perhaps?

(Also it would appear the config I finished transferred to the new build didn't actually transfer! That's frustrating, there's a bunch of sound and cave-in settings that simply don't show up! Should be fixed in the next build, hopefully.)

Patahto, Sep 16th 2025 at 3:53 PM

would it be possible to have the modified cave-in logic be released as a standalone mod? for example for those who already have a world with pre-2.0 IOG and can't really update without starting a new world.

Kleber, Sep 16th 2025 at 3:34 PM

Any Possibility to get Options in the Config for disabling certain Generation Shapes? i Personally dont like Fault Veins for example and i think it would be a cool addition if we could Config this.

also currently the Config only has "OreDensityMultiplier": 1.0 for me, is this correct? does this scale how big the Veins are or how Frequently they appear?

RosstheGreat , Sep 16th 2025 at 5:29 AM

0ddity_Gaming Yes hah. I am aware of that, It's in my to do list for next update.

0ddity_Gaming, Sep 16th 2025 at 2:59 AM (modified Sep 16th 2025 at 3:00 AM)

RosstheGreat something I've noticed is that it will play the collapsing sounds even when collapsing is not turned on, so if you have cave-ins turned off, you run into the issue of Debris and Knock playing CONSTANTLY. (I'm part of a mod team on a server... we spent two hours trying to find out why our caves were horrifying. We play without cave-ins. It was this mod causing the issue.)

RosstheGreat , Sep 15th 2025 at 8:04 PM (modified Sep 15th 2025 at 8:04 PM)

DoktorVanBarron At current, not a direct toggle. I just forgot to add one to the config hahah. I balanced the new ores around the difficulty that is made with the new collapse logic. 

You can probably fiddle with the configs to get something less harsh than what's there, I actually made it a lot more forgiving than I had initially planned.

 

I will look at adding that next update, I'm still waiting on any further bug reports before I update anything. I will make note of this though 😅 Next update should be in a week maybe, unless something game breaking ends up happening.

 

If you don't want cave ins as well, you can simply disable them at world gen, you'll get spooky noises but no collapses will happen. 

DoktorVanBarron, Sep 15th 2025 at 7:50 PM

Is there a toggle to the Modified Collapse Logic?
trying to perruade someone I know to try this out, but they're very much "I don't want to change too much"

RosstheGreat , Sep 15th 2025 at 7:38 PM

Additions:

Added proper Cave In logic to the game, as well as sounds.
Added a Config
Added the Fault and Seam deposit
Added Coal, Quartz, Olivine, and a few other Mineral deposits (The more rare the coal the bigger the fire clay patches in it)
Added Surface Indicators to all ores (For now this just means they all have "Bits" Directly above the vein)

Changes:

Removed Thread and Intrusion Veintypes (I was unhappy with their implementation, and they were convoluted to mine and follow)
Made all ore veins 50-200% bigger
Made all ore veins spawn 100x-1000x LESS frequently, however you will still occasionally find clusters of similar veins nearby (This is an oremap issue, unfortunately)
Broadly changed some of the shapes of the ore veins to be more interesting.
Modified Collapse Logic to be significantly more punishing and easier to trigger, REINFORCE YOUR MINES, any block at 100% instability will by default become a cave-in epicenter!
Cleaned up the code a lot, should be even more stable than before.

 

There's definitely things I'm forgetting but this is the broad overview of the important parts that was added/changed.
Version 2.0.0 is NOT COMPATIBLE with worlds made with any previous version! Back up worlds before changing or updating and please keep in mind this could still have some bugs in worldgen that I missed in testing!

RosstheGreat , Sep 14th 2025 at 3:42 AM

Werka I will eventually update the mod to say 1.21 but it works as is right now.

 

Werka, Sep 11th 2025 at 7:28 AM (modified Sep 11th 2025 at 7:29 AM)

Will there be an update to the new version 1.21?

ballou, Sep 11th 2025 at 4:12 AM

Hello @RosstheGreat it's good the mods work for me in 1.21 it came from a conflict in the name of the file that I had in 2 times I am talking about the (2).zip for the duplicate sorry for the late response, thank you for answering me the deposits work perfectly personally.

RosstheGreat , Sep 7th 2025 at 5:21 PM

Maeyanie Awesome, I appreciate the confirmation! I'm doing some testing soon as well to just be sure everything is working fine.

Maeyanie, Sep 7th 2025 at 8:10 AM

I can confirm it's working in 1.21 for me. Found a copper vein that is definitely not pancake-shaped, and this world was started in 1.21.

RosstheGreat , Sep 5th 2025 at 8:50 PM

It should work in the new update, if it doesn't please post your server.main log here. I'll probably do some testing here in a few days myself.

If there are any issues please give me a thorough description (or screenshots) of the issues. Veins not generating or vanilla veins generating? etc.


ballou Can you triple check to make sure the mod is installed and activated? If it is, then send your server.main and also give me screenshots of the ore generation, that will help me narrow down the issue.

ballou, Sep 1st 2025 at 2:27 PM

the mod does not work in 1.21 it does not create the huge deposits as it should do an update is necessary hoping that the dev does not struggle too much with this

Maeyanie, Aug 31st 2025 at 4:57 PM

hgwaz: I can confirm it starts and generates land without any errors... I haven't gotten to the stage of actually going and finding an ore vein yet, so I'm not positive it's actually working.

hgwaz, Aug 30th 2025 at 3:55 PM

Does this work with 1.21.0 or will it need an update?

RosstheGreat , Aug 28th 2025 at 6:28 PM

FatherSarge I could still be wrong given the game has a lot more complexity code wise than I was willing to look into in 5 minutes, however I understand it to be different. The ore veins I generate are randomly from maybe ~2000 blocks all the way up to ~10000 blocks of ore. I split the high end at 7500 ore per vein for every vein estimation. (More veins are in the 7500+ range than 5000- range) The code here is what's runs when you do a Propick Density Search specifically in the ore calculation.

public override void GetPropickReading(BlockPos pos, int oreDist, int[] blockColumn, out double ppt, out double totalFactor)
{
int mapheight = Api.World.BlockAccessor.GetTerrainMapheightAt(pos);
int qchunkblocks = mapheight * chunksize * chunksize;

double oreMapFactor = (oreDist & 0xff) / 255.0;
double rockFactor = oreBearingBlockQuantityRelative(pos, variant.Code, blockColumn);
totalFactor = oreMapFactor * rockFactor;

double quantityOres = totalFactor * 7500;                          #This line here in vanilla is a close approximation of how much ore is in each vein, I set it to 7500 for the best results so far, but I didn't do the most extensive work honestly.

double relq = quantityOres / qchunkblocks;
ppt = relq * 1000;
}

The math here shows me that it's a combination of true "physical" ore and then approximate "oremap" ore of what should be there. Again, the 7500 is a stand in but in vanilla there is a variable that is a pretty close approximation of the area of the disc of ore, multiplied by it's height resulting in a pretty close approximation of exactly how much ore is in each disc. I think the "Special number" that can randomly throw ore results out of whack is the oreMapFactor which could potentially be some sort of weird multiplier.

It's really complex to explain, as it goes a lot of different places! So keep in mind this is very simplified, but essentially every time a disc is generated in vanilla it gives a variable that is the absolute/average quantity of the disc (Excluding any deformation or sparseness). This is then rounded and fed into the function in place of my 7500 here, as "absAvgQuantity"
Here is the code for the function used to get the variable "absAvgQuantity":

Radius/Thickness are, to my understanding, a rough approximation of that ore vein's size, varied out 100 times.

public float GetAbsAvgQuantity(LCGRandom rnd)
{
float radius = 0;
float thickness = 0;
for (int j = 0; j < 100; j++)
{
radius += Radius.nextFloat(1, rnd);
thickness += Thickness.nextFloat(1, rnd);
}
radius /= 100;
thickness /= 100;

return thickness * radius * radius * GameMath.PI * variant.TriesPerChunk;
}



This is just my understanding of this code, maybe I have it wrong! 😅


SecretFoxfire Yeah, I am sorry that I'm not able to get a config going for the mod. Although I'm just out of time and motivation right now for doing much on IOG. I work a tech job so most of my day-to-day is literally just debugging scripts for other people, doing that here for "fun" is a really rough time for me hahah.

SecretFoxfire, Aug 21st 2025 at 11:39 AM

RosstheGreat Thank you for the response! I understand entirely, I don't have configs on my mods either because they require coding and I just don't know how to do it. If you can manage to find someone willing to help you make one, it would certainly be useful for this mod. But meanwhile, I will see if I can find some time to make a patch mod tweaking the values for those who want a more difficult experience, and I'll let you know if I do.

As for the density mode, FatherSarge's explanation is correct as far as I understand it. It's a frustrating system but it's what we have. However, I don't think it's true that density search doesn't work with this mod. I think it's still working fine. The density readings do not check whether there is actually any ore, they just tell you the % chance that some might have spawned in that chunk. There is always the chance that you get readings for, say, copper, and then there is no copper in the entire area, even in vanilla. Happens to me all the time. (Also frustrating that sometimes you do find the ore, but it's not in the area with the highest readings. I once spent hours (in vanilla) digging for halite in an area with a very high reading and found nothing, then when I gave up and went caving nearby, found the halite right in the middle of the cave, in an area with very low readings.)

So far I've found that overall, the density readings with this mod enabled are roughly the same in terms of accuracy as with vanilla oregen. Sometimes you get a density reading for an ore that turns out to just not be there. But whenever I find ore, it does show up properly on the density readings. I've never found copper and had no copper in the density readings, for example. So I do think it's working. It's just a crappy system that makes it harder to find ore, even in vanilla. If anything, it's easier with this mod, because the size and shape of the deposits sort of spread the ore out when it does spawn, and that makes it more likely that you'll get a positive reading on the node search when there is ore in the area, without having to drill down to the mantle every 16 blocks or whatever trying to get a hit.

FatherSarge, Aug 21st 2025 at 5:16 AM

RosstheGreat

No worries, I wish I had the specifics for you but as I understand it...

Density mode(pick 3 blocks, get a readout and a map dot) is seed based, it tells the player the likelihood of vanilla ore generation based on the map seed (so when you get a 75% copper reading it means that where copper could spawn in vanilla there was a 75% chance that a vein is generated in that chunk, this happens multiple times in the area resulting in high likelihood of the player finding ore). If the player were to mine out every block in the given area save for 3 blocks necessary to prospect, it would still show this 75% number. It does not reflect the real ore in the area at all and will never change.

Node mode, and it's derivatives in different types of node modes found in the Absolute Prospecting mod, shows the player the real amount of ore in an area (for vanilla node mode this is a 6-12 block radius depending on config around the block that is prospected). The player gets readings such as "No Ore" and "Trace Amounts of ____" etc for these mods and they correspond with real ore (the game actually checks the blocks) in the area so this will change as the player removes ore. If you get a trace reading, ore is there for sure. Unlike density mode.

Your mod disables vanilla ore gen (which is good because it's annoyingly boring to mine and find) but whatever system density mode uses to give its values is still there, thus the disconnect.

Interesting Ore Gen working with density mode would be a "nice to have" if you ever wanted to tackle it but not having it is hardly a dealbreaker, even with extremely low global ore gen, Absolute Prospecting works just fine with your mod.

RosstheGreat , Aug 21st 2025 at 2:34 AM

Obv FatherSarge
Preface: I haven't touched the mod in months so excuse me if some of my information is incorrect here. From what I remember Prospecting is composed of accurate data (raw actual amounts of ore under the ground) and inaccurate data (Something that messes with the data, like Oremap which I have no idea what it does, among other things.) this can result in some really weird values if one or the other gets whacky.

SecretFoxfire
As I said above I've not touched this project in a long time. I'm not totally sure how to do configs, but I've been talking to some people who might end up adding some stuff to the mod. IF you want go ahead and make a tweaker that drops ore rates, I'm happy to put an endorsement or something on the main page here.

Also if anyone ever needs to contact me (faster) feel free to send me a DM in discord (same username) or under the IOG thread in the Vintage Story discord. (ping me)

SecretFoxfire, Aug 17th 2025 at 5:09 PM

I absolutely love the new deposit shapes and how much more genuinely interesting the oregen is with this mod (true to the name!) but I put this on a world with 10% oregen (the lowest the game allows you to set it) and within just a couple weeks of gameplay had found more copper, tin, lead, gold, silver, and iron than I could ever possibly use. I almost never even had to prospect, it was just visible, often right on the surface or just inside a cave.

A config for the mod would be really helpful, so folks who need/want a ton of ore can keep it as it is, but those who are looking for a challenge can make it harder. I specifically added the mod to a challenge server for my community thinking it would make it harder to find ore, especially at 10% generation and with no surface copper or tin, but it wound up being the opposite. They had so much ore so quickly that they were struggling to make enough storage space to keep it all (mostly because the rest of the mods I added really did make progression much more difficult, so they didn't have quick access to planks for chests and such). I was actually wondering if it might be some kind of bug in the mod that sets the oregen rate far higher than it should be, but I'm not sure how that would happen.

I could tweak the jsons myself for a single-player world, but for a server, I can't make any changes or else they won't be able to download the mod when they connect. If it's not feasible to make a config for the mod, maybe someone (possibly me if I can find the time, although there never seems to be enough of that) might fiddle with the json files and make a tweak mod that can be downloaded alongside this one and modify some of the values for a more difficult experience... 🤔

FatherSarge, Aug 7th 2025 at 7:24 PM

RosstheGreat

No worries, there's always the brute force method of Absolute Prospecting lol

 

Obv

You are correct in your understanding of density mode. It's really not a mechanic I like personally but it's what we have. I suspect it's just a disconnect between vanilla ore gen and this mod's superior(😜) ore gen. It's an... unfriendly system to work with. I can assure you though... I only gave one example. The luck was coming across a chunk that properly aligned with what density mode said and what would actually be there. It might be a "bug" with the ore gen but I consider it more an issue with how density mode is implemented. I assume it is done that way for performance though.

Obv, Aug 7th 2025 at 6:11 PM

FatherSarge

I might be misunderstanding my own knowledge of the ore gen system but the per-mille readings from prospecting accounts for all ore theoretically in the chunk. The actual chance for a spawn, showing as Decent, Poor, etc., are the underlying modifiers for the ore map. Native copper faults always try to spawn 0.125 per chunk, but a poor reading disregards 80~%(?) of successful tries. Where as plentiful guarantees a spawn, if the original try succeeds.

Iron, has 0.1 * 3 (for all deposit types). It could just mean that you got incredibly lucky for iron and unlucky for copper at the same time.

If there's a way to check world gen logs for the attempted generation tries including success and failure, it would at least confirm if your experience is a bug or intended mechanics. Sadly, I'm pretty useless as to figuring that part out. 

RosstheGreat , Aug 7th 2025 at 6:07 PM

FatherSarge Odd... I wont have time to fix it anytime soon, but prospecting was a really hard thing to fix last I looked into it. I wonder if the devs changed it?

Otherwise I have no idea. I kind of ad-hoc'ed a fix for the prospecting last time, it's likely that breaking.

FatherSarge, Aug 7th 2025 at 12:58 PM

RosstheGreat

So I'm testing this out on 1.21.0-rc3, ore gen is working well... but prospecting density mode is giving off tons of false readings again. I know you have messed around and fixed a prospecting bug similar this is the past, as an example, I have a denisty reading showing 12% copper where there is no copper for several hundred blocks, but there is a miniscule reading for 2 different irons that have giant vains present. I'm hoping this can get fixed so Propsecting Together can work as intended on the server I'm hoping to set up.

 

I hope you still have it in you to look into this a bit and get it polished back up for the new version.

 

Congrats on the new job btw!

RosstheGreat , Jul 29th 2025 at 3:35 PM

Ensorcelled That's really weird, I've *never* seen that happen before... Are you using more mods than IOG? I've ran it perfectly fine on 6 gb before, it chugs but it runs. What game version as well?

 

 

Endurance Ah, yeah it's very polar with this. About half the people say it's too easy, about half the people say it makes prospecting too hard. Originally this was built in mind with making mining far more difficult and more engaging but I've moved onto other projects and very shortly after publishing my mod started a new job. I likely wont be developing any new mods for VS anytime soon, and that's why I've not really updated this either. If ore spawns are too much hit "Global Deposit Spawn Rate" down to 20%, that will give you a pretty sizable reduction in ore spawns. Worst case, play with the JSON files and find ore spawn rates you like and send them to me on discord, I'd be happy to upload them as better changes.

I do remember Iron being relatively common, or completely barren in half the world (depending on strata) so I do understand the frustration. Unfortunately without redoing the entire world generator (which I honestly considered) this was kind of my lowest effort route to implement something to give the people who just want different ore shapes. I myself dislike mining in vanilla just because it is always a disk, and always really boring, there's no fun to mining them. I don't mind the larger ore sizes because I play with a lot of mods as well that are high in metal demand. I think for the about 1 month stint of this I played some time ago, I mined out 4 whole large copper veins (well in excess of 50,000 ore) and still needed more. 😅

Endurance, Jul 26th 2025 at 9:20 AM

This mod is super cool! But I wanna warn everyone that it does make the game a whole lot easier! The larger size of ore patches makes them very easy to find by looking into caves and iron ore close to the surface is surprisingly common from my experience. I'd recommend turning down the deposit chance for a more vanilla level balance experience 

Ensorcelled, Jul 20th 2025 at 3:16 PM

So, just recently as we expaned our world map, we have been getting crashes: version 1.2.0 

It is generating out of memory errors in interesting ore gen, but we have plenty of memory available... 

Crash Report
20.7.2025 15:10:35 [Worldgen] An error was thrown in pass TerrainFeatures when generating chunk column X=1694,Z=1575 in world 'T320-lower' with seed -1538436799
Exception System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
at InterestingOreGen.Generators.TiltedDiscDepositGenerator.GenerateMultiOreFaultPocket(IBlockAccessor blockAccessor, BlockPos center, Int32 depRadius, Int32 gradeIndex, Int32 branchCount, Double centerBiasChance) in C:\Users\thedo\OneDrive\Desktop\interestingoregen\InterestingOreGen\Generators\TiltedDiscGenerator.cs:line 1459
at InterestingOreGen.Generators.TiltedDiscDepositGenerator.GenDeposit(IBlockAccessor blockAccessor, IServerChunk[] chunks, Int32 chunkX, Int32 chunkZ, BlockPos depoCenterPos, Dictionary`2& subDepositsToPlace) in C:\Users\thedo\OneDrive\Desktop\interestingoregen\InterestingOreGen\Generators\TiltedDiscGenerator.cs:line 582
at Vintagestory.ServerMods.GenDeposits.GenDeposit(IServerChunk[] chunks, Int32 chunkX, Int32 chunkZ, BlockPos depoCenterPos, DepositVariant variant) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\5.GenDeposits\GenDeposits.cs:line 247
at Vintagestory.ServerMods.GenDeposits.GeneratePartial(IServerChunk[] chunks, Int32 chunkX, Int32 chunkZ, Int32 chunkdX, Int32 chunkdZ) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\ChunkGen\5.GenDeposits\GenDeposits.cs:line 203
at Vintagestory.ServerMods.GenPartial.GenChunkColumn(IChunkColumnGenerateRequest request) in C:\Users\Tyron\Documents\vintagestory\game\VSSurvivalMod\Systems\WorldGen\Standard\GenPartial.cs:line 36
at Vintagestory.Server.ServerSystemSupplyChunks.runGenerators(ChunkColumnLoadRequest chunkRequest, Int32 forPass) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1854
RosstheGreat , Jul 18th 2025 at 11:50 PM

Commandermartin Incredible, could you send me your mod list and anything that you can do to consistently recreate that issue? Feel free to do so here or on the IOG thread in the official Vintage Story discord. (Link: https://discord.com/channels/302152934249070593/1367581350118428794)

From what I could gather there are occasionally issues with ore veins being rendered from a chunk that isn't loaded yet, but when the chunk is loaded the ore isn't properly rendered. That's kind of my only clue on what might be going on, but I don't have any solid evidence as to what the real cause is. I haven't ever been able to recreate it on my machine or my personal server.

Commandermartin, Jul 18th 2025 at 8:40 PM

Hey RosstheGreat I am actually experiencing the ghost ore issues. Whatever the ore is only shows up as its native rock type. I have reloaded the game multiple times and it does not seem to fix the issue. How can I fix this?

 

-Edit Reloading sometimes fixes it; two reloads didnt, but the third finally did

RosstheGreat , Jul 16th 2025 at 4:26 PM

Emu3008 It's not tested but I wrote the code with different world heights in mind. It should still work just fine but it isn't scaled appropriately for anything larger than prob 512 blocks in world height. (Again, larger! smaller is fine). To clarify it should work regardless of world height, the veins shouldn't stretch or deform any but they might be a bit small relative to scale on extremely large worlds. For the pictures, I've not gotten back around to working on the modpage unfortunately, at one point I had images on the page but because they were discord host images they disappear after a few days. Just haven't gotten around to hosting them somewhere else. As for the handbook pages, it's not something I've tried yet but I wouldn't mind adding a bit more flavor to the mod.

I've been on break from Vintage since about the mod's release, I likely wont be updating anything anytime soon given I'm quite busy irl. I set aside about 30 minutes a day to check the mod discord and DB page just to make sure any questions are answered. 😅

Emu3008, Jul 15th 2025 at 12:27 PM

is this mod tested for worlds that have a world height higher than the default? also i think it would be neat if you could have visual depictions of the different generations as well as adding a brief description of the vein types in the handbook

 

 

 

 

RosstheGreat , Jul 2nd 2025 at 8:26 PM

Rodar It should. I've used it to 1.20.10 but I haven't tried anything beyond that I don't believe.

Rodar, Jul 1st 2025 at 3:23 AM

should this work with newer versions of 1.20?

RosstheGreat , Jun 22nd 2025 at 7:57 PM

GOODYOB Should do, I don't see why it wouldn't.

GOODYOB, Jun 22nd 2025 at 6:57 PM

Will this mod work on 1.20.7?

RosstheGreat , Jun 17th 2025 at 11:20 PM

Last I checked yes Dumb_Box I haven't personally tested the newer versions of TP but it should be perfectly fine. IOG should work with all landform and terrain mods.

Dumb_Box, Jun 16th 2025 at 7:46 AM

does this mod work with terra pretty

RosstheGreat , Jun 13th 2025 at 3:14 PM

badgerson
1.2.0 and 1.2.3 are only ore quantity changes, I mark these versions of the mod as completely stable and fully functional. There was a small issue, at the request of WatermelonFroggy for versions 1.2.1 and 1.2.2 where I tried implementing it so ore would only be exposed at certain depths, and my quick ad-hoc implementation wasn't up to my usual standard. I pulled those, so as long as you're using only 1.2.0 or 1.2.3 (1.2.3 has 50% ore gen chance) then you're perfectly fine.

I have also updated the Bugs and Issues page to reflect the 1 currently known issue with the mod, and I'm not really sure it's even from my mod because of it's inconsistency.

Richeeze
According to some posts from people in the TP thread it appears this is likely a Terra Prety issue, as it happens without my mod. What version of my mod are you using? And can you send me your worldgen log, and server.main log? Ideally through the official VS discord - IOG thread, it'll be faster.

https://discord.com/channels/302152934249070593/1367581350118428794

badgerson, Jun 13th 2025 at 12:55 PM

Hey so I am using 1.2.0 of this mod on a server with a couple of friends. Would you consider it experimental? Unbalanced? Buggy? Did i make a grave mistake? So far it seems to work fairly well, lots of tin in cliffs but that's not an issue for us...

Richeeze, Jun 13th 2025 at 9:27 AM

Hello, from my current testing it seems that this mod doesnt work with the new Terra Pretty 7.0.2. When I load this mod, it just generates empty chunks. 

RosstheGreat , Jun 13th 2025 at 4:04 AM

SubtleOrc 
I would enjoy making that a config, unfortunately the way I went about implementing it was ad-hoc and actually caused an immense amount of log spam. It didn't seem to cause any lag but feel free to use 1.2.2 and let me know if it works for you, it should still expose ore below a certain depth but keep everything above it hidden.

I just wouldn't recomend 1.2.1 or 1.2.2 IOG versions as they will spam logs. Again, no lag on my machine but it's also decently beefy.

SubtleOrc, Jun 13th 2025 at 12:51 AM

"UPDATE:
Added a quick patch to make it so ore doesn't spawn in exposed caves or exposed to air. (Will still spawn exposed to water but this is a rare occurance anyway)"

 

 

Would be nice to make that configurable.. gives us more of a reason to go cave diving if we find some ore veins in it .. i know froggy and his server didnt like it, but i would quite like that in my single player world.

 

RosstheGreat , Jun 10th 2025 at 9:34 PM

UPDATE 1.2.3:


Adjusted ore generation on all major metal ores and sulfur. Overall ores spawn about 50% less frequently than prior updates, except Malachite and Rhodochrosite. Those spawn infrequently to begin with and malachite is especially quite uncommon. (Plus it's my favorite ore :P)

Changed ore generation to only spawn ore (exposed to air) below 40% world height. This is based on absolute world height not on surface level. Assuming ground level is 50-70% world height, often you wont find ore exposed on the surface. This check ONLY looks for air blocks though, so you can still find ore peaking out behind tall grass! 😁 Often you wont find veins nearer the surface in caves though. My method for doing this ended up not working, and I didn't catch it in the dev environment. (I was a little rushed today) so this feature is, for now, put on the backburner and is NOT currently implemented

DO NOT USE VERSIONS 1.2.1 AND/OR 1.2.2


(Thanks again for Sky_StarBlade and others from the Age of Seraphs discord for the suggestion!)

RosstheGreat , Jun 10th 2025 at 9:24 PM

Wahazar
Yeah basically it was on request from WatermelonFrogy, Worst case revert to 1.2.0 or don't use 1.2.1, no changes should have been made between versions.

Updating as well, post above. Thanks Sky_StarBlade for the suggestion, and some people from WatermelonFrogy's server, I implemented the world dependant issues.

Sky_StarBlade, Jun 10th 2025 at 12:42 PM

Maybe ores could still be exposed to air below sea level? Like somewhere around 20 blocks below sea level or so? That way caving is still rewarding, but you don't get free easy surface ores?

WatermelonFrogy, Jun 10th 2025 at 8:44 AM

I had basically begged for it in his DMs xD

Having them exposed made finding ore really easy since the veins were much more likely to hit a cave due to their increased size.

We've done probably too much testing on my server and even with 20% ore distribution it still felt like there was more ore than vanilla with 100%

You could always go back to the previous version because the only thing that changed in this was the exposed ore.

And it doesn't spawn when exposed to air

Wahazar, Jun 10th 2025 at 8:27 AM

I also think I waas going to look at the possibility of making panning part of prospecting

There is already Pan and Prospect mod, where prospecting density is stored in gravel/sand when picked from given location (average used if mixed).

ore doesn't spawn in exposed caves or exposed to air

What is a reason of such patch? Cave prospecting was dangerous but rewarding thing in VS...

RosstheGreat , Jun 10th 2025 at 7:37 AM

UPDATE:
Added a quick patch to make it so ore doesn't spawn in exposed caves or exposed to air. (Will still spawn exposed to water but this is a rare occurance anyway)

RosstheGreat , Jun 8th 2025 at 9:22 PM

Wahazar
It's among the plans for the other sister mods. iirc (not looking at my notes) there's plants, water, protrusions of ore or other minerals, as well as physical landform depressions or laccolithic spires, and several others I'm forgetting. I also think I waas going to look at the possibility of making panning part of prospecting, or maybe using the prospecting pickaxe to break off chunks of stone and then panning the samples (after crushing) to get your ore concentrations, or something. That all would be total reworks of the prospecting system, as well as other types of generation I've not delved into and again is a very long ways out if/when I get around to it.

Wahazar, Jun 6th 2025 at 9:05 AM

About indicators, I had idea to add plants as an ore indicators (geobotanical prospecting), where some plants may (with both false negative and false positive probability) spawn above deep ore deposits.

Unfortunaely it is not possible using just json, due to hardcoded 10 block depth limitation of surface indicators.

RosstheGreat , Jun 5th 2025 at 6:33 PM

Wahazar
Actually that's how vanilla ore works, depending on distribution. Because of how I made my placement logic, I believe implementation of a distribution system like vanilla would actually be quite difficult with how I currently have things set up.
It was suggested to make ore veins have less "ore" in them through making the ore veins porous, something I might look into in the far future but for now the mod serves it's design goals perfectly, and I found it insanely frustrating in my testing of early versions of this mod mining ore that ended up being "fractured" as we don't have some sort of base material to follow like in real life. Normally you'll always see some sign of a vein (broken rock or a very thin layer of the vein, etc.), but in VS, because it's a blockgame, you can have fractured ore pieces away from the vein you'll have no indication of following. Eventually the plan was to use a tracer rock to define the vein (think quartz with Silver in Vanilla) but it ended up not really working the way I wanted, so we got solid veins instead.

Eventually, my plan is to implement 2 sister mods with this to make mining the interesting part of gameplay. The plan is to make it similar to TFC's support system, but with a bit of added flair and a few more interesting mechanics, make mining harder overall but more rewarding, and add a blasting rock system and then the 2nd mod is to remove the need for the prospecting pickaxe entirely and replace it with surface indications of veins beneath, such as finding a large sinkhole with a laccolithic dome at the bottom, or breccia pipe structures, large seams of quartz or faults of other mineralized and poorer qualities of ore, and probably even soil and water discoloration. These would give the idea there is ore under you but not where, so it would then be up to you to make mineshafts into the region and find the large, but rather hard to find, ore deposits.

These ideas are a long ways out, I'm on break right now from modding to work on some different projects and wont get back to it for quite a time. I can still post fixes and minor updates but nothing game changing. No exact ETA but I'd say probably 12+ months.

Wahazar, Jun 3rd 2025 at 8:45 AM

In contrary to TFC predecessor, where ores block were mixed with host rock blocks , VS ore generation is just plain homogenous, boring disc.

This mod add some interesting deposit shapes, but still 100% of ore spawn withing vein boundary. 

I propose to modify Banded generator to have probability of ore block spawn decreasing with the distance of the disc center - mining would be more interesting, with additional strategies (to dig more or not to dig).

RosstheGreat , May 22nd 2025 at 11:05 PM

Let me know how you like it and if you have screenshots of your mines or further feedback, feel free to send them in the Interesting Ore Gen mod thread on the Vintage Story discord!

IOG Thread on the Official Vintage Story discord.
https://discord.com/channels/302152934249070593/1367581350118428794

Inf, May 22nd 2025 at 6:22 PM

I played this game with 5 friends and we all quit at various points in time because mining for ore is absolute garbage in vanilla. I'm definitely going to try this and if it's anything close to as advertised I will be able to get the gang back together.🤠

RosstheGreat , May 14th 2025 at 4:59 PM

SLEDGE_HAMMER Yeah that's a totally doable feature, although I wont be updating for quite some time (at least post 1.21 for VS) unless there is a major bug or feature lacking. Cinnabar is a mineral as well and I just didn't really bother with minerals truthfully. Sulfur is the only exception as I was testing it on a new oregen feature and just kept it in.

SLEDGE_HAMMER, May 14th 2025 at 2:26 AM

Would it be possible to make cinnabar spawn in hydrothermal-type formations near the surface? chimneys, hydrotubes, etc...

Vigilance, May 11th 2025 at 8:29 PM

RosstheGreat Interesting! I'm not as savvy in everything as I'd like to be, or I'd offer my hand assisting with the patch without any hesitation. The only thing I do know, from what I've personally been dabbling with lately, is that load order issues can be rectified by setting dependencies. If the only issue thus far is that GA loads after the fact, have you considered, just for testing purposes, setting a dependency on GA for your mod, so it'd load after GA, or specifically separating the GA behaviors as their own separate patch, and then giving that new patch mod its own dependencies in the modinfo to IOG and GA? 

Of course, I'd be more than happy to help out testing or any of the more miserable legwork. I'll probably try to get in touch on Discord, in regards to that.

RosstheGreat , May 11th 2025 at 6:38 PM

Zepper202 To give you a rough explanation, prospecting is unfortunately not absolute, but takes a rough value of how many spawn chances there are for an ore in a region, multiplies it by how much ore is in each deposit, and does some other math on it to give you your PPT readings. As my ore deposits are entirely random I generalize all ore deposits to have approximately 5000 to 7500 ore in it. You might have an area where your stone layer for that specific ore (hematite in this case) is super thin, and that's causing your readings to get messed up. However if that isn't the case, I genuinely don't know why you're having an issue. Hematite is the only ore in my mod that is entirely vanilla. I only make the deposits larger, and slightly less frequent. Otherwise it is the same generator that is built into vanilla.

If you're using Rock Strata Variety that can also cause issues with thin stone layers, I would recommend against using that mod, as most of my ores depend on thick stone layers.




Vigilance Truthfully I don't know what will happen if you combine the two, but what I assume will happen is you'll get GA ores in GA stone, and Vanilla ores in Vanilla stone. As per your example you wont get Native Copper spawning in Mudstone, although you might get Chalcocite spawning in limestone (or wherever it would spawn normally in Vanilla stones). That's because my mod only disables vanilla metal-ore generation, not the generation from GA. It would mean any and all GA ores spawn as discs where they should spawn normally, and there's a possibility of them spawning normally in normal stones too.

Also, it's not that I left GA out on purpose. I had actually written a patch for it, but it didn't work. For some reason registering GA stones in my mod causes it to crash, and the only explanation I can find is that GA loads after my mod loads, causing my mod to reference things that don't exist yet. It might require a totally seperate mod to work but that is a monumental amount of patching I'd have to do, and even then it's not totally guarenteed to work. The best solution I can find is having GA patch it in themselves as it would be easier and more stable anyway. If you want to do some testing or know much about JSON patching I'd be happy to have someone assist me on it as well.

IOG Thread on the Official Vintage Story discord.
https://discord.com/channels/302152934249070593/1367581350118428794

Zepper202, May 11th 2025 at 5:48 PM

I think there still might be an issue with prospecting, at least for iron.

 

I started using the previous version of the mod before the prospecting bug was fixed. I prospected an area with very high hematite at the richest chunk, but after excavating several shafts down to the mantle I got no hematite readings. Eventually I used the block overlay mod to see where the ore was, but there was actually nothing in the entire area that was supposedly rich. I saw that the new version was supposed to fix prospecting readings, so I updated the mod, deleted all my old readings, and prospected the same area again. The chunk with the very high reading updated to an ultra high one, but again there's no iron in that area. Not sure if something's broken or I'm just very unlucky.

Vigilance, May 11th 2025 at 11:45 AM

RosstheGreat I think that's a super valid reason to axe GA, and cut it out of the initial scope/focus. Unfortunately, as far as my "group" goes, I'm the rockhound, so... unfortunately... :)

I couldn't particularly imagine a world I don't have my obtuse quantity of extra rocks and minerals, even if it would lead to a lot less headaches overall for me when it came to... Well, all manner of things, but mostly mod compatibility. I'm just worried, because if I had to rely entirely on GA's ores to populate GA's rocks... I guess it depends what that'd mean? Like, native copper discs not generating in, say, mudstone? Naturally I'm not expecting it to just magically spit out Chalcocite veins in your mod's fashion, or even for native copper to generate in GA rocks by your mod's methods, but my interpretation meant ore gen would get very silly in an undesirable way should I jump the gun and throw the mod in as it stands.

RosstheGreat , May 11th 2025 at 5:42 AM

Vigilance Because to get my new oregen to work I decided to patch vanilla ore spawn to 0. This is to prevent accidental overlap, but also because if I were to patch my new JSON modifiers into the vanilla oregen it would flat out cause crashes with other mods. This was the safest way to run it. I'm almost certain you can run IOG and GA together, they just wont interact at all, but also shouldn't crash or cause any errors. Hopefully.

 

Also, I stopped using GA a long time ago mainly because it bloated the ore pool too much. A lot of the people I run with in my server ended up disliking having so many different ore types (most of them aren't "geology savvey") so chalcocite and chalocopyrite giving half the ore ended up being more annoying than immersive for most of them. I still love GA, and I think it'd be really cool to add back on my server some day but for now I must remain with the vanilla ores on my server.

Vigilance, May 11th 2025 at 4:17 AM

Out of curiosity, why does this mod break vanilla ores within GA stones? I was thinking about it, and if it just left the old ore gen for their stones and used yours for vanilla stone layers, that'd almost be tolerable to use it as-is until a GA patch came. On the other hand, it's probably just better to wait for a proper compatibility than bargaining and making compromises. Lol.

I'm still very excited about this. In an alternate universe, maybe my next server will do away with GA just to try this oregen out. Fantastic idea, and it brings me a lot of joy to see attention to detail being paid to systems like this.

Froshure, May 9th 2025 at 9:54 PM

Alright, thanks for the info, RosstheGreat.

RosstheGreat , May 8th 2025 at 10:17 PM

I appreciate the clarification! Hope everything is situated now! 😄

VladTheG, May 8th 2025 at 8:36 PM

Alright,this error has nothing to do with your mod,i just touched some configs i shouldn't have 😅

 

RosstheGreat , May 8th 2025 at 6:56 PM

VladTheG Interesting... I've never had any error like that whatsoever, can you send me your server.main and your full modlist? It would be easier over the discord to help, but for now try just using my mod (No other ones) and load the same seed in a different world.

I run a modpack of 190+ mods and while it can be laggy at times on my pc, it never has caused me this issue.

VladTheG, May 8th 2025 at 6:42 PM

I realy liked this mod from the desriptions,but now i'm trying to create a new world to play with it,and i'm getting an error:

Exception: Somehow worldgen has become stuck in an endless loop, please report this as a bug! Additional data in the server-main log
at Vintagestory.Server.ServerSystemSupplyChunks.loadChunkAreaBlocking(Int32 chunkX1, Int32 chunkZ1, Int32 chunkX2, Int32 chunkZ2, Boolean isStartupLoad, ITreeAttribute chunkGenParams) in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1793
at Vintagestory.Server.ServerSystemSupplyChunks.InitWorldgenAndSpawnChunks() in VintagestoryLib\Server\Systems\World\LoadThread\SupplyChunks.cs:line 1537
at Vintagestory.Server.ServerSystemLoadAndSaveGame.OnWorldgenStartup() in VintagestoryLib\Server\Systems\World\LoadThread\LoadSaveGame.cs:line 198
at Vintagestory.Server.ServerEventManager.<>c.<TriggerWorldgenStartup>b__112_0(Action dele) in VintagestoryLib\Server\ServerEventManager.cs:line 448
at Vintagestory.Server.ServerEventManager.Trigger[T](Delegate[] delegates, String eventName, Action`1 onDele, Action onException) in VintagestoryLib\Server\ServerEventManager.cs:line 718

 

I have way to many mods,but i've played with them for a while,and the game was semistable,and this error appeared after i installed this mod

 

RosstheGreat , May 8th 2025 at 7:52 AM

Froshure Changing the global deposit spawn rate should reduce overall spawn rate, but I haven't done extensive testing on it.

I assume you mean on a block-for-block basis. How many blocks of ore does my mod spawn compared to vanilla, and the answer should overall be "less" but it's hard to tell you for certain. If you're asking on a "per deposit" basis, the answer is  substantially less than vanilla, but I make up for that by making the veins overall much larger.

I want to add, though, this is purely from my testing. I have no hard evidence for one way or another, but I tried to create something less matching vanilla but more for the design concept of "Large but somewhat rare deposits" with the addition of "establishing infrastructure for your mine".

Froshure, May 7th 2025 at 11:41 PM

Does changing the "Global deposit spawn rate" option in world generation settings affect this mod?

And with this mod, how realistic would you say the quantity of ore generated is?; is it more, less, or about equal to the quantity of ore generated in vanilla VS?

Boukyaku, May 7th 2025 at 11:15 AM

This seems really interesting! Will definitely try it out on my new server ♥

RosstheGreat , May 6th 2025 at 7:20 PM

I'm happy you like it! I'm incredibly pleased with how the mod turned out. 😄

Vinter_Nacht, May 6th 2025 at 2:00 PM

This is incredible and I love it, thank you so much!

RosstheGreat , May 6th 2025 at 6:05 AM

Mollycoddle You shouldn't need it, no, none of my ore veins are sea-level deterministic.

Mollycoddle, May 6th 2025 at 6:02 AM

Just want to check, if I'm using this I don't need the sea level fix mod, right?

RosstheGreat , May 5th 2025 at 9:43 PM

Undea It shouldn't change terrain form at all, it only changes deposit generation. I don't think there will be an issue but make a backup of your world first! I'm not familiar with WorldgenFix, but if it doesn't mess with ore at all then it should be totally fine.

Undea, May 5th 2025 at 9:33 PM

hi,

if you use it in an old save, how does the border from old to new look? could we get the ugly line, between old and new terrain?

and i have a 512 world with WorldgenFix how is the compatibline there?

RosstheGreat , May 5th 2025 at 5:36 PM

Jalex All new ore shapes can spawn in newly generated chunks. If you started a new world recently it shouldn't be too big of a deal, you maybe have only explored a few thousand blocks. Just update the mod and any new veins should generate in newly formed chunks, and I apologize for the update spam, I had finished the previous update and when I started talking to the GA devs it reminded me I had a generator I needed to finish and I also needed to get sub-deposits functioning. As of current this should be the last major update for a long time.

 

Jomeaga I tried my best to reach a happy medium for most people. Some people will want a single deposit every thousand blocks, and some will want a dozen per chunk (exaggeration but you get my point), if you want less spawn rate it's very easy to unpackage the mod and drop the spawn amounts in the JSONs, I'm happy to explain it in detail if you're interested! If you find an amount you like I am happy to make a "Hardcore" patch mod for it as well for others to use. I tried my best to make the spawn rate sort of match vanilla ore density, but unfortunately I'm able to test this only so far on my own.

Jalex, May 5th 2025 at 2:20 PM

Do the new Ore Shapes generate on already existing saves, or do I have to start another one ... again lol

Jomeaga, May 5th 2025 at 2:01 PM

I love this mod, mining is my favourite part of the game and I've been waiting for something to make it feel more worthwhile to setup a mine! However, I think the generation chance is currently way too generous. Even set to 20% spawn rate, there are tons of deposits of thousands of blocks of ore...

RosstheGreat , May 5th 2025 at 7:35 AM

Updated!

v1.2.0

New generator! Fault Veins, large thin sheets of ore (discs) that are randomly oriented in any axis!
New ore changes:
1) Bismuthinite spawns in Hydrotube and Intrusion veins, Hydrotube has a sub-deposit of Flourite.
2) Cassiterite spawns in Chimneys and Intrusions, on Chimneys in Granite, Peridotite, and Phyllite it will have a core of hematite.
3) Chromite now spawns with Magnetite Cores in andesite(poor) granite(medium) basalt (rich) and peridotite (medium)
4) Galena now spawns with Native Silver in it occasionally.
5) Magnetite now spawns as Thread and Fault Vein, fault will have small amounts of poor to medium Hematite in it. If the vein spawns in Andesite, it wont give any hematite.
6) Malachite can spawn with gold when it's in limestone
7) Native Copper in chimney form also spawns with poor gold, also now instead of intrusion veins spawns in the new Fault Veins! With a tiny amount of gold sometimes too)
8) Pentlandite spawns with chromite cores from Chimneys
9) Rhodochrosite (manganese) spawns with small amounts of Chromite
10) Sphalerite now spawns with Galena patches in both Chimney and Hydrotubes.

Adjusted ore spawns to be generally more common!

Politehnik, May 2nd 2025 at 10:24 PM

Looks promising! The only thing stopping me from trying it right now is compatibility with GA.

RosstheGreat , May 2nd 2025 at 6:58 PM

Updated!

Fixed the prospecting bug, found the reason and all should be well now. You'll notice much higher concentratons of ore in an area, as average deposit amount per chunk has vastly increased when you're near an ore vein!
Also decreased silver spawn rate by approximately 25%

RosstheGreat , May 2nd 2025 at 5:14 PM

ShyishHazard I agree, I actually had intended to include some patching to the cavein code when I first set out to create this mod, and ended up going through with it in testing! However it ended up making mining so unpredictable because supports don't really work ingame. Highly recommend the "Post and Beam" mod though even for just the looks!

Tyan Indeed! The intention is harder to find veins but once you do the mines will almost require infrastructure to be set up! And, as for the sea level/mountain generation I purposely left a few ores in high spawns to get "horizontal" mines as opposed to ladder vertical mines. I want to use Rust and Railroads in my next personal server so I made sure we'd get some mines like that.

Tya, May 2nd 2025 at 4:48 PM

love the new ore vein shapes and this is amazing since it makes setting up an actual mine to work a specific vein (rather than just endlessly digging shafts and prospecting smaller veins) possible.

 

I'd love to see more above sea level ore generation so that mountains and large scale hilly areas have more ore. Lots of ore is still far down below sea level.

ShyishHazard, May 2nd 2025 at 10:02 AM

some of these formations would certainly make mining more interesting, the current disc-only situation makes playing with cave-ins enabled a relative non-issue

Vigilance, May 2nd 2025 at 5:22 AM

As soon as this gets a Geology Additions patch, I'm going to give myself nightmares grafting it in to my ongoing world. This looks very on par with what I've been wanting.

RosstheGreat , May 2nd 2025 at 3:15 AM

Shion I totally feel that! 😓 I have started several worlds because I found a new mod that added new generation of some kind and wanted the ability to play with it sooner rather than later! The woes of selection! hahah

Shion, May 2nd 2025 at 2:41 AM

Mods like these make me want to start a new world every time, which is why I never got to the steel age >_<

RosstheGreat , May 2nd 2025 at 1:37 AM

I was unaware EM changed ores? Haven't tried it, but I'll look into it.

Edit: Looked into it, from a very light search it doesn't appear I effect any of the ores it's patching, it should be 100% compatible.

absiste, May 2nd 2025 at 12:33 AM

Does this work with Expanded Matter/is any compatibility planned? EM's ore changes are pretty miniscule, but they still exist.

RosstheGreat , May 1st 2025 at 10:46 PM

Aloy
Yes, this should work with all standard world gen mods! 😄

Aloy, May 1st 2025 at 10:22 PM

does it work with other world gen mods like vanillaplus worldgen?

An_Sar, May 1st 2025 at 9:56 PM

this looks great, looking forward to geo additons so I can yolo this into my existing world =D

RosstheGreat , May 1st 2025 at 9:04 PM

HaraiseTenshi The bug only effects the output % number, I suspect it's because the ore concentration is technically way less than vanilla per chunk. I did notice in very dense areas in my testing it will bump up the percent (for example 0.01%%). The readings are still accurate, but I also haven't tested this extensively yet. And, again, I'm not really sure why this is happening.

Basically, if you ignore the numerical output it should still give you a good chance of finding ore. I am hunting that bug best I can though! 😅

RosstheGreat , May 1st 2025 at 9:00 PM

Geology additions is not currently integrated but it should work with vanilla ores in vanilla stone. I just haven't gotten the energy to write a patch for Geology Additions yet truthfully!

HaraiseTenshi, May 1st 2025 at 8:01 PM

If the prospecting bug can be fixed I am so gonna add this one :)

This is pure mad genius!

Jalex, May 1st 2025 at 7:51 PM

 my god, this is exactly what I wanted. Small Question, are you planning to also add Geology Additions Extra Ores to this?

CKitt, May 1st 2025 at 7:49 PM

That looks absolutely amazing. Do you know if it happens to work with Geology Additions?

Viktoria, May 1st 2025 at 7:45 PM

Excited to see this, it's exactly what I've been looking for out of the game. Can't wait to try it out!!!