Mods / BetterEr Prospecting
Author: KnewOne
Side: Both
Created: Sep 6th 2025 at 2:04 AM
Last modified: 3 days ago
Downloads: 32646
Follow Unfollow 541
Recommended download (for Vintage Story 1.21.1 - 1.21.6):
bettererprospecting_3.1.3.zip
1-click install
A fully configurable set of prospecting modes and settings for them.
For brevity, percentile refers to [0-1] factor that governs percentile text that refers to the very poor-ultrahigh scale. Prospecting radius is 32 blocks (1 chunk), total area is 4 chunks centered on player.
Main features are as follows:
- A new density search mode. Integrated with the in-game prospecting map
- No more false positive readings
- Parts per thousand are now based on the actual in-game blocks instead of being conjured out of heatmaps
- Percentile is now tied to the current save file. It's calculated at runtime based on historical readings made by all players.
- Still takes 3 durability overall. Not cheaty this way :^)
- Proximity Mode, to helps finding the ore blocks while in tight caves
- Stone Mode. Everyone likes tanning but nobody likes 0 lime. Has percent-based mode and exact search to a block. I recommend using percent-based, less cheaty that way imo. And hey, can use borehole with stone mode to get the column reading.
- Borehole Mode: a mildly immersive prospecting approach, breaking a block from the top side with this will reveal each block down to the mantle. Conveniently, has the toggles for both ore and stone separately.
-
Node Mode remains the same as vanilla
Main philosophy is to make the density search > borehole mode > node mode > proximity usage pipeline.
Mod commands available under /help btrpr
Migration guide
When using on a fresh world, everything will work out of the box.
When installing on a world that never had the > 2.0 version, the game will try to migrate by itself. It shouldn't fail, but if it does, follow the procedure in the next case.
If at any point you installed the mod, disabled it, made readings, and then re-enabled, the mod won't take readings made without mod installed into the account. You WILL HAVE TO run /help btrpr oreData , read its description with explanation and run the command in the example.
Expected quirks of the system:
- First few readings will be on polar opposites of low-high spectrum. This is entirely expected, you must feed the mod several readings for it to figure out the math.
- First few readings will write one percentile text into chat and be immediatelly different on the world map. This is a restriction due to client-server infra and i can't change anything here
- Old readings might change their percentile text after you take new readings: this is expected. The more readings you make across your save file the more precise the system will be and less changed will be made
- ALL ores present in the prospecting radius will be displayed with at least "Very poor" value
Highly recommend Configlib for any and all configurations. The mod supports hot config changes, so you don't need to reenter the world after changes.
ProspectTogether: Last compat check done for 2.1.2 of prospect together and 3.1.0 of betterer prospecting. Stone readings will not be available in prospecting together dropdown - i will need the other mod's developer assistance on his side if you want to see it happen
IOG: Supported natively
HoD: Aquifer shows properly (until they break it again)
Thanks to developers of EasyProspect, Proximity Prospecting Pick and BetterProspecting for inspiration and open source code.
Post any suggestions here or in the dedicated VS Discord thread.
Bug reports also go only there. Before writing a bug report for readings percentile text, run (/btrpr reprospect) and then (/btrpr oreData), re-enter the world
There is a debug mode for missing code pages/subtrace readings/etc, please post issues with its output, provided the context allows.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 3.1.3 | bettererprospecting | 1763 | 3 days ago | bettererprospecting_3.1.3.zip | 1-click install | ||
3.1.3 Fix in-memory data loss on autosave | |||||||
| 3.1.1 | bettererprospecting | 174 | 3 days ago | bettererprospecting_3.1.1.zip | 1-click install | ||
|
RU TL | |||||||
| 3.1.0 | bettererprospecting | 780 | 4 days ago | bettererprospecting_3.1.0.zip | 1-click install | ||
|
3.1.0 Improve Prospecting Together compat Note that rocks will not be available in prospecting together menu | |||||||
| 3.0.0 | bettererprospecting | 479 | 5 days ago | bettererprospecting_3.0.0.zip | 1-click install | ||
Add an option to generate rock readings (off by default) | |||||||
| 2.2.3 | bettererprospecting | 150 | 5 days ago | bettererprospecting_2.2.3.zip | 1-click install | ||
|
Automatically backfill only when mod is new for the save file | |||||||
| 2.2.2 | bettererprospecting | 603 | 6 days ago | bettererprospecting_2.2.2.zip | 1-click install | ||
|
Try to fix readings always being ultrahigh, especially on servers If your readings are strill wrong, run /btrpr reprospect and then /btrpr oreData
| |||||||
| 2.2.1 | bettererprospecting | 210 | Jan 14th at 9:50 AM | bettererprospecting_2.2.1.zip | 1-click install | ||
|
Add user-created locales | |||||||
| 2.2.0 | bettererprospecting | 279 | Jan 13th at 11:11 PM | bettererprospecting_2.2.0.zip | 1-click install | ||
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Add more strings-to-translate Add a vague proximity messages option | |||||||
| 2.1.1 | bettererprospecting | 121 | Jan 13th at 8:34 PM | bettererprospecting_2.1.1.zip | 1-click install | ||
|
Simplify /btrpr oreData command | |||||||
| 2.1.0 | bettererprospecting | 2921 | Jan 4th at 11:40 AM | bettererprospecting_2.1.0.zip | 1-click install | ||
|
Fix a bug with PPT saving. Run /btrpr oreData iAcceptLagfest for best results after updating Improve IoG compat | |||||||
| 2.0.2 | bettererprospecting | 603 | Jan 3rd at 12:31 PM | bettererprospecting_2.0.2.zip | 1-click install | ||
|
IoG fix final.final(2) | |||||||
| 2.0.1 | bettererprospecting | 32 | Jan 3rd at 11:37 AM | bettererprospecting_2.0.1.zip | 1-click install | ||
|
Add IOG workaround to avoid spawning ore when prospecting | |||||||
| 2.0.0 | bettererprospecting | 3581 | Dec 14th 2025 at 2:57 PM | bettererprospecting_2.0.0.zip | 1-click install | ||
|
Significantly reworked how new density works. Please read migration guide(only a specific case will require player interaction) and quirks explanation on the mod page. | |||||||
| 1.4.0 | bettererprospecting | 4982 | Nov 14th 2025 at 9:07 PM | bettererprospecting_1.4.0.zip | 1-click install | ||
|
Added OreCalculationDivider to counter the previously added multiplier and the triesPerChunkFactor to offset how vanilla spawn behaviour works. You will need to run /reprospect unless you change the recommended tries per chunk from 0.7 to 1.0 | |||||||
| 1.3.6 | bettererprospecting | 570 | Nov 11th 2025 at 11:45 PM | bettererprospecting_1.3.6.zip | 1-click install | ||
|
Hungarian tl by The_Revisionist | |||||||
| 1.3.5 | bettererprospecting | 4370 | Oct 21st 2025 at 10:42 PM | bettererprospecting_1.3.5.zip | 1-click install | ||
|
Remove accidental nuking of all harmony patches | |||||||
| 1.3.4 | bettererprospecting | Oct 21st 2025 at 7:52 PM | 1-click install | ||||
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Add experimental toggle for linear density texts and ore detection range multiplier to cope with abudance of ultrahigh. Feedback appreciated E: Don't install this version | |||||||
| 1.3.3 | bettererprospecting | 2095 | Oct 11th 2025 at 12:36 PM | bettererprospecting_1.3.3.zip | 1-click install | ||
|
Ru locale by qua8ion | |||||||
| 1.3.2 | bettererprospecting | 755 | Oct 8th 2025 at 5:29 PM | bettererprospecting_1.3.2.zip | 1-click install | ||
|
Try to fix spanish locale. Will use SA version for both for now | |||||||
| 1.3.1 | bettererprospecting | 405 | Oct 7th 2025 at 10:25 AM | bettererprospecting_1.3.1.zip | 1-click install | ||
|
Spanish TL, thanks NeoB | |||||||
| 1.3.0 | bettererprospecting | 1730 | Sep 26th 2025 at 10:33 PM | bettererprospecting_1.3.0.zip | 1-click install | ||
|
Reworked uplifitng code. Your uplifting settings have been reset. If you were playing with IOG please check the config. | |||||||
| 1.2.7 | bettererprospecting | 494 | Sep 24th 2025 at 7:20 PM | bettererprospecting_1.2.7.zip | 1-click install | ||
|
Proximity search is now a sphere | |||||||
| 1.2.6 | bettererprospecting | 191 | Sep 24th 2025 at 10:08 AM | bettererprospecting_1.2.6.zip | 1-click install | ||
|
Stone mode now goes to mantle. Up/sides are still radius-limited | |||||||
| 1.2.5 | bettererprospecting | 180 | Sep 23rd 2025 at 10:40 PM | bettererprospecting_1.2.5.zip | 1-click install | ||
|
Borehole can be radius 0, thus making it a line again. Default is still 8 Also changed description for it | |||||||
| 1.2.4 | bettererprospecting | 426 | Sep 22nd 2025 at 7:02 PM | bettererprospecting_1.2.4.zip | 1-click install | ||
|
Made borehole radius configurable because i have free will | |||||||
| 1.2.3 | bettererprospecting | 46 | Sep 22nd 2025 at 6:14 PM | bettererprospecting_1.2.3.zip | 1-click install | ||
|
Significant change to borehole. Now a downward cylinder instead of single line. Feedback appreciated | |||||||
| 1.2.2 | bettererprospecting | 146 | Sep 22nd 2025 at 11:34 AM | bettererprospecting_1.2.2.zip | 1-click install | ||
|
Try to handle unloaded chunks with /reprospect. Might eat RAM or CPU on big servers. Need feedback. Don't forget you can run for selected player | |||||||
| 1.2.1 | bettererprospecting | 51 | Sep 22nd 2025 at 9:58 AM | bettererprospecting_1.2.1.zip | 1-click install | ||
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Add a guard to /reprospect to not update unloaded chunk readings. I'll try to come up with a better solution | |||||||
| 1.2.0 | bettererprospecting | 273 | Sep 21st 2025 at 5:30 PM | bettererprospecting_1.2.0.zip | 1-click install | ||
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Revert the factor change for now. PPT will stay the new realistic though. Should be ~ 1/4 of previous values. Run /reprospect | |||||||
| 1.1.12 | bettererprospecting | 30 | Sep 21st 2025 at 5:16 PM | bettererprospecting_1.1.12.zip | 1-click install | ||
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Fixed ppt being overcounted by 4x. Added compensatory 2x to make the process less annoying. You will see ppt and factor ~ 1/2 of the previous values. Feedback appreciated Backup savefile and run /reprospect to get new values | |||||||
| 1.1.11 | bettererprospecting | 589 | Sep 16th 2025 at 8:15 PM | bettererprospecting_1.1.11.zip | 1-click install | ||
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Fix HoD compat. Bump minversion of it to 2.2.13 | |||||||
| 1.1.10 | bettererprospecting | 422 | Sep 14th 2025 at 1:01 AM | bettererprospecting_1.1.10.zip | 1-click install | ||
|
Fix modsystem name because that was horrid | |||||||
| 1.1.9 | bettererprospecting | 316 | Sep 12th 2025 at 7:55 PM | bettererprospecting_1.1.9.zip | 1-click install | ||
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Fix lapis | |||||||
| 1.1.8 | bettererprospecting | 268 | Sep 11th 2025 at 8:43 PM | bettererprospecting_1.1.8.zip | 1-click install | ||
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Fix propick deleting non-prospectable blocks from existence | |||||||
| 1.1.7 | bettererprospecting | 110 | Sep 11th 2025 at 1:24 PM | bettererprospecting_1.1.7.zip | 1-click install | ||
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| 1.1.6 | bettererprospecting | 105 | Sep 11th 2025 at 9:28 AM | bettererprospecting_1.1.6.zip | 1-click install | ||
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Fix configlib not being optional ( but you really should use it ) | |||||||
| 1.1.5 | bettererprospecting | 111 | Sep 11th 2025 at 1:06 AM | bettererprospecting_1.1.5.zip | 1-click install | ||
|
Fix ore visibility in borehole/proximity | |||||||
| 1.1.4 | bettererprospecting | 96 | Sep 10th 2025 at 8:05 PM | bettererprospecting_1.1.4.zip | 1-click install | ||
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| 1.1.3 | bettererprospecting | 190 | Sep 9th 2025 at 6:45 PM | bettererprospecting_1.1.3.zip | 1-click install | ||
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Add trace/poor toggles for some ease of use with mods whose generators don't return good generated readings | |||||||
| 1.1.2 | bettererprospecting | 322 | Sep 9th 2025 at 2:36 PM | bettererprospecting_1.1.2.zip | 1-click install | ||
|
Add trace readings uplifter | |||||||
| 1.1.1 | bettererprospecting | 143 | Sep 9th 2025 at 12:03 AM | bettererprospecting_1.1.1.zip | 1-click install | ||
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Add hot config reload. Works for everything except enabling/disabling borehole/stone/proximity modes. Dense mode will switch but will use the wording from the world startup one | |||||||
| 1.1.0 | bettererprospecting | 199 | Sep 8th 2025 at 1:55 PM | bettererprospecting_1.1.0.zip | 1-click install | ||
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Improve compatability for other mods trying to add percentile generators | |||||||
| 1.0.6 | bettererprospecting | 161 | Sep 7th 2025 at 8:59 PM | bettererprospecting_1.0.6.zip | 1-click install | ||
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Add links to rocks in stone mod. Sort values based on search type | |||||||
| 1.0.5 | bettererprospecting | 81 | Sep 7th 2025 at 7:09 PM | bettererprospecting_1.0.5.zip | 1-click install | ||
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Add HydrateOrDiedrate aquifer support | |||||||
| 1.0.4 | bettererprospecting | 135 | Sep 7th 2025 at 10:39 AM | bettererprospecting_1.0.4.zip | 1-click install | ||
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Tweak: Add percentage-based stone search mode | |||||||
| 1.0.3 | bettererprospecting | 196 | Sep 6th 2025 at 10:40 PM | bettererprospecting_1.0.3.zip | 1-click install | ||
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Fix silver being ignored | |||||||
| 1.0.2 | bettererprospecting | 56 | Sep 6th 2025 at 9:38 PM | bettererprospecting_1.0.2.zip | 1-click install | ||
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Improve percentile calculation for rarity. Should be properly scaled to the whole world for each ore separately. PPT still own | |||||||
| 1.0.1 | bettererprospecting | 169 | Sep 6th 2025 at 11:13 AM | bettererprospecting_1.0.1.zip | 1-click install | ||
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Add debug mode for bug reporting ease | |||||||
| 1.0.0 | bettererprospecting | 155 | Sep 6th 2025 at 2:05 AM | bettererprospecting_1.0.0.zip | 1-click install | ||
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Initial release | |||||||
| 0.9.0 | bettererprospecting | 306 | Sep 12th 2025 at 7:54 PM | bettererprospecting_0.9.0.zip | 1-click install | ||
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Backport. No hot config, no aquifer | |||||||
Hiran ruins don't have a specific block associated with them. I'd need to whitelist all used ones. Also it's barely adjacent to prospecting. I could make something like "porosity" to count blocks vs empty air in a column but that's stretching it
How about "Geological Anomaly" scan that checks for ruins? Could work similarly to borehole.
Cryoflair cylinder
Regarding the borehole, is the shape a square, diamond, or circle?
Lupinta reprospect is mostly a relic of the past. Earlier you could change how the math worked and so you had to reprospect to change the readings values. Now i don't actually change the values of the prospected nodes directly in the save game; the ranges for what is considered very poor and ultrahigh is stored in save file and memory and the prospecting points are dynamically updated when the client or server needs to know the data.
Oredata clears the current in-memory values for what is considered very poor/ultrahigh per each node and then checks all existing readings by all players to construct the data. Thus i recommend reprospect >oredata, but reprospect is only really needed for very specific circumstances that most people no longer will encounter.
Meant to respond about 40 minutes after your ping, but it works just fine now!
Thank you for updating the mod! It fixed the ultra high problem. Now everything is mostly green because of high+ ratings, but everything isnt ultra high, just one or two resources per prospect which should be just good ore-luck.
Also did /btrpr resprospect. What does /btrpr oredata do?
KnewOne
I understand that. But the R key will remain the default, so I left it as R. Usually, things like that aren't translated. By the way, it's a funny coincidence that the letters R (Rock) and К (Камень = rock, stone) are on the same physical key on the keyboard.
Well done mate, as far as i can see you've done it. after an hour of playing the readings havent reverted and new readings are giving decent, poor, etc.
VarianVarnum, Huw, Lonn lease check if new version fixed for you
E: okay i think i've found the bug and i'm not going to disclose the specifics, but it's very dumb
Just want to add to the pile that I too am experiencing absurdly high and low reading, only briefly fixed by the two commands.
Huw the old ones are imported when the oredata is ran, it shoudln't matter, unless there's a bug that i cannot reproduce. Copy your world, disable all mods except this, check if this behaves properly. if not, send me a copy of the world before you entered with no mods.
If it behaves correctly, start enabling mods in halves until you find the culprit mod. None of what you listed could afffect with what i'm thinking. It's something much more general that itneracts with prospecting data, most likely.
Drop server and client logs, maybe something there but it'd have errored out
Im afraid im using a ton of mods so it probably is a conflict somewhere down the line. I have no idea about modding nor what variables may effect it, but the only mods i use that directly effect anything to do with stone/mining are prospect together, geology additions, geology map, juicy ores, more crystals, stone quarry, and terra prety.I'm sorry if thats not helpful but thats all i can think of with my nonexistent knowledge of what mods have a chance of effecting a mod like this. Only thing else i can say is that i added to a pre-existing world in which i had already made a lot of prospecting data points. You do say that you have to "feed" the algorithm to teach it, would it be possible that having all those pre-existing prospecting data points is reverting the new ones to a "diluted state", mixing the new with the old?
ChimMAG
is supposed to be a translation of first letter of "Rock"
Updated the Russian translation.
Huw steps to reproduce please. I've had this report over and over now and i cannot replicate myself. No other mods, from zero state setup. If it's a conflict with another mod, then please point me to the mod and scenario in which it happens. If it occurs on a new world with the mod disabled at the start, created the nodes, relog and enable the mod and it fails, i can look into, but i need a proper bug report. In the discord channel preferably because i need the logs as well.
Seems that when using the commands /btrpr oreData and /btprpr reprospect the accurate readings show for a short while then revert to the ultra high ultra low readings
Hiran updated compat with prospect together. Stone readings will not be in prospect together unless the mod author and i agree on how to make it work, because his code doesn't allow me to keep my preferred format
Prospect Together support is not working.
Prospects in the new areas are not showing in ProspectTogether Restarting the game fixed this. No idea why.
Info on stones is not being added to ProspectToghether
Confirmed in original world: the issue only occurs when in windowed and not maximized mode. as soon as i maximize, everything works fine. if i resize window to >almost< fill screen, it works fine. but if I go any smaller (enough to see info in another window at same time), it no longer shows the dropdown. I'd guess it's probably displaying the dropdown even when not maximized, just fully off my screen. :) Thanks again!
KDLynch oh lol. funnily enough, i use windowed with borderless gaming and it has never been an issue for me
KnewOne may have found it... not a mod conflict. i suspect base game bug? you get no dropdown in windowed mode, but when i maximized it worked fine. gonna go back to original world and double check that in a short bit, but this looks like it has nothing to do with BetterEr Prospecting, or any of the mods I've installed. :)
Certainly on the culling down on my end to figure out where the mod conflict was, I was not expecting you to do that, that's a .me. problem. :) I jumped to the conclusing because it had been working, and the only change made was updating your mod (and apparently going to windowed mode, which seems to be the real issue). I apologize for any effort I've caused you into looking into this. And thank you so very much for making the stone addition! :)
KDLynch it's a 403 status there. Like, listen, i'm not really into looking at a 150 mods modpack logs. If it's broken on new worlds for you, i need you to disable all but my mod ( well and the misc like configlib and whatnot ), check if it works. If it does work, it means it's a conflict. At that point you start enabling mods in halves until it breaks again, then you start disabling in halves until you home in on the mod causing the issues and then you give me the name of the mod. I don't mind fixing bugs but i'm not looking forward to downloading all the mods from the comma separated list of strings and then figuring out which mod is breaking the interactions. It's just not fair with regards to the developer
go up to the VintageStory directory at that url, I uploaded all the logs there. If it doesn't work on this new world (with all mods), i'll start culling mods to see if i can track down a conflict (mebbe with the few geology type mods?)
KDLynch oh, uuuh, the assumption was that it doesn't work with only my mod. If there's mod conflicts then i need a finger pointed at the mod. And the logs for server/client obv.
No luck on toggling stone mode readings (or enable stone mode), tried both toggle off/on & read map; and toggle off - read map - toggle on - read map. (map closed each time i went to toggle something. trying a new world now (takes a bit, as i am running 150ish mods). will send client log after that test and game is shut down. (well, new test didn't work... screen was pure brown with the word 'brass' written on it upside down and reversed o.O couldn't see world at all, other than me moving on minimap ... lol)... here's the client log... you'll want to be at line #2187 and above (i attempted new world at line #2188)
https://rubidiumhexafluorosilicate.com/VintageStory/client-main.log (seemed too long to do as spoiler)
KDLynch should be like this. If this fails for you, drop me the client log. But also try toggling the stone mode readings, opening/closing map, try on new world/old world. Best to contact in the discord channel tho
KnewOne thank you so very much!! :) the only thing that appears to not work now is the 'Prospecting' dropdown to the side of the minimap... it's on Everything, but no drop down... wasn't sure that'd work for stones, but doesn't let me select copper either (i do have one node with copper and coal... gonna go get another one to see if it's just a 'need more than one node with x ore' thing --- nope, have several, still can't use that 'Prospecting' dropdown)
It was mentioned before on the 'ultra high' response... i'm not sure what qualifies as 'ultra high', but thought you might like to see this:
@ -6
15.1.2026 16:02:14 [Chat] Area sample taken for a radius of 64:
Found the following rock types
Andesite: 36.3 %
Granite: 22.82 %
Wacke: 14.31 %
Pyroxenite: 9.23 %
Slate: 7.35 %
Conglomerate: 5.75 %
Diorite: 4.01 %
Limestone: 0.21 %
Peridotite: 0.01 %
White marble: 0.01 %
Basalt: 0.01 %
@ -6
15.1.2026 16:03:51 [Chat] Saving game world.... @ -1
15.1.2026 16:04:51 [Chat] Area sample taken for a radius of 64:
Found the following rock types
Andesite: 40.09 %
Granite: 36.19 %
Wacke: 7.62 %
Slate: 6.63 %
Diorite: 3.61 %
Pyroxenite: 3.48 %
Conglomerate: 2.12 %
Limestone: 0.2 %
Chert: 0.04 %
Basalt: 0.01 %
White marble: 0.01 %
@ -6
15.1.2026 16:04:58 [Chat] Found 0 traces of ore in this area (guide):
@ -6
15.1.2026 16:05:48 [Chat] Ok, waypoint nr. 98 added @ 0
15.1.2026 16:06:01 [Chat] Lost 5 hp by a wild boar (Creature) @ -5
15.1.2026 16:06:21 [Chat] Lost 5 hp by a wild boar (Creature) @ -5
15.1.2026 16:06:39 [Chat] Found 1 traces of ore in this area (guide):
Ultra high Borax (mineral) (0.13‰)
@ -6
15.1.2026 16:06:45 [Chat] Area sample taken for a radius of 64:
Found the following rock types
Andesite: 38.87 %
Granite: 19.54 %
Wacke: 14.89 %
Slate: 7.75 %
Pyroxenite: 7.51 %
Conglomerate: 5.49 %
Diorite: 4.53 %
Limestone: 1.29 %
Basalt: 0.13 %
White marble: 0.01 %
@ -6
15.1.2026 16:08:45 [Chat] Area sample taken for a radius of 64:
Found the following rock types
Andesite: 34.39 %
Wacke: 18.24 %
Granite: 13.5 %
Pyroxenite: 12.4 %
Conglomerate: 8.66 %
Slate: 8.31 %
Diorite: 3.4 %
Limestone: 0.85 %
Basalt: 0.24 %
Peridotite: 0.01 %
White marble: 0.01 %
@ -6
15.1.2026 16:08:53 [Chat] Saving game world.... @ -1
15.1.2026 16:09:49 [Chat] Area sample taken for a radius of 64:
Found the following rock types
Andesite: 33.8 %
Pyroxenite: 20.28 %
Wacke: 15.62 %
Granite: 13.63 %
Conglomerate: 8.18 %
Slate: 7.59 %
Diorite: 0.9 %
Basalt: 0.01 %
Soapstone: 0.01 %
@ -6
15.1.2026 16:09:57 [Chat] Found 3 traces of ore in this area (guide):
Ultra high Bituminous coal (4.7‰)
Ultra high Borax (mineral) (0.54‰)
Ultra high Copper ore (native) (0.03‰)
@ -6
KDLynch check out
Aceolu 3 to break functionality won't be in for the new density. The reason is that it's annoying to track and i'd rather not
Would it be possible for an optional config option to restore the behavior of needing to break 3 blocks in a short distance of eachother to get the prospect reading?
I know it sounds a bit silly, and the "NewDensityDmg" config is there for balancing, and I know alot of people find it annoying, but idk, I didn't mind needing to break 3 blocks, and I feel like only breaking 1 block to get the reading of an entire chunk's area is a little silly, and you could just have the option turned off by default
DramaChris it is accurate to the block but it has a radius on it by default, so that it checks a cylinder. Maybe that's why you think it's inaccurate
Out of curiosity, how precise is the borehole mode?
I had assumed that it gives exact blocks or ores on exactly the block we use it on, but in my testing it seemed to be a bit more loose.
Russian translation. Completely updated, the previous one was incomplete.
{
"density-block-based": "Modo Densidad (Búsqueda de largo alcance, basada en estadísticas)",
"node": "Modo Nodo (Búsqueda de alcance medio, exacta)",
"proximity": "Proximidad (Búsqueda de corto alcance, exacta)",
"closest-ore-is": "¡El mineral más cercano está a {0} bloques de distancia!",
"closest-ore-not-found": "No se encontraron minerales en un radio de {0} bloques.",
"promimity-vague-ore-nearby": "Se encontró mineral cerca",
"proximity-vague-ore-not-found": "No se encontraron minerales cerca",
"borehole": "Modo Perforación (Búsqueda basada en radio de cilindro vertical)",
"borehole-no-filter": "La perforación no ha sido configurada para buscar ninguno de los tipos",
"borehole-sample-upside": "Las muestras de perforación solo pueden tomarse desde la parte superior del bloque",
"borehole-sample-taken": "Muestra de perforación tomada.",
"borehole-not-found": "No se encontraron resultados",
"borehole-found": "Se encontró lo siguiente:",
"stone": "Modo Piedra (Búsqueda de largo alcance para piedra)",
"area-sample": "Muestra de área tomada para un radio de {0}:",
"no-rocks-near": "No hay rocas cerca",
"found-rocks": "Se encontraron los siguientes tipos de roca",
"stone-mode-blocks-away": "{0}: a {1} bloque(s) de distancia",
"debug-bad-ppws-key": "[BetterEr Prospecting] Se encontraron claves de mineral no incluidas en la lista prospectable ppws. ¿Es intencional?: {0}",
"debug-bad-ppws-key-expected": "[BetterEr Prospecting] Las claves esperadas son: {0}",
"_comment": "Estas son secciones para configuraciones",
"Density": "Densidad",
"Proximity": "Proximidad",
"Stone": "Piedra",
"Borehole": "Perforación",
"DebugMode": "Modo Depuración",
"AtLeastOne": "Debe seleccionarse al menos uno",
"EnableDensityMode-setting": "Activa el modo densidad",
"EnableDensityMode-description": "",
"OneShotDensity-setting": "Modo densidad de un solo uso",
"OneShotDensity-description": "No tiene impacto si el nuevo modo densidad está activado",
"NewDensityMode-setting": "Usar nuevo modo densidad",
"NewDensityMode-description": "Reemplaza el modo vanilla con el nuevo modo densidad",
"NewDensityDmg-setting": "Daño de herramienta del nuevo modo densidad",
"NewDensityDmg-description": "Daño de herramienta para el nuevo modo densidad",
"LinearDensityScaling-setting": "Escalado lineal de densidad",
"LinearDensityScaling-description": "Hace que las lecturas del propick vanilla escalen linealmente (0-1) en lugar del rango predeterminado 0-0.75. Esto afecta todas las lecturas del propick, no solo el nuevo modo densidad. Funciona instantáneamente. Siempre activado para el nuevo modo densidad",
"AddProximityMode-setting": "Activar Modo Proximidad",
"AddProximityMode-description": "Activa el modo proximidad. Busca el mineral más cercano. Basado en esfera",
"ProximitySearchRadius-setting": "Radio de búsqueda del modo proximidad",
"ProximitySearchRadius-description": "Recomiendo valores bajos para que el modo nodo siga siendo útil (si está activado)",
"ProximityVagueDescriptors-setting": "Descripciones vagas de proximidad",
"ProximityVagueDescriptors-description": "Muestra mensajes sí/no al usar prospección por proximidad en lugar del conteo exacto de bloques hasta el mineral más cercano",
"ProximityDmg-setting": "Daño de Proximidad",
"ProximityDmg-description": "Daño de herramienta para el modo proximidad",
"AddStoneMode-setting": "Activar Modo Piedra",
"AddStoneMode-description": "Activa el modo de búsqueda de piedra de gran alcance con distancia exacta al bloque. Basado en esfera",
"StonePercentSearch-setting": "Porcentaje de búsqueda de piedra",
"StoneSearchRadius-setting": "Radio de búsqueda de piedra",
"StonePercentSearch-description": "Si está activado, el modo piedra muestra el porcentaje de rocas encontradas en relación al total de rocas encontradas. ¡Inmersión!",
"StoneSearchRadius-description": "Radio de búsqueda del modo piedra",
"StoneDmg-setting": "Daño de Piedra",
"StoneDmg-description": "Daño de herramienta para el modo piedra",
"AddBoreHoleMode-setting": "Activar Modo Perforación",
"AddBoreHoleMode-description": "Un modo de línea recta. Solo informa al romper la parte superior del bloque, escanea el mundo hasta el fondo y reporta los bloques seleccionados (cualquiera o ambos: bloques de mineral y piedra)",
"BoreholeDmg-setting": "Daño de Perforación",
"BoreholeDmg-description": "Daño de herramienta para el modo perforación",
"BoreholeRadius-setting": "Radio de Perforación",
"BoreholeRadius-description": "Radio para el modo perforación. 0 crea una línea",
"BoreholeScansOre-setting": "La Perforación Escanea Mineral",
"BoreholeScansOre-description": "Permite que la perforación escanee mineral",
"BoreholeScansStone-setting": "La Perforación Escanea Piedra",
"BoreholeScansStone-description": "Permite que la perforación escanee piedra",
"DebugMode-setting": "Activar Modo Depuración",
"DebugMode-description": "Activa mensajes de depuración en el juego"
}
here's a updated version including new strings working on es-es.json too
fair enough, thank you for considering it. :)
KDLynch it is doable, i just am not sure if i want to do that. I'll put the idea on a backburner
Would it be possible to add the Stone prospecting data to the markers on the map when one does Ore prospecting? (as an option would be ideal, if this is even possible)
Hiran i quite like that idea. Will add in next minor version
Could you add config to change proximity mode into "vague version" so that it wouldn't tell us exact distance, just "There seems to be some ore nearby.".
Lupinta did you add the mod halfway the world ? Is it ultra high for every single node for every single ore ? If you filter to sphaletire, do you have multiple readings ? Are they all ultra high ? Does this happen on only old world or on new too ?
What happens when you run (/btrpr reprospect) and then (/btrpr oreData) ? What about restarting the world after that ?
This Mod works in 1.21.6
However it sets all previous prospecting markers to be Green and displaying Ultra high {ore} (percentile) e.g. Sphalerite (1%o)
KnewOne is it possible to keep the colors of markers or atleast not make everything green?
Lonn contact me in the discord. i'll need your save file where this is reproduceable with STR
KnewOne Im running 2.1.0
I ran the command oredata then reprospect then oredata then reprospect, (double ran the commands) so i have 0 idea why the data keeps resetting to Ultra high when i start my world back up, i did delete some files in the cache, moddata and modconfig, deleted and reinstalled this mod. I used to have prospect together but have deleted it because it "broke" when running the reprospect command.
Lonn is the mod version the latest one ? The sticking thing was something i had to fix in recent patch. oredata removes from save file and the runtime memory and then tries to backfill ores, and the backfill is fetching of save data of all player readings and the ppt highest/lowest filling. Meaning the proper order is reprospect into oreData.
KnewOne
So... i did something when i was trying to diagnose another mod and now this mod is acting..... erratic.
When i hop into my solo world, all the readings from every prospecting, old and new (from screwing around in the game/mod files) reads Ultra High regardless of % or actual previous readings. /btrpr reprospect fixes this and i have done /btrpr oredata followed by reprospect then doing both commands again to try to purge the bad data but it wont "stick" every restart = Ultra High.
And when i begin prospecting new areas, all of the other previouse locations i prospected will slide from their readings generally trending higher on the ratings (low -> med -> high e.g)
I've also removed and reinstalled the mod.
Is there anyway to purge all the prospecting data from the save and just restart with new prospecting or did i screw this save up enough to warrant a new playthough?
KnewOne Thank you! That answered it perfectly!
Vakothu well, technically speaking it's cuboid of radius 32 around the block you prospected on. So it's actually 65x65 rectangle around broken block. So different blocks in the same chunk will give different results, unlike how prospecting together does its thing
When you say 'the 2x2 chunk around you' does this mean along the actual chunk borders that you're closest to the middle of, or just 32x32 blocks?
Thanks. No I was just asking how I should read the results.
Samaya THe higher the percentile, the more ore there is in the 2x2 chunk around you. You're free to do whichever approach you think is better. I'm not an artiber. Considering how ore generation works, ore isn't concentrated in 1-2 chunks, but a big group of them usually.
@KnewOne
So I think I understand that.
What I'm unsure about is this. If I prospect in a line, and the percentile of let's say copper gets increasingly higher, that means there's an increasing amount of copper in those prospected chunks right?
But, should I only dig for copper in the chunks the highest percentile, or would it be worth it to dig in the surrounding area, with a slightly lower percentile, as well?
*Btw how do I tag people I'm responding to? I'm not seeing a quote button
Samaya when you prospect the first time, the system lookg at every ore found and calculates their amounts in absolute units. Those are immediatelly made into ppt that you see in the () brackets. Then the system looks at its data for each ore. Since this is the first reading, it puts this value as the ulrahigh because it's the highest it has ever seen. This reading's value is set as the highest and the lowest found.
When you prospect again at another place and get a higher reading, that reading becomes the new highest and the previous remains the lowest. The current one is made ultra high and the previous is now marked as very poor.
You prospect again, the reading is between the two previous; thus it linearly finds the percentile between the highest and the lowest and assigns the percentile text very poor<>ultrahigh.
If you mine all the ore and prospect again, the reading will be different because the actual amount of ore changes, but the system still remembers the total highest and lowest values, so the same place can become lower value if you manually prospect again or run the reprospect command.
This approach was chosen because it makes this automatically adjust for any ore generation mods or any configs for world ore multiplier at the cost of first several readings being wacky. You can still rely on the ppts - anything lower than 0.10 for abundant ores or lower than 0.05 for rare ( like native copper ) usually ends up being on the lower side.
Whenever you make a new reading for an ore, the previous readings are automatically adjusted when you look at the on the map.
By the way, prospecting result is exactly 4 chunks in a square centered on you, so you can get all the readings by prospecting every 32*2 = 64 blocks, but for better exact spot you can still prospect more often.
So how does the density mode work now exactly? If the density search gives you like a ultra high result, you dig there, you find ore and you exhaust the vein. Now I prospect a couple of chunks away, and it gives me an high result, does that mean that beneath the ground there is still ore to be found?
So do the percentils now mean that in the chunk you prospected, and you get for example a 1 percentile result, does that mean that there is definitely ore in that chunk? And lightly further away, you get a 0,8 percentile result, does that mean that there's still ore in that chunk just slighty less?
I hope I'm explaining myself right
KnewOne
Ah ha! Found the issue, I'm using Simple VS Manager and had an issue with config paths from when i installed mods before switching to the manager, I reinstalled VS and the manager, reinstalled mods so that all the pathing is correct and issue resolved.
:) i love modding conundrums
Lonn pics or didn't happen
In all serousness, i don't think i can actually impact the map flicker. I only change the reading factor, and that happens before map is fully drawn
KnewOne
Thanks M8
I did have an issue with the map "flickering" with the different layers periodically dissapearing and reappearing, and random areas of the map doing this,
I never saw a "oredata" command completed message and never got any lag spikes.
I did notice that doing the reprospecting breaks prospect together and sets all info to "high" oh well, thats the other mods issue.
I think the "flickering" issue might be due to a potential conflict with GiMap, If i have the issue again i'll verify by pulling the logs.
otherwise Great mod!
breadv25 i don't see anything out of ordinary. if your propick has no modes on F and behaves like a regular pick, then the propick item has conflicts with another mod. test how it behaves when only this mod is enabled. on the offchance that it still doesn't work with only this mod, clear your mod cache folder and update the game if it's not. if it's working with only this mod, start enabling other mods in halves and then find the mod that conflicts with this mod.
KnewOne is this what the config is supposed to look like?
breadv25 check config
this mod doesnt work for me, it just makes prospecting picks function like regular picks
Lonn i have noticed an issue with how the mod was saving the data to the save file, but i'm not sure this is your specific issue. Regardless, i'd recommend updating and running the ppt dump and backfill routine
/btrpr oreData iAcceptLagfestNot sure if its a bug but will post here,
When i used the /btrpr reprospect command in my singleplayer world, all readings for all prospected zones switch to "high" despite the actual previous ratings.
DeeTales that mod only changes locale strings, no impact on other mods
Might this be compatible with Which Ore Is This? Or will they conflict by both altering the Prospecting filter?
Uxion glad it worked out of you cause that thing would suck to debug
Oxygen220 is your map filtering to a certain ore or all ores ? If all ores then the game picks whichever is the highest reading, with low amounts of readings they are high-heavy for reasons
Have you done many prospectings across a wide zone or just small area ? If small area then they aren't very accurate because you're comparing the same small area's output. Read quirks
Hey, I made a world, did a little prospecting without the mod like 5-6 points then downloaded the mod everything immediately went green high or ultra high?
I deleted them all thinking maybe need some fresh readings and ive done about 18-20 so far and its all still green?
Print screen of map
Update: It looks like I downloaded the v1.21.6 (v2.0.0) of the mod while the server is at v1.21.5 (v1.4.0)
Original Post:
Hi, I added this mod on an existing server, but whenever I open my map and mouse over the existing prospecting points, my game (not the server) CTDs.
In addition the prospecting pick acts more like a regular pick and no longer offers function switches, but I assume that is as intended.
Running on 64 bit Windows 10.0.26200.0 with 32532 MB RAM
Game Version: v1.21.5 (Stable)
12/28/2025 8:45:20 AM: Critical error occurred
Loaded Mods: decor@1.3.1, hangingoillamps@1.0.5, millwright@1.3.0, MoveLikeKaji@0.0.7, overhaullib@1.13.2, particlesplus@2.3.1, primitivesurvival@4.0.0, game@1.21.5, vsimgui@1.1.15, wildfarmingrevival@1.4.2, aculinaryartillery@2.0.0-dev.6, alchemy@1.7.21, animalcages@4.0.1, egocaribautomapmarkers@4.0.3, awearablelight@1.1.4, bettererprospecting@2.0.0, betterfirepit@1.2.0, betterruins@0.5.2, carryon@1.12.1, combatoverhaul@0.10.12, commonlib@2.8.0, configlib@1.10.8, cooperativecombatrework@1.0.0, extrainfo@1.10.1, foodshelves@2.3.2, fromgoldencombs@1.9.4, maltiezcrossbows@1.6.8, maltiezfirearms@1.3.6, nbcartographer@2.2.1, petai@4.0.1, smithingplus@1.8.3, stonebakeoven@1.2.0, creative@1.21.5, vsroofing@1.0.16, survival@1.21.5, armory@1.5.3, expandedfoods@2.0.0-dev.6, em@3.3.3, playercorpse@1.12.0, shearlib@1.2.0, stonequarry@3.5.1, exoskeletons@0.4.3, wool@1.8.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.GameContent.OreMapComponent.OnMouseMove(MouseEvent args, GuiElementMap mapElem, StringBuilder hoverText) in VSSurvivalMod\Systems\Prospecting\OreMapLayer\OreMapComponent.cs:line 103
at Vintagestory.GameContent.OreMapLayer.OnMouseMoveClient(MouseEvent args, GuiElementMap mapElem, StringBuilder hoverText) in VSSurvivalMod\Systems\Prospecting\OreMapLayer\OreMapLayer.cs:line 268
at Vintagestory.GameContent.GuiDialogWorldMap.OnMouseMove(MouseEvent args) in VSEssentials\Systems\WorldMap\GuiDialogWorldMap.cs:line 318
at Vintagestory.Client.NoObf.GuiManager.OnMouseMove(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 447
at Vintagestory.Client.NoObf.ClientMain.OnMouseMove(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 2082
at Vintagestory.Client.NoObf.ClientPlatformWindows.UpdateMousePosition() in VintagestoryLib\Client\ClientPlatform\Input.cs:line 113
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 102
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 1
==================================
{ TimeGenerated = 12/14/2025 6:39:20 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.5.0, time stamp: 0x67fe0000
Faulting module name: openal32.dll, version: 1.23.0.0, time stamp: 0x63dd31ad
Exception code: 0x40000015
Fault offset: 0x00000000000df046
Faulting process id: 0x7564
Faulting application start time: 0x1dc6d522c1aa3b6
Faulting application path: D:\Program Files\Vintagestory 1.21.0\Vintagestory.exe
Faulting module path: D:\Program Files\Vintagestory 1.21.0\Lib\openal32.dll
Report Id: 9855d0b4-0939-41a5-93b0-36f93f678253
Faulting package full name:
Faulting package-relative application ID: }
MightBeAPotato from a cursory look, it does see those ores, but only those with an oremap. For example, titanium is not visible. But it is restricted in what is visible according to the vanilla restrictions.
Would there be compability issues with this and the Underground Mines mod? Since that mod makes it so extra ores spawn in the mineshafts and this prospecting mode looks for actual ore blocks. I also use Interesting Ore Gen.
Why you looking at Interesting Ore Gen? 👉👈
Glad to see things progressing though! From what I've tested it works well so far, more feedback to come later.
2.0 version changed how the new density mod works. Intention was to make it more broadly compatible ( looking at you, interesting ore gen ), while not creating a lot of tedious compat work.
The new system is much more precise at the cost of being slightly weird when making first readings. If you don't want to explore the world for your second X deposit, you can always look at the PPT values to decide if it's worth it.
I have retired uplifting switches, since now all ores are visible, as well as multiplires to scan radius and ore count multiplier. The latter is no longer useful, the former i'll consider adding sometime in the future
I'll appreciate any feedback.
From125 default is radius 8 i think. You can adjust. Setting to 0 makes it a single block column
KnewOne, thanks! That makes a ton of sense. I went vanilla and mapped a big region - got Borax but never more than minuscule amounts. Weird in the case of Halite and Lignite, because I only missed readings. Anyway, thanks for the reply mate and thanks again for the mods!!
how wide is the borehole mode, or it is just an 1x1 block all the way to the mantle ?
csuarezmtz olivine has no ore map. the mod sees it, but it's not present in the expected list. it being missing is expected.
I can also confirm that borax and galena are visible.
Same with lignite.
The issue is that your prospecting settings are such that it just fails to recognize a big enough amount of ore to pass the minimal amount. I'm torn between how to handle this. Factor ( the quality word ) has been a constant pain for me. I have been considering alternative approach to it, but it's very much in progress. It would also possibly break prospecting together and idk if i want to deal with people pestering me regarding making it work for a mod whose dev i can't even reach when i am debugging and finding weird behaviours
Hi dude! Awesome mod, I love the borehole option - great addition!!
I can confirm that there seems to be a problem with some ores (Olivine is confirmed and shows up in the debud mode), I can confirm this also affects Borax, Lignite and Halite. Tested by:
1. finding a lignite deposit
2. prospecting with mod "ON" - shows Galena, Copper, Bismuthinite and Hematite.
3. Close game, turn mod "OFF"
4. prospect the same place - shows same as before plus: borax, lignite, halite.
I have no idea of how to copy the debug mode output, but it showed a message like "result 'olivine' has not oremap is this expected?" "expected results (and a whole list including lignite and the rest of mentioned missings).
Please let me know if I can help troubleshoot this. Absolutely love your mods.
Sparkplug04 i'm kinda lazy tbh. You can just enable debug mode and go prospect a bunch. Whenever it encounters an ore that doesn't have an oremap it will write it down.
Borax might be a case of low percentile readings tbh. I've added some functionality for multiplication/division of search radius/counts to make that easier
KnewOne Okay, now I'm curious. Do Borax and Sulfur also fall under that issue and lack oremaps? I found a surface spot of borax after hunting thousands of blocks for it and the propick could never spot it for me, alongside some sulfur lurking about.
Dani3l1986 this is intended behaviour. Olivine doesn't have an oremap and is not visibile with the game's default density search; the mod simply follows this.
You can see this if you turn on debug mode; it will print everything density mode found, but will only count/show those that are in the list used by the default density.
Should be still visible with borehole since it didn't put those restrictions there
I was standing on top of a large Olivine deposit but the reading for density or stone didn't show any. The Bore mode did show it. Is this normal for Olivine or a bug ?
Dyrian it follows the same logic as base game - halite shows on density
Does halite show up normally in the first mode or do you have to look for it in the stone mode?
New version added a counter divider for the total blocks counter.
I guess its just a weird coal spawn then, we hadnt gotten any black coal readings at this point after quite a lot of prospecting so I was getting suspicious that something weird was going on. But I have now actually found some areas with readings for it, so everything seem to work fine.
Brumes low amount by the looks, yeah
KnewOne I don't use Discord, so I don't think that would be very usefull. We're not running interesting ore gen, or any mods that would affect ores AFAIK, Only Terra Pretty that might do something to world gen.
Here is what I get with uplift and debug mode turned on:
Found 8 traces of ore in this area (<a href="handbook://gamemechanicinfo-prospecting">guide</a>):
Poor <a href="handbook://item-nugget-nativecopper">Native copper</a> <font color="#CCe0cfbb"> (0,05‰)</font>
Poor <a href="handbook://item-nugget-sphalerite">Sphalerite</a> <font color="#CCe0cfbb"> (0,23‰)</font>
Poor <a href="handbook://item-nugget-magnetite">Magnetite</a> <font color="#CCe0cfbb"> (0,67‰)</font>
Poor <a href="handbook://ore-lignite">Lignite</a> <font color="#CCe0cfbb"> (0,12‰)</font>
Poor <a href="handbook://ore-bituminouscoal">Bituminous coal</a> <font color="#CCe0cfbb"> (0,73‰)</font>
Poor <a href="handbook://item-nugget-nativesilver">Silver</a> <font color="#CCe0cfbb"> (0,04‰)</font>
Poor <a href="handbook://item-nugget-nativegold">Gold</a> <font color="#CCe0cfbb"> (0,04‰)</font>
Poor fresh water aquifer detected.
[BetterEr Prospecting] Uplifted to poor: 0 -> 0,15 for nativecopper (P-All), 0,0284 -> 0,15 for sphalerite (P-All), 0,06 -> 0,15 for magnetite (P-All), 0 -> 0,15 for lignite (P-All), 0 -> 0,15 for bituminouscoal (P-All), 0,0046 -> 0,15 for silver (P-All), 0,071 -> 0,15 for gold (P-All)
Based on that it just looks like there is so little bitumous coal here that it doesn't normally get displayed?
Here is a list of the mods we are running:
I found some bitumous coal in a cave, but when I take a density reading there there is no black coal in the readout, nor anywhere around it.
With the way I understand this mod to work, I should only get a reading if that ore is actually present,
but I don't understand this situation where it is not showing an ore in the readout that I know for certain is actually present, am I misunderstanding how this density readings with this mod work?
Or is there a possibility of false negatives, and if so, what causes them?
KnewOne I opened a PR for a translation on GitHub :)
I love how the mod's proximity search tells you the distance if no ore is found "No ore found in 5 block radius.". I wish vanilla would state that in the node search.
Also I think node search is on by default now and set to a 6 radius. I haven't change it in my world config at the start and it's set to 6 and turned on. I'm refering to the mod's discription.
vipasva while that is extremely weird, it is most likely not connected to the mod. The act of reloading fixed the disparity that was caused by something. I don't modify ores, i only read their contents
i am playing on 1.21.5, and a few of the ores i found had the stone texture insted of the ore, i was looking for brown coal and was mining stone when they started droping coal i turned off the mod and the stone returned to the brown coal texture
https://files.fm/u/8sqsmtbutk
gobstar can't really tell you anything that would satisfy you. That's exactly the intent behind how those scale words work. It's relative to the ore's abundance based on its generation's distribution. Bismith has more variance for radius, but more importantly it's 16 tries per chunk vs cassiterite's 7. You will on average have more bismuth discs but it will have the same average distribution. Well, with some caveats like bismuth being triangle and cass gaussian, but that's minor.
Hii. The current Scale is completely mismatched with the current Per mille format, which is driving me crazy.
The situation was as follows: I was searching for Tin, and the mod showed Very high (0.23), whereas without the mod it was Very poor (0.03). At the same time, Bismuth was Poor (0.74) without the mod poor (0.7). I started digging but didn't find a single tin deposit; when I checked with x-ray, there were only a couple of them, while there was plenty of bismuth.
The possible issue might be related to the Terra Pretty mod for world generation.
KnewOne that was the issue! Thanks! Works like a charm again
ChiefKrogan do you mean borehole ? Since 1.2.5 borehole has a radius setting. It's probably defaulting as 8 for you since you've updated right away. Instead of showing the singular column i made it a cylinder to avoid making its spam too strongs and to encourage using other modes. You can change settings to radius 0
Top-down prospecting is broken since 2 updates ago. It used to work flawlessly and now I constatly get false positives. It's become redundant to even use it - for example I am currently looking for tin in an ultra hight casserite area and 5 times did borehole detect said ore, only for me to mine down to 20 and no Casserite. Did you change how it works somehow?
nSwift what do you mean "long distances" ? Which modes show and which do not ? Can you also check if using the vanilla density prospecting also shows quartz ? Do you mean that only node mode shows quartz ? Afaik, quartz doesn't show on vanilla density. The modes other than node are modified versions that use the same core logic. In vanilla, quartz is considered a rock with no ore map and no handbook page connected to it. Halite(salt), by the way, is a rock that has an ore map and a link, which is why it's visible in density, but not in node - because node only checks ores. Borehole should show the rock if that mode is enabled. Sulfur should be visible since it's a rock with ore map.
https://wiki.vintagestory.at/Mining#Prospecting_(Systematic_Method)
KnewOne Hi. My ProPick stopped showing quartz and sulfur when searching long distances. What could be the problem, or is the mod not counting them as ore?
Sir_Pattrick can only suggest checking mod versions on both, trying to load the same world without other mods locally, sending full logs. This doesn't say anything other than the mod can't register a tool. Might be some other mod chaning propick class. Hard to say
I keep getting a critical error when I try to join the game my Wife is hosting locally.
oml THATS what caused my recent issues? so happy to see it resolved. i was having an aneurysm trying to figure out what was going on. good work!
Ryilo oh, my bad. The mod was accidentally removing ALL harmony patches instead of only mod's :D Fixed in 1.3.5
KnewOne : This update broke everything for me. Had to try in a new instance, with a new world, with a minimal set of mods, and when this mod with version 1.3.4 is activated it breaks configlib (no more mod configs), breaks knapster, etc...
Reverting to 1.3.3 solves the problem.
NaTajnacku 1.3.4 has two new settings to handle reading texts. Pick your poison
NaTajnacku most likely caused by vanilla having non-linear distribution of those values. I do have a solution or two in mind
Good mod but almost every reading saying ultra high, is there way to tune percentile map down?
Neon10 huh ? If you refer to the modes from the original BetterProspecting, then they're gone and i'm not going to add modes that just directly tell you where to go to get the ore. If you want the most cheaty prospecting possible, then just install block overlay and xray them. This is an attempt to make vanilla's density mode better. The other modes like borehole are just nice additions from older mods and are toggle-able off.
please either revert the removal of the 6 new modes or add a config to bring them back cuz i just updated and i hate the new system
Agouti that wouldn't really take that much to implement. I don't even need to check other mods existing; metals have a tier level, so i can just add it to proximity. Nevertheless, right now i don't really see adding that as a gimmick. Also stronger tool doesn't make it more efficient for prospecting, not very lore-friendly :P
Idea: Perhaps have an option for increasing search radius in Proximity for higher tier tools? Perhaps gold/silver/electrum, with lower durability but more advanced searching? Could get really fancy if Expanded Matter is also installed, titanium and all that.
BootlegLatvian when using default vanilla prospecting, you don't have to tap 3 times, just once. You still take 3 tool dmg
E: but also use the configlib, it's good
What does OneShotDensity do in the config?
Heya, really like this mod!
KnewOne Don't worry, I don't know why the Latin American version is called es-419 either. I guess it's some kind of standard.
NeoB my bad, i didn't know 419 was a legit file name
KnewOne No problem, although I see an issue with the files.
In the localization files, in this case, Latin American Spanish should be named “es-419” and “es-es” for Spain.
Promethion well, check that it actually has any modes enabled in the settings. it is indeed possible to disable all modes and use your propick as a pick. Honestly, didn't expect anyone to hit that scenario.
If your settings are enabling some modes and you don't see it, test in a new world with only my mod. If it works, it's a mod conflict, enable mods in halves until you figure out which mod causes the conflict
NeoB appreciated
getting a wierd issue where my prospecting pick has no mode select option and when I use it it simply makes the blocks drop rocks rather than actually prospecting, I'm not getting any errors or popups of any kind, so I have no idea why this is happening
When ever I do density search it shows no results in the chat but the other modes work does anyone know why?
Edit: I forgot to update the mod
KnewOne Wow, that was fast! Thank you!
Edit: The new change is a huge improvement! I ran /reprospect and the big copper fault vein I was testing on now shows a ~17 ppt density instead of "miniscule". Similar for a hematite deposit I haven't started exploiting but I knew must be huge. And I can now usefully hunt for a couple other minerals that were previously showing "miniscule" but now have an actual ppt readout. Thanks again!
Arcanum3000 hmm, actually, no, you're right. it's a bit confusing wording on my part. I've reworked uplifting. It will have better debug text and should now be useful separately for modded generators and base ores.
KnewOne Ahh, I see, thanks for the explanation.
I do have both AlwaysAddTraceOres and AddToPoorOres enabled. Maybe I misunderstood, but I thought I'd get a ppt readout with the new ore structures even if the percentile rating ("Poor", "High", etc.) is wrong or missing.
Arcanum3000 it's a chunk radius around the selected block. Chunk has 32 blocks, so it's a 32 block radius around the block broken. if it was made on a chunk-by-chunk basis, you'd need to prospect every chunk and it would get tedious very fast.
The issue linked is the issue with interesting ore gen specifically. Its generation uses a separate generator called tiltedAnywhereDiscGenerator. This is not, in fact, a disc generator in the slightest, so it won't even hook up to the disc generator calculator i am using, but then it would alsways show ultrahigh. The ore is found, but i only have it's amount, not its factor. Factor is a 0-1 number that is also a percentile of the ore blocks found relative to the distribution of its spawns. The TLDR fix of this issue is: either Ross adds support for his generators via a delegate, or you as the user enable trace upscaling + poor minimal level. Then you will see all ores that he changes generation as "Poor", but ppt will be corrrect- and you will need to use those metrics. In the screenshot, you can see "miniscule amounts of Native copper", so the propick found it, but couldn't categorize. You can check how the same prospecting will happen in vanilla; unfortunately the core issue is that Ross' propick code doesn't work very well atm.
Check 'compatibility' dropdown in the mod description.
Hi, I'm liking the mod (using it with Interesting Ore Gen), but I have a question and a bug report.
For the question, I think I'm a bit confused about how the new density mode works. I thought it was a simple block density calculation for the chunk you're testing in, but me getting different results from different positions in the same chunk suggests otherwise. Can you clarify what the new density mode is actually doing? Is it still just a simple block density calculation, just with some radius centered on the tested block?
For the bug report, I've run into one of the deposits that don't show up in the density search. I'm pasting the debug log below, and a screenshot of the (partially mined but still substantial) native copper deposit. I think it might be one of the new fault vein deposits from IOG. It seems large for a regular surface copper deposit.
Anyway, thanks for the mod!
25.9.2025 21:20:24 [Chat] Found 0 traces of ore in this area (guide):
Minuscule amounts of Cinnabar, Native copper, Borax
@ -6
25.9.2025 21:20:24 [Chat] [BetterEr Prospecting] Found ore keys not in the ppws prospectable list. Is it intentional ? : olivine @ -6
25.9.2025 21:20:24 [Chat] [BetterEr Prospecting] Expected keys are: lignite, bituminouscoal, anthracite, diamond, emerald, peridot, bismuthinite, cassiterite, chromite, galena, silver, ilmenite, limonite, hematite, magnetite, malachite, nativecopper, pentlandite, rhodochrosite, sphalerite, alum, borax, cinnabar, fluorite, graphite, halite, kernite, lapis, phosphorite, gold, sulfur, quartz @ -6
25.9.2025 21:20:24 [Chat] [BetterEr Prospecting] Found no predefined calculator for InterestingOreGen.Generators.TiltedAnywhereDiscGenerator), using default generator
[BetterEr Prospecting] Found no predefined calculator for InterestingOreGen.Generators.TiltedAnywhereDiscGenerator), using default generator
@ -6
KnewOne Thanks for the explanation. The new update with the proper radius seems to be working fine.
The_Revisionist yeah the code for the promixity was taken almost as is from the proximity prospecting mod and when i was looking at it, i noticed the same thing from when i was using that mod myself. Kinda didn't bother changing since it was fine either way, but it might be worth to redo it into proper circular discovery to avoid these scenarios. It's like a 50/50 easier understanding vs if it works it works kind of deal. Most of these block scans are done with the game's generic WALK function which only does cuboid, so radius is not a sphere but a cuboid radius, so to speak, but the distance is calculated with a distanceTo, which uses euclidian distance. The borehole now uses my cylinder approach. Kinda wanna do the sphere one after typing thi.
Is it normal that the proximity search mode sometimes can show a result distance that is greater than the set radius? E.g. if my set radius is 4, it can still say that the closest ore is 6 blocks away.
I think this is because it seems that the radius is counted so that dx<=setRadius, dy<=setRadius and dz<setRadius is still a valid distance to prospect at.
Example:
P
O
O
O
OOOOX
My max radius is 4. The ore is at X, I prospect at P. dX = 4, dY = 4 (between P and X). The reading I get is "Closest ore is 6 blocks away".
It seems like the distance is either calculated as Manhattan distance but not counting the start and end points, i.e. distance = (dx-1) + (dy-1) = (4-1) + (4-1) = 6. Or the distance is the true distance rounded, i.e. distance = sqrt(dx^2 + dy^2) = sqrt(16 + 16) = 5.7 ≈ 6
I'm fine with it either way, I'd just like to double check if I found a bug or it's the intended behaviour.
Riscmon_ingk right now it's just cuboid with radius centered on player. Might be a good idea to change to chunk column actually
Is stone mode searching by blocks or chunks?
SpaceMoth Not sure what you mean, but it's probably seeing some ore but digging down straight and it's not in the block column ?. For the 25 limit, ntent is to keep it full world penetration from the start, so the 25 is not really the way to go. Radius is configurable, and it was intentionally not a square but a circle. The change towards radius is how it's used to determine but not pinpoint ( unless you set low values or 0 )
The_Revisionist yeah should alter description. About the radius, should get to 0 yeah
Spent the last couple hours trying to find resources using the borehole and was confused why it kept showing a resource but not locating it.
I can understand the desire to balance. Maybe another option could be to make the cylinder to be 3 x 3, with a depth limit of say 25? So it can be used to determine where to dig but not so pinpoint.
I do agree about The Revisionist's comment to tweak the description as that is what threw me!
I think the cylinders work well, with the configurable radius it's really customisable. One small thing, the tool mode selection still says "vertical line based search" for borehole mode.
Also, I think it would be good to allow the borehole radius to be 0, i.e. reverting to a single vertical column, if somebody prevers that. Currently 1 is the smallest you can select in the mod settings menu (I haven't tested if it works with 0 by manually changing it in the settings file.)
I like the borehole cylinder idea, I'll play around with it a bit tomorrow to test it. Beforehand I'd increased the borehole durability cost to 10 to reduce the desire to spam it.
1.2.3 changed borehole to be a wide downward cylinder instead of single line. Intent is to reduce borehole spam over a supposed ore chunk and to not invalidate the node/proximity mode. Subject to change if feedback arrives
Guimoute you must be fun at parties
> No more false positive readings
Vanilla prospecting has no false positive reading. It shows probabilities.
/reprospect doesn't work on unloaded chunks and causes loss of data. I'll think about a solution, but for now just don't run it It won't update readings in unloaded chunks. Some edge cases might appear but that's the best i can come up with for now. Ideally you just never run this command
1.2.2 Should handle unloaded chunks. Be aware that it might spike RAM until the server unloads the chunks ( you can also just reload the server after running the command from the startup. The command should rarely be called.
Less hungry approach would be doing for select players - check /help reprospect
Note that since 1.1.12 density scaling is a bit off. Run /reprospect. You might see values that are ~ 1/2 of the previous ones. That is expected, but do make feedback.
I've decided to postpone the factor change. The PPT will however be scaled to 1/4th of the previous value to be appropriate. The reason being:
By making the radius search too small, players would need to sample like every other 16-32 blocks which is too tedious.
Making it too big would make the single-disc pockets be hidden on one side of balancing (cIrcumventable with the minimum of poor option, but still not ideal) or produce too many high and ultrahigh readings. Possible solution would be changing the percentile scale from current which starts with HIGH at 40 to something more linear.
I'll hold off keeping it too realistic unless feedback comes in about factor values being too high, which they probably are by a scale of 4x.
Awesome, quicker than expected. Yeah, we were running 2.2.13 HoD. I run the mod updater a couple times through the day and restart the server for folks when there's big enough stuff. Thanks for fixing it!
DigitalHare nvm i see the issue. Download new version
E: but also just update the HoD mod to >= 2.2.13
Hey, getting a disconnect and crash on my server with this mod and Hydrate or Diedrate's interactions. Not sure which is at fault, but I turned this one off and was able to prospect again without crashing.
0.9.0 backport is a godsend, thank you very much KnewOne
Dragonchampion check 0.9.0
Can you please make a 1.20 backported version?
berserkus well it shouldn't fail to load or break any logic. By the looks, jayu simply reads data manually, so he's not even accessing basegame's genproberesults, so i can't even hijack that.
The immersion answer is that you'll get fake data as well, but that's because it got moved there by a river
would something like Pan and Prospect work with this?
Interesting Ore Gen won't work with this for now beacuse it doesn't work with vanilla generator either. Ross will need to integrate with this
Until then i recommend using "above traces" mode if you're using IOG. If you want to see PPT, you would need to toggle upscaling to poor level too. PPT is still reliable though
FatherSarge i won't be adding support for other prospecting mods. The whole reason i made this was to reduce prospecting mod bloat. I don't mind adding more mods to this mode to accomodate different interests, so long as i doesn't clash with my design philosophy. The line from that mode is what inspired borehole. I made the specific decision to avoid allowing it to go sideways and that won't change. As for the area, which is basically the node mode with a different config value, i'd rather not touch that unless i want to.
For the tin: that is probably a bug, i'll investigate why it's not reading. Please, use the debug mode in the future to make this faster
It might sound a little overkill... but would it be possible to make this compatible with the various modes available in Absolute Prospecting? I believe the modes in there are additive so it may work out the box if you mod doesn't replace everything.
Thanks for taking a stab at the current state of density mode! And I can confirm it works with Better Prospecting just fine.
For anyone trying to use this with Interesting Ore Gen... it is going to miss ore (staring at a huge amount of tin with no blip in the reading). Hopefully Ross can make them work together now.
TotallyNotASmurf krill issue
Lielac yeah aquifers just work like that. They don't have any world blocks to them so they can't be counted.
Anyways, it works now, but it's a lot of reflection, so it might be unnoticeably slower. Should be somewhat better sometime soon when the dev does refactoring and makes it easier to work with
Insanely enough, I am getting some really bad readings with density search on my current world's vicinity. Its been 13 hours...and no copper vein in sight.
Maeyanie oh same thing as vanilla yes. Kinda have to agree with how base game does this tbh
Don't forget that those are ppt, not percentages.
That would be what "per-mille" means, yes. "%o" is just the closest I can get to the right symbol on a standard keyboard, and shouldn't be interpreted as me saying "per-cent o"... I'm not quite that dumb. 😉
But, I think I may not have been clear enough with that post... I mean that calling 89.66 per-mille "very poor" (especially while a significantly lower value is only "poor"), or calling 0.07 per-mille "ultra high" is kind of hilarious.
However, If you're using the vanilla descriptions combined with accurate per-mille values, then yeah, I'd consider that an expected interaction, not a bug in need of fixing.
Who knows, that might be mostly fine. Don't forget that those are ppt, not percentages. And the mod generates enormous structures spanning more than one chunk
After trying it out with Interesting Ore Gen, yeah, the per-mille appears correct, but the text description can be hilariously wrong.
It's not letting me conveniently post a screenshot, but I've seen things like "Very poor Native copper (89.66%o)", "Poor Native copper (64.55%o)" and "Ultra high Silver (0.07%o)"
TotallyNotASmurf i have not tested, but non-disc deposits will always have real PPT, but factor - the density of the node - will be same as if you didn't use the new mode. Unfortunately i can't really calculate factor without digging deeply in generators of other mods and to be honest, figuring it out in reverse would be very exhausting. I have added a simple interface that any mod can use to notify of the generation average irrespective of heatmaps and rock column in the mined block
This mod sounds really cool and doesn't sound as broken as Better Prospecting. Wonder how this would work with Interesting Ore Gen.
For now the rarity (very poor-ultrahigh) might misalign with what you're used to with regards to ppt values, so try to focus on ppt when considering dig site. I have an idea to remedy this, but right now it'll do.
Rikaiu mod can be added or removed, the new density mode can be toggle on and off and it will be alright. The only disclaimer is that this density mode and vanilla's density mod output different values and i can't reprocess previous values, so for any readings done with the vanilla density you need to use the new density reading mode to get mod's results
TLDR vanilla readings are V1, this is V2. If you have V1 reading you need to do new density in the same spot to get V2 on your map. If you remove the mod, the reading will remain V2, if you redo reading with vanilla density mode you'll overwrite with V1
is this safe to add to a new save? can't wait to use this with interesting ore generation
I find the vanilla version of prospecting to be incredibly tedious, but respect that it's an important part of the spirit of the game. This mod sounds really intriguing. I'm excited to see how it changes the mining side of things. Thanks for making it! :)
FatherSarge i would need to test, but seeing how prospecttogether relies on what it's been sent, and i'm stepping in and sending manually, it should integrate without any additional code
Interesting! Will have to give it a try. Does it integrate with ProspectingTogether as well?