Mods / BetterEr Prospecting

Tags: #QoL #Simplification
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.

Compatibility

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 IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
3.1.3 bettererprospecting
1.21.1 - 1.21.6
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
1.21.1 - 1.21.6
174 3 days ago bettererprospecting_3.1.1.zip 1-click install

RU TL

3.1.0 bettererprospecting
1.21.1 - 1.21.6
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
1.21.1 - 1.21.6
479 5 days ago bettererprospecting_3.0.0.zip 1-click install
Add an option to generate rock readings (off by default)
Linear scaling of reading factor is now on by default
Stone search no longer tracks meteorite iron and suevite
2.2.3 bettererprospecting
1.21.1 - 1.21.6
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
1.21.1 - 1.21.6
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
1.21.1 - 1.21.6
210 Jan 14th at 9:50 AM bettererprospecting_2.2.1.zip 1-click install

Add user-created locales

2.2.0 bettererprospecting
1.21.1 - 1.21.6
279 Jan 13th at 11:11 PM bettererprospecting_2.2.0.zip 1-click install

Add more strings-to-translate

Add a vague proximity messages option

2.1.1 bettererprospecting
1.21.1 - 1.21.6
121 Jan 13th at 8:34 PM bettererprospecting_2.1.1.zip 1-click install

Simplify /btrpr oreData command

2.1.0 bettererprospecting
1.21.1 - 1.21.6
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
1.21.1 - 1.21.6
603 Jan 3rd at 12:31 PM bettererprospecting_2.0.2.zip 1-click install

IoG fix final.final(2)

2.0.1 bettererprospecting
1.21.0-pre.1 - 1.21.6
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
1.21.1 - 1.21.6
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
1.21.1 - 1.21.5
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
1.21.1 - 1.21.5
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

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
1.21.1 - 1.21.5
2095 Oct 11th 2025 at 12:36 PM bettererprospecting_1.3.3.zip 1-click install

Ru locale by qua8ion

1.3.2 bettererprospecting
1.21.2 - 1.21.4
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
1.21.2 - 1.21.4
405 Oct 7th 2025 at 10:25 AM bettererprospecting_1.3.1.zip 1-click install

Spanish TL, thanks NeoB

1.3.0 bettererprospecting
1.21.2 - 1.21.4
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

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

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

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

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

Fix lapis

1.1.8 bettererprospecting 268 Sep 11th 2025 at 8:43 PM bettererprospecting_1.1.8.zip 1-click install

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
  • Improve ore handbook link for borehole
  • Add density enable / vanilla oneshot toggle
  • This means you can disable all modes now
  • Why ?
1.1.6 bettererprospecting 105 Sep 11th 2025 at 9:28 AM bettererprospecting_1.1.6.zip 1-click install

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
  • Improve speed and efficiency for density prospecting
  • Improve support for HydrateOrDiedrate

 

1.1.3 bettererprospecting 190 Sep 9th 2025 at 6:45 PM bettererprospecting_1.1.3.zip 1-click install

Add trace/poor toggles for some ease of use with mods whose generators don't return good generated readings

1.1.2 bettererprospecting
1.21.0 - 1.21.1
322 Sep 9th 2025 at 2:36 PM bettererprospecting_1.1.2.zip 1-click install

Add trace readings uplifter

1.1.1 bettererprospecting
1.21.0 - 1.21.1-rc.2
143 Sep 9th 2025 at 12:03 AM bettererprospecting_1.1.1.zip 1-click install

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
1.21.0 - 1.21.1-rc.2
199 Sep 8th 2025 at 1:55 PM bettererprospecting_1.1.0.zip 1-click install

Improve compatability for other mods trying to add percentile generators

1.0.6 bettererprospecting
1.21.0 - 1.21.1-rc.2
161 Sep 7th 2025 at 8:59 PM bettererprospecting_1.0.6.zip 1-click install

Add links to rocks in stone mod. Sort values based on search type

1.0.5 bettererprospecting
1.21.0 - 1.21.1-rc.2
81 Sep 7th 2025 at 7:09 PM bettererprospecting_1.0.5.zip 1-click install

Add HydrateOrDiedrate aquifer support

1.0.4 bettererprospecting
1.21.0 - 1.21.1-rc.2
135 Sep 7th 2025 at 10:39 AM bettererprospecting_1.0.4.zip 1-click install

Tweak: Add percentage-based stone search mode
Fix libconfig gui not showing separators

1.0.3 bettererprospecting
1.21.0 - 1.21.1-rc.2
196 Sep 6th 2025 at 10:40 PM bettererprospecting_1.0.3.zip 1-click install

Fix silver being ignored

1.0.2 bettererprospecting
1.21.0 - 1.21.1-rc.2
56 Sep 6th 2025 at 9:38 PM bettererprospecting_1.0.2.zip 1-click install

Improve percentile calculation for rarity. Should be properly scaled to the whole world for each ore separately. PPT still own

1.0.1 bettererprospecting
1.21.0 - 1.21.1-rc.1
169 Sep 6th 2025 at 11:13 AM bettererprospecting_1.0.1.zip 1-click install

Add debug mode for bug reporting ease

1.0.0 bettererprospecting
1.21.0 - 1.21.1-rc.1
155 Sep 6th 2025 at 2:05 AM bettererprospecting_1.0.0.zip 1-click install

Initial release

0.9.0 bettererprospecting 306 Sep 12th 2025 at 7:54 PM bettererprospecting_0.9.0.zip 1-click install

Backport. No hot config, no aquifer


169 Comments (oldest first | newest first)

KnewOne , 1 hour ago (modified 1 hour ago)

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

Hiran, 4 hours ago

How about "Geological Anomaly" scan that checks for ruins? Could work similarly to borehole.

KnewOne , 2 days ago (modified 2 days ago)

Cryoflair cylinder

Cryoflair, 2 days ago

Regarding the borehole, is the shape a square, diamond, or circle?

KnewOne , 2 days ago

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. 

VarianVarnum, 2 days ago

Meant to respond about 40 minutes after your ping, but it works just fine now!

Lupinta, 2 days ago

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?

ChimMAG, 3 days ago

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.

Huw, 3 days ago

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. 

KnewOne , 3 days ago (modified 3 days ago)

VarianVarnum, Huw, Lonn lease check if new version fixed for you

KnewOne , 3 days ago (modified 3 days ago)

E: okay i think i've found the bug and i'm not going to disclose the specifics, but it's very dumb

VarianVarnum, 3 days ago

Just want to add to the pile that I too am experiencing absurdly high and low reading, only briefly fixed by the two commands.

KnewOne , 3 days ago (modified 3 days ago)

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

Huw, 3 days ago (modified 3 days ago)

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?

KnewOne , 3 days ago

ChimMAG

  "R": "R",

is supposed to be a translation of first letter of "Rock"

ChimMAG, 3 days ago

Updated the Russian translation.

KnewOne , 4 days ago (modified 3 days ago)

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.

Huw, 4 days ago

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

 

KnewOne , 4 days ago

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

Hiran, 4 days ago (modified 4 days ago)

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

KDLynch, 5 days ago

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!

KnewOne , 5 days ago

KDLynch oh lol. funnily enough, i use windowed with borderless gaming and it has never been an issue for me

KDLynch, 5 days ago (modified 5 days ago)

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! :)

KnewOne , 5 days ago

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

KDLynch, 5 days ago

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?)

 

KnewOne , 5 days ago

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.

KDLynch, 5 days ago (modified 5 days ago)

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)

KnewOne , 5 days ago (modified 5 days ago)

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

image

KDLynch, 5 days ago (modified 5 days ago)

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:

 

Spoiler
15.1.2026 16:00:37 [Chat] Found 0 traces of ore in this area (guide):
@ -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
KnewOne , 5 days ago

KDLynch check out

KnewOne , 6 days ago

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

Aceolu, 6 days ago (modified 6 days ago)

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

KnewOne , Jan 14th at 11:37 AM

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

DramaChris, Jan 14th at 11:14 AM

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.

ChimMAG, Jan 14th at 8:15 AM

Russian translation. Completely updated, the previous one was incomplete.

NeoB, Jan 14th at 2:26 AM (modified Jan 14th at 2:26 AM)
es-419.json

{
"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

KDLynch, Jan 14th at 12:30 AM

fair enough, thank you for considering it. :) 

KnewOne , Jan 14th at 12:04 AM (modified Jan 14th at 12:16 AM)

KDLynch it is doable, i just am not sure if i want to do that. I'll put the idea on a backburner

KDLynch, Jan 13th at 11:56 PM (modified Jan 14th at 12:01 AM)

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)

KnewOne , Jan 13th at 10:27 PM

Hiran i quite like that idea. Will add in next minor version

Hiran, Jan 13th at 9:07 PM

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.".

KnewOne , Jan 13th at 8:34 PM

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 ?

Lupinta, Jan 13th at 11:37 AM

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?

KnewOne , Jan 11th at 7:05 PM (modified Jan 11th at 7:06 PM)

Lonn contact me in the discord. i'll need your save file where this is reproduceable with STR

 

Lonn, Jan 11th at 6:59 PM

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.

KnewOne , Jan 11th at 6:37 PM (modified Jan 11th at 6:38 PM)

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.

Lonn, Jan 11th at 6:32 PM

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?

Vakothu, Jan 10th at 11:44 PM

KnewOne Thank you! That answered it perfectly!

KnewOne , Jan 10th at 8:35 PM

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

Vakothu, Jan 10th at 5:58 PM

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?

Samaya, Jan 10th at 2:08 PM

Thanks. No I was just asking how I should read the results. 

KnewOne , Jan 10th at 11:09 AM

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. 

Samaya, Jan 9th at 6:09 PM (modified Jan 9th at 6:11 PM)

@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

KnewOne , Jan 9th at 2:34 PM (modified Jan 9th at 2:36 PM)

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.

Samaya, Jan 9th at 3:22 AM

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

Lonn, Jan 7th at 3:38 AM

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

KnewOne , Jan 6th at 4:02 PM

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

Lonn, Jan 5th at 12:28 AM

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!

KnewOne , Jan 4th at 9:27 PM

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.

breadv25, Jan 4th at 9:15 PM

KnewOne is this what the config is supposed to look like?

Spoiler
{
"EnableDensityMode": true,
  "OneShotDensity": false,
  "NewDensityMode": true,
  "NewDensityDmg": 3,
  "LinearDensityScaling": true,
  "AddProximityMode": true,
  "ProximitySearchRadius": 5,
  "ProximityDmg": 2,
  "AddStoneMode": true,
  "StonePercentSearch": true,
  "StoneSearchRadius": 64,
  "StoneDmg": 4,
  "AddBoreHoleMode": true,
  "BoreholeRadius": 8,
  "BoreholeDmg": 2,
  "BoreholeScansOre": true,
  "BoreholeScansStone": false,
  "DebugMode": false
}
KnewOne , Jan 4th at 7:18 PM

breadv25 check config

breadv25, Jan 4th at 5:51 PM

this mod doesnt work for me, it just makes prospecting picks function like regular picks

KnewOne , Jan 4th at 11:39 AM

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 iAcceptLagfest
Lonn, Jan 4th at 2:50 AM

Not 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.

KnewOne , Dec 29th 2025 at 6:02 PM

DeeTales that mod only changes locale strings, no impact on other mods

DeeTales, Dec 29th 2025 at 3:44 PM

Might this be compatible with Which Ore Is This? Or will they conflict by both altering the Prospecting filter?

KnewOne , Dec 28th 2025 at 6:19 PM

Uxion glad it worked out of you cause that thing would suck to debug

KnewOne , Dec 28th 2025 at 6:15 PM

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

Oxygen220, Dec 28th 2025 at 5:27 PM

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

Uxion, Dec 28th 2025 at 1:52 PM (modified Dec 28th 2025 at 2:31 PM)

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.

Crash Report

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: }

KnewOne , Dec 22nd 2025 at 10:52 PM (modified Dec 22nd 2025 at 10:53 PM)

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.

MightBeAPotato, Dec 22nd 2025 at 3:06 PM

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.

RosstheGreat, Dec 14th 2025 at 9:15 PM

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.

KnewOne , Dec 14th 2025 at 2:59 PM (modified Dec 14th 2025 at 3:04 PM)

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.

KnewOne , Dec 14th 2025 at 2:03 PM

From125 default is radius 8 i think. You can adjust. Setting to 0 makes it a single block column

csuarezmtz, Dec 14th 2025 at 2:59 AM

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!!

From125, Dec 14th 2025 at 12:46 AM

how wide is the borehole mode, or it is just an 1x1 block all the way to the mantle ?

KnewOne , Dec 13th 2025 at 11:13 PM

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

csuarezmtz, Dec 12th 2025 at 6:23 AM

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.

 

KnewOne , Dec 8th 2025 at 6:38 PM

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

Sparkplug04, Dec 7th 2025 at 7:43 AM

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.

KnewOne , Nov 28th 2025 at 6:29 PM

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

Dani3l1986, Nov 28th 2025 at 8:46 AM (modified Nov 28th 2025 at 8:49 AM)

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 ?

KnewOne , Nov 17th 2025 at 10:44 AM

Dyrian it follows the same logic as base game - halite shows on density

Dyrian, Nov 17th 2025 at 3:25 AM

Does halite show up normally in the first mode or do you have to look for it in the stone mode?

KnewOne , Nov 14th 2025 at 9:07 PM (modified Nov 18th 2025 at 12:08 AM)

New version added a counter divider for the total blocks counter. 

Brumes, Nov 12th 2025 at 10:12 PM

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.

KnewOne , Nov 12th 2025 at 7:58 PM

Brumes low amount by the looks, yeah

Brumes, Nov 12th 2025 at 6:21 PM

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:

 

Spoiler!

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: 

Spoiler!
Name URL
Expanded Matter https://mods.vintagestory.at/em
Overhaul lib https://mods.vintagestory.at/overhaullib
Config lib https://mods.vintagestory.at/configlib
Common Lib https://mods.vintagestory.at/commonlib
Attribute Rendering Library https://mods.vintagestory.at/attributerenderinglibrary
A Culinary Artillery https://mods.vintagestory.at/aculinaryartillery
ImGui https://mods.vintagestory.at/imgui
Insanity Lib https://mods.vintagestory.at/insanitylib
Pet AI https://mods.vintagestory.at/petai
Player Corpse https://mods.vintagestory.at/playercorpse
Xandus Inventory Tweaks https://mods.vintagestory.at/show/mod/367
More Piles https://mods.vintagestory.at/morepiles
Cartographer https://mods.vintagestory.at/nbcartographer
Visible High Fertility Particles https://mods.vintagestory.at/show/mod/10405
Dana Tweaks https://mods.vintagestory.at/danatweaks
QP's Chisel Tools https://mods.vintagestory.at/chiseltools
Salty´s Click up Torches https://mods.vintagestory.at/clickuptorches
Salty's Hand to Hand https://mods.vintagestory.at/handtohand
Salty´s Bark Beetle https://mods.vintagestory.at/barkbeetle
StepFixElk https://mods.vintagestory.at/stepfixelk
Salty's Free Look https://mods.vintagestory.at/freelook
Floating Fish https://mods.vintagestory.at/show/mod/19909
Better Firepit https://mods.vintagestory.at/betterfirepit
Simple HUD Clock Patch https://mods.vintagestory.at/simplehudclockpatch
ProspectTogether https://mods.vintagestory.at/prospecttogether
Self-Recording Thermometer https://mods.vintagestory.at/airthermomod
BetterEr Prospecting https://mods.vintagestory.at/bettererprospecting
Room Tools https://mods.vintagestory.at/roomtools
Extra Info https://mods.vintagestory.at/extrainfo
Harper's Immersive Tools https://mods.vintagestory.at/immersivetoolsfix
Salty´s Manual: Scraping https://mods.vintagestory.at/manualscraping
Salty´s Manual: Dough https://mods.vintagestory.at/manualdough
Salty´s Manual: Ore Crush https://mods.vintagestory.at/manualorecrush
Farseer https://mods.vintagestory.at/show/mod/22371
Salty´s Immersive Chests https://mods.vintagestory.at/immersivechests
Salty´s Immersive: Lanterns https://mods.vintagestory.at/immersivelanterns
Nature's Call https://mods.vintagestory.at/naturescall
Brain Freeze https://mods.vintagestory.at/brainfreeze
Rebuildable Bloomery https://mods.vintagestory.at/show/mod/28386
Visored Helmets https://mods.vintagestory.at/show/mod/25742
Blood Trail https://mods.vintagestory.at/bloodtrail
Salty´s Cave Symphony https://mods.vintagestory.at/cavesymphony
Salty's Forest Symphony https://mods.vintagestory.at/forestsymphony
Crucible Capacity https://mods.vintagestory.at/cruciblecapacity
Bullseye https://mods.vintagestory.at/bullseye
Hanging Oil Lamps https://mods.vintagestory.at/hangingoillamps
Carry On https://mods.vintagestory.at/carryon
SlowTox https://mods.vintagestory.at/slowtox
Real Smoke & QP's Chisel Tools https://mods.vintagestory.at/realsmokeforchiseltools
Real Smoke & Braziers patch https://mods.vintagestory.at/realsmokeforbraziers
At Waters Edge https://mods.vintagestory.at/atwatersedge
Farmland Drops With Nutrients https://mods.vintagestory.at/farmlanddropswithnutrients
Quicklime in Kiln https://mods.vintagestory.at/show/mod/5380
Fixed Paths https://mods.vintagestory.at/fixedpaths
Bricklayers https://mods.vintagestory.at/bricklayers
Braziers https://mods.vintagestory.at/braziers
Wooden Fortifications https://mods.vintagestory.at/woodfortifications
Food Shelves https://mods.vintagestory.at/foodshelves
Kevins Furniture https://mods.vintagestory.at/kevinsfurniture
Storage Options https://mods.vintagestory.at/storageoptions
More Torch Holders https://mods.vintagestory.at/moretorchholders
Stone Railings https://mods.vintagestory.at/stonerailings
Helve Axe addon https://mods.vintagestory.at/mechanicalwoodsplitter
Sliding Wooden Shutters and More! https://mods.vintagestory.at/slidingwoodenshutters
Wind Chimes https://mods.vintagestory.at/windchimes
Scaffolding https://mods.vintagestory.at/scafolding
The Critters Pack https://mods.vintagestory.at/show/mod/2526
From Golden Combs https://mods.vintagestory.at/fromgoldencombs
Stone Quarry https://mods.vintagestory.at/stonequarry
Stone Bake Oven https://mods.vintagestory.at/stonebakeoven
Pelagus Winds https://mods.vintagestory.at/pelaguswinds
Molds https://mods.vintagestory.at/molds
Expanded Foods https://mods.vintagestory.at/expandedfoods
Metal Cooking Pots https://mods.vintagestory.at/metalpots
Canoe mod https://mods.vintagestory.at/canoemode
Make Tea https://mods.vintagestory.at/maketeaforked
Meteoric Expansion https://mods.vintagestory.at/show/mod/78
Wolf Taming https://mods.vintagestory.at/wolftaming
Cats https://mods.vintagestory.at/cats
Fox Taming https://mods.vintagestory.at/fox
Real Grapes https://mods.vintagestory.at/realgrapes
Fields of Salt https://mods.vintagestory.at/fieldsofsalt
Ancient Armory https://mods.vintagestory.at/ancientarmory
Natural Fertilizer https://mods.vintagestory.at/naturalfertilizer
Tankards, Goblets and More! https://mods.vintagestory.at/tankardsandgoblets
Firearms https://mods.vintagestory.at/firearms
Quivers And Sheaths https://mods.vintagestory.at/quiversandsheaths
Ancient Dungeons https://mods.vintagestory.at/thedungeon
BetterRuins https://mods.vintagestory.at/betterruins
BetterTraders https://mods.vintagestory.at/bettertraders
Salty´s Firestarters https://mods.vintagestory.at/firestarters
Hydrate or Diedrate https://mods.vintagestory.at/hydrateordiedrate
In Dappled Groves https://mods.vintagestory.at/indappledgroves
Wear And Tear https://mods.vintagestory.at/wearandtear
Butchering https://mods.vintagestory.at/butchering
Real Smoke https://mods.vintagestory.at/realsmoke
Smithing Plus https://mods.vintagestory.at/smithingplus
Millwright https://mods.vintagestory.at/millwright
Terra Prety: Coastlines & Continents https://mods.vintagestory.at/show/mod/13620
Better forest https://mods.vintagestory.at/betterforest
WebCartographer https://mods.vintagestory.at/wc
Footprints https://mods.vintagestory.at/show/mod/33245
Hide armor progression https://mods.vintagestory.at/hidearmor
Projectile Tracker https://mods.vintagestory.at/projectiletracker
ToDo List Manager https://mods.vintagestory.at/todolist
Improved Handbook Recipes https://mods.vintagestory.at/improvedhandbookrecipes
Substrate https://mods.vintagestory.at/show/mod/21814
Sonito's Pin it https://mods.vintagestory.at/show/mod/30734
Immersive Rope Crafting https://mods.vintagestory.at/show/mod/29549
Victy's Real Time Firepit https://mods.vintagestory.at/realtimefirepit
Waterfall https://mods.vintagestory.at/waterfall

 

Brumes, Nov 12th 2025 at 9:41 AM

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?

The_Revisionist, Nov 11th 2025 at 11:28 PM

KnewOne I opened a PR for a translation on GitHub :)

Pervy_Sage, Nov 11th 2025 at 3:53 AM (modified Nov 11th 2025 at 3:56 AM)

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.

KnewOne , Nov 10th 2025 at 8:17 PM

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

vipasva, Nov 10th 2025 at 1:44 AM

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

KnewOne , Nov 4th 2025 at 5:23 PM (modified Nov 5th 2025 at 11:52 PM)

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.

gobstar, Nov 4th 2025 at 7:16 AM

Hii. The current Scale is completely mismatched with the current Per mille format, which is driving me crazy.

 

Spoiler!

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.

 

ChiefKrogan, Oct 29th 2025 at 1:37 AM

KnewOne that was the issue! Thanks! Works like a charm again

KnewOne , Oct 28th 2025 at 9:56 PM

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

ChiefKrogan, Oct 28th 2025 at 7:11 PM

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?

KnewOne , Oct 25th 2025 at 10:40 AM (modified Oct 25th 2025 at 10:47 AM)

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)

  • Additionally, some deposits are not detected by prospecting with this mode such as quartz, surface copper, surface tin, saltpeter, or halite lake beds ("Halite" readings from the propick are for halite salt domes).
nSwift, Oct 25th 2025 at 12:14 AM

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?

KnewOne , Oct 23rd 2025 at 3:11 PM

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

Sir_Pattrick, Oct 22nd 2025 at 11:01 PM

I keep getting a critical error when I try to join the game my Wife is hosting locally.

 

Crash Report
System.Exception: Don't know how to instantiate item of class 'ItemBetterErProspectingPick' did you forget to register a mapping?
at Vintagestory.Common.ClassRegistry.CreateItem(String itemClass) in VintagestoryLib\Common\ClassRegistry.cs:line 323
at Vintagestory.Common.ItemTypeNet.ReadItemTypePacket(Packet_ItemType packet, IWorldAccessor world, ClassRegistry registry) in VintagestoryLib\Common\Network\ItemTypeNet.cs:line 21
at Vintagestory.Client.NoObf.ClientSystemStartup.PopulateItems(List`1 items, Int32 listSize) in VintagestoryLib\Client\Systems\Startup.cs:line 639
at Vintagestory.Client.NoObf.ClientSystemStartup.LoadItemTypes() in VintagestoryLib\Client\Systems\Startup.cs:line 440
at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\Startup.cs:line 382
at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass13_0.<QueueTask>b__0(Object a) in VintagestoryApi\Common\TyronThreadPool.cs:line 131
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
Syfe, Oct 21st 2025 at 11:00 PM

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!

KnewOne , Oct 21st 2025 at 10:39 PM

Ryilo oh, my bad. The mod was accidentally removing ALL harmony patches instead of only mod's  :D Fixed in 1.3.5

Ryilo, Oct 21st 2025 at 10:21 PM

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.

KnewOne , Oct 21st 2025 at 7:52 PM

NaTajnacku 1.3.4 has two new settings to handle reading texts. Pick your poison

KnewOne , Oct 21st 2025 at 6:42 PM

NaTajnacku most likely caused by vanilla having non-linear distribution of those values. I do have a solution or two in mind

NaTajnacku, Oct 20th 2025 at 5:19 PM

Good mod but almost every reading saying ultra high, is there way to tune percentile map down?

KnewOne , Oct 16th 2025 at 9:51 AM

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.

Neon10, Oct 16th 2025 at 12:08 AM

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

KnewOne , Oct 13th 2025 at 9:48 AM

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

Agouti, Oct 13th 2025 at 1:40 AM

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.

 

KnewOne , Oct 11th 2025 at 9:32 PM (modified Oct 11th 2025 at 10:02 PM)

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

BootlegLatvian, Oct 11th 2025 at 6:15 PM

What does OneShotDensity do in the config?

_Spy_, Oct 9th 2025 at 7:16 PM (modified Oct 9th 2025 at 7:31 PM)

Heya, really like this mod! 

NeoB, Oct 8th 2025 at 6:29 PM

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.

KnewOne , Oct 8th 2025 at 5:25 PM

NeoB my bad, i didn't know 419 was a legit file name

NeoB, Oct 7th 2025 at 4:41 PM

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.

KnewOne , Oct 7th 2025 at 10:23 AM (modified Oct 7th 2025 at 10:24 AM)

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

NeoB, Oct 6th 2025 at 11:40 PM
es-419 translation
{   "density-block-based": "Modo de búsqueda por densidad (Largo alcance, búsqueda basada en estadísticas)",   "node": "Modo de búsqueda por nodo (Alcance medio, búsqueda exacta)",   "proximity": "Proximidad (Corto alcance, búsqueda exacta)",   "borehole": "Modo barreno (Búsqueda basada en cilindro-radio vertical)",   "stone": "Modo piedra (Largo alcance, búsqueda de piedra basada en la distancia)",   "debug-bad-ppws-key": "[BetterEr Prospecting] Se encontraron claves de mineral que no están en la lista prospectable 'ppws'. ¿Es intencional?: {0}",   "debug-bad-ppws-key-expected": "[BetterEr Prospecting] Las claves esperadas son: {0}",   "closest-ore-is": "¡El mineral más cercano está a {0} bloques de distancia!",   "closest-ore-not-found": "No se encontró mineral en un radio de {0} bloques.",   "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",   "borehole-no-filter": "El pozo de sondeo no ha sido configurado para buscar ningún tipo",   "borehole-sample-upside": "Las muestras de pozo solo se pueden tomar desde la parte superior del bloque",   "borehole-sample-taken": "Muestra de pozo de sondeo tomada.",   "borehole-not-found": "No se encontraron resultados",   "borehole-found": "Se encontró lo siguiente: " }
Promethion, Oct 6th 2025 at 10:22 PM

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

ZmanDom009, Sep 29th 2025 at 10:59 PM (modified Sep 29th 2025 at 11:49 PM)

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 

Arcanum3000, Sep 26th 2025 at 10:48 PM (modified Sep 26th 2025 at 10:59 PM)

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!

KnewOne , Sep 26th 2025 at 10:32 PM

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.

Arcanum3000, Sep 26th 2025 at 8:44 PM

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.

KnewOne , Sep 26th 2025 at 9:46 AM

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.

Arcanum3000, Sep 26th 2025 at 1:46 AM (modified Sep 26th 2025 at 1:47 AM)

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!

 

Debug Log

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

 

 

Deposit

 

 

The_Revisionist, Sep 24th 2025 at 11:12 PM

KnewOne Thanks for the explanation. The new update with the proper radius seems to be working fine.

KnewOne , Sep 24th 2025 at 7:13 PM (modified Sep 24th 2025 at 7:15 PM)

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.

The_Revisionist, Sep 24th 2025 at 6:12 PM

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.

KnewOne , Sep 24th 2025 at 9:06 AM

Riscmon_ingk right now it's just cuboid with radius centered on player. Might be a good idea to change to chunk column actually

Riscmon_ingk, Sep 23rd 2025 at 11:56 PM

Is stone mode searching by blocks or chunks?

KnewOne , Sep 23rd 2025 at 10:34 PM (modified Sep 23rd 2025 at 10:37 PM)

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

SpaceMoth, Sep 23rd 2025 at 9:32 PM (modified Sep 23rd 2025 at 9:34 PM)

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!

The_Revisionist, Sep 23rd 2025 at 9:25 PM

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.)

The_Revisionist, Sep 23rd 2025 at 12:14 AM (modified Sep 23rd 2025 at 12:14 AM)

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.

KnewOne , Sep 22nd 2025 at 6:15 PM

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

KnewOne , Sep 22nd 2025 at 6:11 PM

Guimoute you must be fun at parties

Guimoute, Sep 22nd 2025 at 6:10 PM

> No more false positive readings

Vanilla prospecting has no false positive reading. It shows probabilities. 

KnewOne , Sep 22nd 2025 at 8:52 AM (modified Sep 22nd 2025 at 11:38 AM)

/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

 

KnewOne , Sep 21st 2025 at 5:22 PM (modified Sep 21st 2025 at 5:34 PM)

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.

DigitalHare, Sep 16th 2025 at 8:19 PM

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!

KnewOne , Sep 16th 2025 at 7:44 PM (modified Sep 16th 2025 at 8:14 PM)

DigitalHare nvm i see the issue. Download new version

E: but also just update the HoD mod to >= 2.2.13

DigitalHare, Sep 16th 2025 at 7:28 PM (modified Sep 16th 2025 at 7:29 PM)

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.

Crash Report
16.9.2025 19:13:13 [Server Notification] Client 6 disconnected: An action you (or your client) did caused an unhandled exception
16.9.2025 19:13:13 [Server Notification] UDP: client disconnected DigitalHare
16.9.2025 19:13:13 [Server Event] Player DigitalHare got removed. Reason: Threw an exception at the server
16.9.2025 19:13:13 [Server Error] Exception: Could not load type 'HydrateOrDiedrate.Aquifer.ModData.AquiferData' from assembly 'HydrateOrDiedrate, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
at BetterErProspecting.Item.ItemBetterErProspectingPick.hydrateOrDiedrate(ICoreServerAPI sapi, PropickReading readings, BlockPos pos, List`1 delayedMessages)
at BetterErProspecting.Item.ItemBetterErProspectingPick.addMiscReadings(ICoreServerAPI sapi, IServerPlayer serverPlayer, PropickReading readings, BlockPos pos, List`1 delayedMessages) in C:\Users\Ilya\source\repos\BetterErProspecting\BetterErProspecting\BetterErProspecting\Item\ProspectingManager.cs:line 163
at BetterErProspecting.Item.ItemBetterErProspectingPick.ProbeBlockDensityMode(IWorldAccessor world, IPlayer byPlayer, ItemSlot itemslot, BlockSelection blockSel, Int32& damage) in C:\Users\Ilya\source\repos\BetterErProspecting\BetterErProspecting\BetterErProspecting\Item\ItemBetterErProspectingPick.cs:line 218
at BetterErProspecting.Item.ItemBetterErProspectingPick.OnBlockBrokenWith(IWorldAccessor world, Entity byEntity, ItemSlot itemslot, BlockSelection blockSel, Single dropQuantityMultiplier) in C:\Users\Ilya\source\repos\BetterErProspecting\BetterErProspecting\BetterErProspecting\Item\ItemBetterErProspectingPick.cs:line 110
at Vintagestory.Server.ServerSystemBlockSimulation.TryModifyBlockInWorld(ServerPlayer player, Packet_ClientBlockPlaceOrBreak cmd) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 580
at Vintagestory.Server.ServerSystemBlockSimulation.HandleBlockPlaceOrBreak(Packet_Client packet, ConnectedClient client) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 409
at Vintagestory.Server.ServerMain.HandleClientPacket_mainthread(ReceivedClientPacket cpk) in VintagestoryLib\Server\ServerMainNetworking.cs:line 280
at Vintagestory.Server.ServerMain.ProcessMain() in VintagestoryLib\Server\ServerMain.cs:line 934
16.9.2025 19:13:13 [Server Event] Client 6 disconnected.
Error in TryFinishEatMealPostfix: Object reference not set to an instance of an object.
CircuitPwne, Sep 14th 2025 at 4:21 PM

0.9.0 backport is a godsend, thank you very much KnewOne

KnewOne , Sep 12th 2025 at 7:55 PM

Dragonchampion check 0.9.0

Dragonchampion, Sep 12th 2025 at 5:36 PM

Can you please make a 1.20 backported version?

KnewOne , Sep 9th 2025 at 8:24 PM (modified Sep 9th 2025 at 8:24 PM)

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

berserkus, Sep 9th 2025 at 8:06 PM

would something like Pan and Prospect work with this?

KnewOne , Sep 9th 2025 at 6:01 PM (modified Sep 9th 2025 at 6:17 PM)

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

KnewOne , Sep 9th 2025 at 4:30 PM

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

FatherSarge, Sep 9th 2025 at 2:44 PM

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.

KnewOne , Sep 7th 2025 at 7:10 PM

TotallyNotASmurf krill issue

KnewOne , Sep 7th 2025 at 7:08 PM

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

TotallyNotASmurf, Sep 7th 2025 at 1:18 PM

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. 

KnewOne , Sep 7th 2025 at 12:35 PM

Maeyanie oh same thing as vanilla yes. Kinda have to agree with how base game does this tbh

Lielac, Sep 7th 2025 at 11:58 AM
  1. This mod helped me find my first halite
  2. This mod isn't compatible with Hydrate or Diedrate (modded density mode doesn't report on aquifer strength)
Maeyanie, Sep 7th 2025 at 11:26 AM (modified Sep 7th 2025 at 11:31 AM)

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.

KnewOne , Sep 7th 2025 at 8:41 AM

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

Maeyanie, Sep 7th 2025 at 8:24 AM (modified Sep 7th 2025 at 8:26 AM)

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)"

KnewOne , Sep 6th 2025 at 9:50 PM

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

TotallyNotASmurf, Sep 6th 2025 at 1:27 PM

This mod sounds really cool and doesn't sound as broken as Better Prospecting. Wonder how this would work with Interesting Ore Gen. 

KnewOne , Sep 6th 2025 at 11:49 AM

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.

KnewOne , Sep 6th 2025 at 11:11 AM (modified Sep 6th 2025 at 11:14 AM)

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

Rikaiu, Sep 6th 2025 at 10:54 AM

is this safe to add to a new save? can't wait to use this with interesting ore generation

Lhosson, Sep 6th 2025 at 10:01 AM

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! :)

KnewOne , Sep 6th 2025 at 9:08 AM

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

FatherSarge, Sep 6th 2025 at 5:34 AM

Interesting! Will have to give it a try. Does it integrate with ProspectingTogether as well?