Mods / Prospecting Scan

Tags:
QoL Cheat
Author:
Magic_Oldie
Side:
Client
Created:
Mar 12th at 10:08 AM
Last modified:
3 days ago
Downloads:
4234
Follow Unfollow 134
Recommended download (for Vintage Story 1.22.0-pre.1 - 1.22.2):
ProspectingScan-1.22.zip  1-click install

Prospecting Scan is a lightweight quality-of-life mod for Vintage Story that helps you find ore faster and keep your map organized.

Scan a 100-block radius, detect ore veins in loaded chunks, and automatically place map markers for each ore group.

Duplicate markers are filtered out, so repeated scans stay clean. You can also open a simple filter GUI to scan only specific ores (for example: sphalerite, native copper, cassiterite), and remove all Prospecting Scan markers anytime with one hotkey.

Designed for explorers, miners, and multiplayer worlds that want fast prospecting without map clutter.

 

*This is intended exclusively for people who are too lazy or unable to find ores.😅

 

What’s New in v1.2.0

  • Added a configurable scan radius directly in the scan GUI.
  • Default scan radius remains 100 blocks.
  • You can now set the radius manually before scanning.
  • Radius input is validated and clamped to a safe range (16-256).
  • Existing ore filter workflow remains intact (scan specific ores or all ores).
  • Includes localization updates for the new radius UI labels.

 

Update in new version

  • All settings and ore types moved to the config from where everyone can expand them themselves

What’s New 

I updated the original Prospecting Scan mod so the scan radius is no longer just read from the config file, but can also be changed directly from the in-game GUI. The dialog now shows the current configured radius, lets the player edit it, and adds a Save button to write that value back into prospectingscan.json.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.2.5 prospectingscan
1.21.0-pre.1 - 1.21.7
1074 Apr 19th at 6:47 AM ProspectingScan-1.21.zip 1-click install

Added meteorite ore. All settings and ore types moved to the config from where everyone can expand them themselves

1.2.3 prospectingscan
1.21.0-pre.1 - 1.21.6
1392 Mar 16th at 7:13 PM ProspectingScan-1.21.zip 1-click install

fixed marble and salt

1.2.2 prospectingscan
1.21.0-pre.1 - 1.21.6
35 Mar 16th at 5:18 PM ProspectingScan-1.21.zip 1-click install

added marble and salt, every type has its own color

1.2.0 prospectingscan
1.21.0-pre.1 - 1.21.6
388 Mar 12th at 11:54 AM ProspectingScan-1.21.zip 1-click install

What’s New in v1.2.0

  • Added a configurable scan radius directly in the scan GUI.
  • Default scan radius remains 100 blocks.
  • You can now set the radius manually before scanning.
  • Radius input is validated and clamped to a safe range (16-256).
  • Existing ore filter workflow remains intact (scan specific ores or all ores).
  • Includes localization updates for the new radius UI labels.
1.1.0 prospectingscan
1.21.0-pre.1 - 1.21.6
53 Mar 12th at 10:15 AM Empty ProspectingScan-1.21.zip 1-click install
0.1.5 prospectingscan
1.22.0-pre.1 - 1.22.2
372 3 days ago ProspectingScan-1.22.zip 1-click install

edits like removing Galena or turning entries off should now persist instead of being repopulated on the next load/save cycle

0.1.4 prospectingscan
1.22.0-pre.1 - 1.22.2
107 4 days ago ProspectingScan-1.22.zip 1-click install

scan results can still create waypoints without forcing them to be pinned on the map

0.1.3 prospectingscan
1.22.0-pre.1 - 1.22.2
400 May 8th at 3:40 PM ProspectingScan-1.22.zip 1-click install

The dialog now shows the current configured radius, lets the player edit it, and adds a Save button to write that value back into prospectingscan.json

0.1.1 prospectingscan
1.22.0-pre.1 - 1.22.0-rc.10
217 Apr 19th at 6:48 AM ProspectingScan-1.22.zip 1-click install

Added meteorite ore. All settings and ore types moved to the config from where everyone can expand them themselves

0.1.0 prospectingscan
1.22.0-rc.6 - 1.22.0-rc.9
194 Apr 3rd at 6:07 AM Empty ProspectingScan-1.22.zip 1-click install

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

Travis4022, 1 day ago

How do I add clay to the file not very good with writing code. 

Loonika, 1 day ago

Hi there—I need to ask for some clarification regarding the markings again: specifically, which number corresponds to what? :')
For example:
-107, 113, -142
PSAN: Quartz @92

Does this marking mean that I need to go to the specified coordinates and then dig down to the indicated elevation (the middle value, "113")—specifically down to level 92?
Up until now, I actually assumed that the number represented the quantity of the ore—meaning a small, medium, or large amount, or something along those lines... XD

That probably renders my second question moot as well: whether or not the mod scans vertically (into the depth). I’ve already had the mod scan several areas around my base for iron (hematite) using the maximum scan range, but absolutely nothing was found. Either I need to dig deeper than level 256, or I need to venture further afield.

Have I summarized all of that correctly so far?

KORNN, 3 days ago

when scaning am i supposed to get the coordinates of the ore vein on the wapmarker ? or is just a locaiton ill have to dig arround ?

 

 

KORNN, 3 days ago (modified 3 days ago)
@Magic_Oldie: The marker is placed directly above the spot and shows you the depth

whats the info that tell the depth ? is it the @.... ?

For example thats one Waypoint i get "PSCAN: Cassiterite @ 146"

Capieshka, 2 days ago
@Magic_Oldie: at height 146 is the ore you are looking for

I've been experiencing a lot of instances where, with copper for example, I am right on the waypoint and dig right down to the level marked, and there is no copper there at all. I dig all around and there is nothing. 

Gork, 3 days ago

The mod seems to keep overwriting if I disable preset, for example if I remove Galena or set enabled to false, it will reset itself.

GuardianNoodle, 4 days ago

is there anyway to set the mod to not pin the waypoints?

WACninja, 6 days ago

has anyone figured out how to actually get to the config??? ive opened every file in so many ways on multiple platforms and i havent found anything that looks similar to what im meant to add to.

 

WACninja, May 9th at 4:18 AM (modified May 9th at 4:59 AM)

sorry to ask but what would you recommend using to open config to edit it?

also at what point do you add it to make sure it works correctly? perhaps a picture for example if possible?

Magic_Oldie , May 9th at 6:42 AM
@WACninja: sorry to ask but what would you recommend using to open config to edit it? also at what point do you add it to make sure it works correctly? perhaps a picture for example if possible?

example for borax... 

{
"Code": "borax",
"DisplayName": "borax",
"Color": "#74a2cc",
"Enabled": true,
"MatchPatterns": [
"*borax*"
],
"Aliases": [
"borax"
]
},image

WACninja, May 9th at 6:16 PM (modified May 9th at 6:30 PM)
@Magic_Oldie: example for borax... {"Code": "borax","DisplayName": "borax","Color": "#74a2cc","Enabled": true,"MatchPatterns": ["*borax*"],"Aliases": ["borax"]},

ah thank you very much! any steps or apps i should use to open the file? whenever i do i cant seem to find the location of this code even in the specific file you say.

JiboiaDC, May 7th at 6:21 AM

the configurable scan radious directly in the scan gui isn't showing up with 1.2.5

i'm on 1.22.0 vs

Magic_Oldie , May 7th at 10:54 AM
@JiboiaDC: the configurable scan radious directly in the scan gui isn't showing up with 1.2.5 i'm on 1.22.0 vs

Ah ok, thanks. I will take it with me for the next fix.

Varkis, May 5th at 6:33 PM (modified May 5th at 8:15 PM)

maybe it's because I'm still on 1.21.6 but it's just not making a config file on the newest version, I really want to add fire clay with how insanely rare it seems.

Varkis, May 8th at 3:07 AM
@Magic_Oldie: Yes, only 1.22 creates a config, I will not adjust it anymore for the old version. sorry

Fair enough, just wanted to make sure because I felt like I was going crazy, nbd.

Qwertymcalex55, Apr 28th at 11:04 AM

Newest version can't seem to find cinnabar but oldest can

Magic_Oldie , Apr 28th at 7:11 PM (modified Apr 28th at 7:13 PM)
@Qwertymcalex55: Newest version can't seem to find cinnabar but oldest can
  • You can add any ore or mineral you want to scan for by creating a new entry in the config.
  • As long as the entry has "Enabled": true and a correct "MatchPatterns" value, the mod will search for it.
  • For example, if you add Cinnabar as a target, the mod will scan for Cinnabar.

Example entry for Cinnabar:

{
  "Code": "cinnabar",
  "DisplayName": "Cinnabar",
  "Color": "#ff0040",
  "Enabled": true,
  "MatchPatterns": [ "*cinnabar*" ],
  "Aliases": [ "cinnabar"]
}
 
Just add this to the "Targets" list in your prospectingscan.json file, and ProspectingScan will detect Cinnabar in the world.
FozzyOzwol, Apr 26th at 9:46 PM

when i leave the search bar empty for all results the only result i am getting is bismuth

 

Kaloggi, Apr 26th at 11:04 AM

Hi there thx 4 your easygoing MOD, it works fine for me, got an additional question about chalk, limestone or in german kreide

is there any chance to search it with this mod?

 

BTW Mabrle i found but commonly there is also Chalk or limestone to be found in  worlds

 

KR

Nice Sunnday

Magic_Oldie , Apr 26th at 2:34 PM
@Kaloggi: Hi there thx 4 your easygoing MOD, it works fine for me, got an additional question about chalk, limestone or in german kreide is there any chance to search it with this mod? BTW Mabrle i found but commonly there is also Chalk or limestone to be found in

I don't think you need a scan specifically for that, travel around a bit and look for new biomes, there you will find limestone or chalk in masses, those are sedimentary rock layers and not ores

B0mberman, Apr 25th at 2:15 PM (modified Apr 25th at 2:15 PM)

@Magic_Oldie
1) where is config ?
2) why radius fixed with 100 ?

Magic_Oldie , Apr 25th at 6:27 PM
@B0mberman: @Magic_Oldie 1) where is config ?2) why radius fixed with 100 ?

..\VintagestoryData\ModConfig\prospectingscan.json

 

everything can be configured in the settings

herbemoji, Apr 21st at 1:24 AM

Ah okay. I've never run a server so I was unaware it was that easy. Good to know!

herbemoji, Apr 20th at 2:33 PM

Client side only... so someone could install this and easily find all the ore on a multiplayer server? Or am I misunderstanding?

Magic_Oldie , Apr 20th at 5:52 PM
@herbemoji: Client side only... so someone could install this and easily find all the ore on a multiplayer server? Or am I misunderstanding?

That's exactly how these mods work, yes. If the owner of the server doesn't want it, they can put such mods on the blacklist and not allow them.

Espozayd, Apr 19th at 2:39 AM

i was curious if this mod was able to detect meteorites, or if itd be possible to add it as a feature

SeniLiX, Apr 18th at 9:43 AM (modified Apr 18th at 9:44 AM)

Does quality of life mean cheat?

This seems more like a way to circumvent the intended way of playing instead of streamlining a feature?

Ori_IsHere, Apr 18th at 1:57 AM

Really love this mod! While the prospecting pic is nice, I admit I don't fully understand it sometimes, and get rather frustrated rather quickly when I'm unable to find something needed to progress, so this mod has been a huge life saver to my overall game expirence. I was wondering if perhaps some clarification on what words will work in the scanner could be provided, as sometimes it's hard to tell if there's actually no ore in the area, or if I just mispelled something (or for things with one name as an ore, and another as bits, or native silver in quartz was a bit confusing to me to try to detect) Thank you again for the amazing mod!

B0mberman, Apr 15th at 4:51 AM (modified Apr 15th at 4:52 AM)

Agentfyre, try search "Salt" in desert areas

Magic_Oldie , Apr 6th at 4:55 AM

Agentfyre, Halite is included in the code, but it is super rare and therefore also hard to find

Agentfyre, Apr 5th at 9:43 PM

Is Halite included in this scanner? If not, can you add it? I haven't been able to find any, and it's been super difficult to find without something like this. I really love your mod!

Magic_Oldie , Apr 4th at 10:44 PM

Yackator, This is a purely client-side mod, you only need it in your own mod directory, not on the server, and if there are conflicts with the key bindings, you can define the key assignment differently in your settings.

Yackator, Apr 4th at 7:03 PM

Magic_Oldie

 

hello Mate i'm really strugling with your mod i've instaled it ont my server and our players but none of us can either open or activate the scan GUI can you please explain to me where and how do i activate it plz ?

PS: i've read other comments with O or K key but none works

help me please

Magic_Oldie , Apr 3rd at 5:17 AM

Artemissed, even a single block is detected by the scan, which in this case is located at height 87, look on the map where you need to go and search at this spot at the specified height

 

Artemissed, Apr 3rd at 12:41 AM

I was wondering; do the numbers mean anything? Eg. I scanned for Sphalerite and one node says "Sphalerite @511441, 87, 512298"– I dug in the area pretty extensively, but can't find the ore, but repeating the search still points me to the same area. 

Magic_Oldie , Apr 2nd at 3:56 PM

Arefreshingdrink, only vanilla

Arefreshingdrink, Apr 2nd at 2:39 PM

Do you know if this also works on modded ores or just vanilla ores?

Crowan, Apr 1st at 9:42 PM

dose not seem to be working for me dose this require a new world to work?

B0mberman, Mar 17th at 1:25 PM

Prospector hammer shows halite, but scanner cannot find it.

Trucker_Schakal, Mar 16th at 8:46 PM

Hey ja super Danke dir nur wird salz auch in weiß angezeigt habs nur zufählig gesehen und Marmor ist auch kaum zu unterscheiden mit dem weiß ;-) eventuel könntest du da noch tewas an farbe rumspielen ;-) ... so ich bin aber raus für heute vielen Dank noch mal !!!

Magic_Oldie , Mar 16th at 7:15 PM

Trucker_Schakal, sollte nun funktionieren

Trucker_Schakal, Mar 16th at 6:49 PM

Du alles gut mach wie du zeit hast ... Hat mich eh gewundert das du es so schnell rein bekommen hast noch mal vielen dank ;-) wünsche dir ein schön abend noch!

Magic_Oldie , Mar 16th at 6:45 PM

Trucker_Schakal, schaue ich mir bei gelegenheit nochmal an, sry

 

Trucker_Schakal, Mar 16th at 6:35 PM

Hey super und vielen vielen Dank das du so schnell dran warst ... leider zeigt er kein Marmor und salz an  ... die Farben haben geklabt ! Top !

Magic_Oldie , Mar 16th at 5:20 PM

Trucker_Schakal, Marmor, Salz und farbliche Anpassungen eingefügt

Trucker_Schakal, Mar 16th at 3:57 PM (modified Mar 16th at 4:28 PM)

Er ist so gut Danke dir für die Arbeit !!! Aber eins habe ich eine Frage könnte man die Makierung je Rohstoff in andre Farben machen, damit nicht jede Makierung Rot ist ? Auch zb Eisen in Rot und Blei in Schwarz und Kupfer in Orange und so weiter ... ??? Waren echt cool und habe da noch was Könntes du Marmor und Salz mit rein machen beim Scan ?

Magic_Oldie , Mar 16th at 6:37 AM

rushedman, yes but it only deletes the waypoints created by the mod, your own remain intact.

rushedman, Mar 16th at 1:51 AM

Ok I am dumb figured it out..... It was defaulted on the O key. And there is a clear on the K key. What does the clear do. Was hoping for something to remove the MASSIVE amount of waypoints so I do not have to do it manually

 

rushedman, Mar 16th at 1:39 AM

Don't know what you need but I tried adding this to my world and it is just not working. I cannot find the option in the tool GUI 

I might just be dumb though.

Magic_Oldie , Mar 12th at 2:21 PM

So practically it is a vertical cylinder around the player (circle in X/Z, full vertical range in Y), not “to mantle” and not global depth.
Also, it only finds blocks in chunks the client currently has loaded.

however, if you extend the reach, you also get up to the mantle

Tanihk, Mar 12th at 2:13 PM

Is this down to mantle or is it 100 blocks centered entirely on the player?