Mods / Vein Miner Revamp
- Tags:
- Author:
- tekfuba
- Side:
- Both
- Created:
- Jun 10th at 6:00 PM
- Last modified:
- 1 day ago
- Downloads:
- 2026
-
Recommended download (for Vintage Story 1.22.0 - 1.22.7):
veinminerrevamp_1.5.0.zip 1-click install
Vein Miner automatically mines all connected ore blocks when you break one while holding Sneak (default crouch key).
Features:
- Select multiple mining modes: vein, tunnel 1x1, 1x2, 3x3, staircase down and staircase up (Shift+V to switch)
- In tunnel modes, break the floor or ceiling to dig a vertical shaft
- Mines the entire connected vein in one action
- All drops fall at the block you broke
- Each mode remembers its own max blocks / tunnel depth
- Water flows, grass pops off and vines fall after mining, just like breaking by hand
- Charcoal piles and other layered blocks are fully cleared
- Configurable block whitelist (default: ores only). End a line with * to group all variants (e.g. game:tallgrass-*)
- Shift+F7 adds/removes the block you're looking at to the whitelist
- Open the config UI with F7 (tabs: Modes, Block list, Options) to pick modes, set limits and edit the whitelist
- Per-player configuration saved on the server
Server settings (world owner):
The file VintagestoryData/ModConfig/veinminerrevamp-server.json is created when the world loads. Players can't change these settings:
- HungerEnabled (default true): mining extra blocks costs satiety. Too hungry = Vein Miner stops working
- HungerPerBlock (default 3): satiety cost per extra block (one vanilla attack = 3)
- DurabilityEnabled (default true): extra blocks wear your tool
- DurabilityPerBlock (default 1): durability cost per extra block
- DisabledModes (default []): modes nobody can use, e.g. ["Vein"] to allow only the tunnel modes. Names: Vein, Tunnel1x1, Tunnel1x2, Tunnel3x3, MiningTunnel, EscapeTunnel
Restart the world after editing the file.
Compatible with Vintage Story 1.22.x
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.5.0 | veinminerrevamp | 73 | 1 day ago | veinminerrevamp_1.5.0.zip | 1-click install | ||
|
new configs and server manage | |||||||
| 1.4.2 | veinminerrevamp | 101 | 5 days ago | veinminerrevamp_1.4.2.zip | 1-click install | ||
|
haverst cat tail and generalization | |||||||
| 1.4.1 | veinminerrevamp | 5 | 5 days ago | veinminerrevamp_1.4.1.zip | 1-click install | ||
|
non tools ignore durability | |||||||
| 1.4.0 | veinminerrevamp | 603 | Aug 10th at 9:52 PM | veinminerrevamp_1.4.0.zip | 1-click install | ||
|
face mine | |||||||
| 1.3.0 | veinminerrevamp | 1024 | Jun 11th at 5:08 AM | veinminerrevamp_1.3.0.zip | 1-click install | ||
|
ui improves hotkeys layout fix expansion feat | |||||||
| 1.2.0 | veinminerrevamp | 83 | Jun 10th at 8:52 PM | veinminerrevamp-1.2.0.zip | 1-click install | ||
|
correct category fix mod id | |||||||
| 1.2.0 | 32 | Jun 10th at 8:40 PM | veinminer-1.2.0.zip | ||||
|
many modes to minning | |||||||
| 1.0.1 | 37 | Jun 10th at 7:43 PM | veinminer-1.1.0.zip | ||||
| |||||||
| 1.0.0 | 40 | Jun 10th at 6:13 PM | VeinMiner-1.0.0.zip | ||||
|
Release | |||||||
| 1.0.0 | 28 | Jun 10th at 6:03 PM | Empty | VeinMiner-1.0.0.zip | |||





Hello!
Is there a way to disable the vein mining mode and only allow the tunnel modes?
Hey! Yes, coming in 1.5.0. The server owner can now disable modes in ModConfig/veinminerrevamp-server.json, e.g. "DisabledModes": ["Vein"] to only allow the tunnel modes. Each player can also switch modes off in the F7 Modes tab, so Shift+V skips them.
add a way to edit durability use and hunger use per block please
Done in 1.5.0! It's a server setting so players can't bypass it. ModConfig/veinminerrevamp-server.json has HungerEnabled / HungerPerBlock (default 3, the same as one vanilla attack) and DurabilityEnabled / DurabilityPerBlock (default 1). When you run out of satiety, the vein miner stops working until you eat.
Oh, this is glorious now.
One last request from me - could you consider making the different modes remember different numbers when you switch modes back and forth? I keep digging 64 block tunnels by mistake!
Oh, and an apparent bug - when the blocks are removed, it doesn't appear to notify surrounding blocks, so water doesn't flow, tall grass on removed soil blocks doesn't auto break and vines hang in mid air after removing leaves.
Both are in 1.5.0! Each mode now remembers its own limit/depth (set them side by side in the new F7 Modes tab), so no more accidental 64-block tunnels. Removed blocks now update their neighbours like a normal break, so water flows, grass on removed soil pops off and vines drop. Thanks for the detailed reports!
Very nice update. Hate the hunger cost, but I can just disable it! :D Thank you !
heys, if i add the charcoal pile in charcoal kilns to the whitelist the other layers don't drop their charcoal when i break one.
unless that's been fixed by 1.4.2 too
tekfuba Regarding the charcoal piles, each pile is named for the number of layers and breaking a block replaces it with the block one layer less - so if you whitelist game:charcoalpile it only matches piles of the same size, whereas if you whitelist game:charcoalpile-* it matches everything around it but only removes the top layer of each, lol.
GPedia For now, you could consider switching to 3x3 tunnel mode and setting the depth appropriately so you don't remove the surrounding pit? Just be careful to hit the correct face so the shovel mines in the right direction.
i'll just dig them out manually, its not like a necessity that i need to vein mine the stuff
@GPedia @EnglishBob In 1.5.0, piles are cleared all the way down instead of losing only the top layer, both in tunnel modes and in Vein mode with game:charcoalpile-* on the whitelist. Thanks for the report!
Absolutely beautiful Thank you !
many thanks!
When harvesting tall grass, even though I whitelist all tall grass types it only touches the exact type targeted. Could you possibly add an option to include all block types that match a single line, so you can choose which blocks to apply this to? This would also work perfectly for branchy/non branchy leaves.
When harvesting reeds with a knife, the targeted block leaves the roots intact but all the additional connected blocks destroy the roots.
And as previously commented, breaking anything (e.g., leaves) with a non-durable item selected on the toolbar destroys the held item if any additional blocks are broken. You have to use an empty hand.
Tthanks!
Thanks for the detailed feedback! All three are addressed in 1.4.2:
1. Held item getting destroyed: fixed. Durability is now only used on items that actually have it, so blocks/plants in your hand are safe.
2. Reeds with a knife: fixed. The extra reeds now leave their roots, same as the one you broke.
3. Tall grass / leaves: new option! End a whitelist line with * to make the vein follow every type matching it, e.g. game:tallgrass-* for all grass heights, or game:leaves* for branchy + non-branchy leaves. Lines without * still mine only the exact type, as before.
This is fantastic, thank you for the rapid update!!!
Can you describe how the expansion radius works?
Hello! it will try to keep mining even its not connected, like ores in diagonal or close but not in same row
Thank you. What about the number itself? Number of blocks away from any mined block? Number of blocks from target block?
Good question! The number is a distance in blocks, counted from the last block the vein found, not from the block you originally hit.
Awesome, thank you!
Just so you are aware, but if you add for example soil to the whitelist, and are holding soil, horsetail, or really anything that isnt your hand or a tool, the block/item you are holding breaks when you vein mine.
oh ty! it breaks bc try to spend durability of it, i will fix this
Just confirming, it still works in 1.22.6.
If you happen to feel like adding to this mod would it be possible to get a mode which could go vertically. So either up/down for when your wanting to dig a ladder access. If so thank you!
Hello there! I think it would be more efficient to dig face by face for example, if you look at the face from bottom to top, it digs the way that u described. I'll see if that's possible; if not, I'll add a vertical mode as a new option, thanks for the suggestion
hey uh, not sure if you're aware of this but this is what the GUI looks like with the latest release on 1.22.3
Oh no, it wasn't supposed to be like that. I'll test it here to confirm. Thanks for letting me know.
no problem, if it ends up being a mod conflict on my side i'll check
Checked this. It's not a bug in the mod itself. I verified the released zip (veinminerrevamp_1.3.0.zip) and it correctly includes assets/veinminerrevamp/lang/en.json and pt-br.json with all the GUI keys.
What you're seeing (labels showing as "veinminerrevamp:gui-title" etc.) is Vintage Story's fallback when it can't find a translation for a key — it just prints the raw "domain:key" string back. Since every single label is showing this way (not just one or two), the whole lang file for the "veinminerrevamp" domain simply isn't being loaded on your end.
Fix: delete any old VeinMiner mod folder/zip, then extract the full veinminerrevamp_1.3.0.zip (not just the dll) into your Mods folder and restart the game. Or use 1-click download after removing old versions, let me know if worked
note that this mod currently only supports pt-br and en langs
ohh, yeah, that makes sense. as it turns out this appears to be a Linux-specific issue, as I've seen it happen with a few other mods
repackaging the mod on my OS has fixed the issue completely, though I'm not sure on how you'd go about fixing this for later releases on your end, modding is not my forte
on the left is what I got every time i downloaded the mod from the moddb, while on the right is what I had to do in order to fix it
hopefully this helps you in some way?
Hello, I have an older world that I can not use this mod on and I was wondering if you can make a version specificaly for 1.21.5
Ty for your interest. I will check if it's possible, but the .NET version seems to have changed between 21 and 22, so it's quite likely that it will cause errors.
Awesome, this mod seems realy cool and I would love if you could do that😁
How would we input something like ice into the config?
game:glacier-
I could not figure out how to add saltpeter, game:block-saltpeter didn't work. idk if its able to be mined with this
in version 1.3.0 it will have a UI/command to auto add blocks to white list so you dont will need to know each id ;)
what happens when you vein mine an iron vein
The world explodes
It mines as usual, respecting the configured max block limit (no world-breaking explosions lol).
Compatible with Xskills?
Not compatible with xSkills, xSkills already has a built-in Veinminer ability. Using both simultaneously will cause double mining and the extra blocks broken by this mod won't grant xSkills XP or apply its ore bonuses. But it's possible to handle both in future.
i've searched about how xskill works then i figued out that the method that this mod call is the same that count as XP in xskill, so in xp terms its compatible sry for miss info early