Mods / BetterEr Prospecting
Author: KnewOne
Side: Both
Created: Sep 6th at 2:04 AM
Last modified: Nov 14th at 9:07 PM
Downloads: 17717
Follow Unfollow 312
Recommended download (for Vintage Story 1.21.1 - 1.21.5):
bettererprospecting_1.4.0.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
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
- Ore density is no longer normalized by local strata and heatmap. Meaning percentile text high in one place will be the same as 10k blocks away
- In the same vein ( pun intended ) the percentile is properly mapped for the ore generator. You can check Percentile map for what that relates to, but basically anything over 50% is around high<->very high ( can be changed to be more linear ).
- There is trace uplifter to ensure that you won't miss blocks with very low percentile ( sub 0.0025%), but i advise against using it - unless the mod that adds ore/changes generation doesn't properly give percentile text. See more in compatibility
- 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.
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Node Mode remains the same as vanilla
Main philosophy is to make the density search > borehole mode > node mode > proximity usage pipeline.
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.
The values of this prospecting are not interchangeable with vanilla. The PPT is calculated using real chunk distribution. The heatmap and rock type no longer influence the density, so they are completely uniform across the world. Meaning now you should really mine in ultra highs and forego poors just because the ultra high deposit has marble all around it. Older readings do not auto update. They should be compatible with any mod that reads data from prospecting packets and whatnot.
You can convert values to the modded by running /reprospect. This is an expensive call. I suggest you do that on the server startup once while nobody is online. Should handle all online and offline players.
ProspectTogether: Compatible from what i can see.
IOG: Doesn't properly show ratings (poor-ultrahigh) issue on the mod's side. I recommend using "Uplift ores to trace" + "Uplift all unergistered generators ores to poor instead" settings to make it visible with PPT. PPT is still valid
HoD: Aquifer shows properly (until they break it again)
Integration: If the deposit uses non-disc distribution, the density factor will be taked from default GeneratorInst.GetPropickReading(), as such it's not normalized. There is a delegate for other mods to hook up, to make percentile(factor) values more accurate.
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.
There is a debug mode for missing code pages/subtrace readings/etc, please post issues with its output, provided the context allows.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.4.0 | bettererprospecting | 2351 | Nov 14th at 9:07 PM | bettererprospecting_1.4.0.zip | 1-click install | ||
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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 | 556 | Nov 11th at 11:45 PM | bettererprospecting_1.3.6.zip | 1-click install | ||
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Hungarian tl by The_Revisionist | |||||||
| 1.3.5 | bettererprospecting | 4120 | Oct 21st at 10:42 PM | bettererprospecting_1.3.5.zip | 1-click install | ||
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Remove accidental nuking of all harmony patches | |||||||
| 1.3.4 | bettererprospecting | Oct 21st at 7:52 PM | 1-click install | ||||
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Add experimental toggle for linear density texts and ore detection range multiplier to cope with abudance of ultrahigh. Feedback appreciated E: Don't install this version | |||||||
| 1.3.3 | bettererprospecting | 2026 | Oct 11th at 12:36 PM | bettererprospecting_1.3.3.zip | 1-click install | ||
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Ru locale by qua8ion | |||||||
| 1.3.2 | bettererprospecting | 746 | Oct 8th at 5:29 PM | bettererprospecting_1.3.2.zip | 1-click install | ||
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Try to fix spanish locale. Will use SA version for both for now | |||||||
| 1.3.1 | bettererprospecting | 399 | Oct 7th at 10:25 AM | bettererprospecting_1.3.1.zip | 1-click install | ||
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Spanish TL, thanks NeoB | |||||||
| 1.3.0 | bettererprospecting | 1713 | Sep 26th at 10:33 PM | bettererprospecting_1.3.0.zip | 1-click install | ||
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Reworked uplifitng code. Your uplifting settings have been reset. If you were playing with IOG please check the config. | |||||||
| 1.2.7 | bettererprospecting | 474 | Sep 24th at 7:20 PM | bettererprospecting_1.2.7.zip | 1-click install | ||
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Proximity search is now a sphere | |||||||
| 1.2.6 | bettererprospecting | 184 | Sep 24th at 10:08 AM | bettererprospecting_1.2.6.zip | 1-click install | ||
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Stone mode now goes to mantle. Up/sides are still radius-limited | |||||||
| 1.2.5 | bettererprospecting | 176 | Sep 23rd at 10:40 PM | bettererprospecting_1.2.5.zip | 1-click install | ||
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Borehole can be radius 0, thus making it a line again. Default is still 8 Also changed description for it | |||||||
| 1.2.4 | bettererprospecting | 421 | Sep 22nd at 7:02 PM | bettererprospecting_1.2.4.zip | 1-click install | ||
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Made borehole radius configurable because i have free will | |||||||
| 1.2.3 | bettererprospecting | 42 | Sep 22nd at 6:14 PM | bettererprospecting_1.2.3.zip | 1-click install | ||
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Significant change to borehole. Now a downward cylinder instead of single line. Feedback appreciated | |||||||
| 1.2.2 | bettererprospecting | 142 | Sep 22nd at 11:34 AM | bettererprospecting_1.2.2.zip | 1-click install | ||
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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 | 46 | Sep 22nd at 9:58 AM | bettererprospecting_1.2.1.zip | 1-click install | ||
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Add a guard to /reprospect to not update unloaded chunk readings. I'll try to come up with a better solution | |||||||
| 1.2.0 | bettererprospecting | 268 | Sep 21st at 5:30 PM | bettererprospecting_1.2.0.zip | 1-click install | ||
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Revert the factor change for now. PPT will stay the new realistic though. Should be ~ 1/4 of previous values. Run /reprospect | |||||||
| 1.1.12 | bettererprospecting | 25 | Sep 21st at 5:16 PM | bettererprospecting_1.1.12.zip | 1-click install | ||
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Fixed ppt being overcounted by 4x. Added compensatory 2x to make the process less annoying. You will see ppt and factor ~ 1/2 of the previous values. Feedback appreciated Backup savefile and run /reprospect to get new values | |||||||
| 1.1.11 | bettererprospecting | 583 | Sep 16th at 8:15 PM | bettererprospecting_1.1.11.zip | 1-click install | ||
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Fix HoD compat. Bump minversion of it to 2.2.13 | |||||||
| 1.1.10 | bettererprospecting | 417 | Sep 14th at 1:01 AM | bettererprospecting_1.1.10.zip | 1-click install | ||
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Fix modsystem name because that was horrid | |||||||
| 1.1.9 | bettererprospecting | 310 | Sep 12th at 7:55 PM | bettererprospecting_1.1.9.zip | 1-click install | ||
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Fix lapis | |||||||
| 1.1.8 | bettererprospecting | 263 | Sep 11th at 8:43 PM | bettererprospecting_1.1.8.zip | 1-click install | ||
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Fix propick deleting non-prospectable blocks from existence | |||||||
| 1.1.7 | bettererprospecting | 106 | Sep 11th at 1:24 PM | bettererprospecting_1.1.7.zip | 1-click install | ||
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| 1.1.6 | bettererprospecting | 101 | Sep 11th at 9:28 AM | bettererprospecting_1.1.6.zip | 1-click install | ||
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Fix configlib not being optional ( but you really should use it ) | |||||||
| 1.1.5 | bettererprospecting | 107 | Sep 11th at 1:06 AM | bettererprospecting_1.1.5.zip | 1-click install | ||
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Fix ore visibility in borehole/proximity | |||||||
| 1.1.4 | bettererprospecting | 91 | Sep 10th at 8:05 PM | bettererprospecting_1.1.4.zip | 1-click install | ||
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| 1.1.3 | bettererprospecting | 186 | Sep 9th at 6:45 PM | bettererprospecting_1.1.3.zip | 1-click install | ||
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Add trace/poor toggles for some ease of use with mods whose generators don't return good generated readings | |||||||
| 1.1.2 | bettererprospecting | 291 | Sep 9th at 2:36 PM | bettererprospecting_1.1.2.zip | 1-click install | ||
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Add trace readings uplifter | |||||||
| 1.1.1 | bettererprospecting | 139 | Sep 9th at 12:03 AM | bettererprospecting_1.1.1.zip | 1-click install | ||
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Add hot config reload. Works for everything except enabling/disabling borehole/stone/proximity modes. Dense mode will switch but will use the wording from the world startup one | |||||||
| 1.1.0 | bettererprospecting | 192 | Sep 8th at 1:55 PM | bettererprospecting_1.1.0.zip | 1-click install | ||
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Improve compatability for other mods trying to add percentile generators | |||||||
| 1.0.6 | bettererprospecting | 156 | Sep 7th at 8:59 PM | bettererprospecting_1.0.6.zip | 1-click install | ||
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Add links to rocks in stone mod. Sort values based on search type | |||||||
| 1.0.5 | bettererprospecting | 76 | Sep 7th at 7:09 PM | bettererprospecting_1.0.5.zip | 1-click install | ||
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Add HydrateOrDiedrate aquifer support | |||||||
| 1.0.4 | bettererprospecting | 130 | Sep 7th at 10:39 AM | bettererprospecting_1.0.4.zip | 1-click install | ||
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Tweak: Add percentage-based stone search mode | |||||||
| 1.0.3 | bettererprospecting | 193 | Sep 6th at 10:40 PM | bettererprospecting_1.0.3.zip | 1-click install | ||
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Fix silver being ignored | |||||||
| 1.0.2 | bettererprospecting | 53 | Sep 6th at 9:38 PM | bettererprospecting_1.0.2.zip | 1-click install | ||
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Improve percentile calculation for rarity. Should be properly scaled to the whole world for each ore separately. PPT still own | |||||||
| 1.0.1 | bettererprospecting | 165 | Sep 6th at 11:13 AM | bettererprospecting_1.0.1.zip | 1-click install | ||
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Add debug mode for bug reporting ease | |||||||
| 1.0.0 | bettererprospecting | 149 | Sep 6th at 2:05 AM | bettererprospecting_1.0.0.zip | 1-click install | ||
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Initial release | |||||||
| 0.9.0 | bettererprospecting | 244 | Sep 12th at 7:54 PM | bettererprospecting_0.9.0.zip | 1-click install | ||
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Backport. No hot config, no aquifer | |||||||
Dani3l1986 this is intended behaviour. Olivine doesn't have an oremap and is not visibile with the game's default density search; the mod simply follows this.
You can see this if you turn on debug mode; it will print everything density mode found, but will only count/show those that are in the list used by the default density.
Should be still visible with borehole since it didn't put those restrictions there
I was standing on top of a large Olivine deposit but the reading for density or stone didn't show any. The Bore mode did show it. Is this normal for Olivine or a bug ?
Dyrian it follows the same logic as base game - halite shows on density
Does halite show up normally in the first mode or do you have to look for it in the stone mode?
New version added a counter divider for the total blocks counter.
I guess its just a weird coal spawn then, we hadnt gotten any black coal readings at this point after quite a lot of prospecting so I was getting suspicious that something weird was going on. But I have now actually found some areas with readings for it, so everything seem to work fine.
Brumes low amount by the looks, yeah
KnewOne I don't use Discord, so I don't think that would be very usefull. We're not running interesting ore gen, or any mods that would affect ores AFAIK, Only Terra Pretty that might do something to world gen.
Here is what I get with uplift and debug mode turned on:
Found 8 traces of ore in this area (<a href="handbook://gamemechanicinfo-prospecting">guide</a>):
Poor <a href="handbook://item-nugget-nativecopper">Native copper</a> <font color="#CCe0cfbb"> (0,05‰)</font>
Poor <a href="handbook://item-nugget-sphalerite">Sphalerite</a> <font color="#CCe0cfbb"> (0,23‰)</font>
Poor <a href="handbook://item-nugget-magnetite">Magnetite</a> <font color="#CCe0cfbb"> (0,67‰)</font>
Poor <a href="handbook://ore-lignite">Lignite</a> <font color="#CCe0cfbb"> (0,12‰)</font>
Poor <a href="handbook://ore-bituminouscoal">Bituminous coal</a> <font color="#CCe0cfbb"> (0,73‰)</font>
Poor <a href="handbook://item-nugget-nativesilver">Silver</a> <font color="#CCe0cfbb"> (0,04‰)</font>
Poor <a href="handbook://item-nugget-nativegold">Gold</a> <font color="#CCe0cfbb"> (0,04‰)</font>
Poor fresh water aquifer detected.
[BetterEr Prospecting] Uplifted to poor: 0 -> 0,15 for nativecopper (P-All), 0,0284 -> 0,15 for sphalerite (P-All), 0,06 -> 0,15 for magnetite (P-All), 0 -> 0,15 for lignite (P-All), 0 -> 0,15 for bituminouscoal (P-All), 0,0046 -> 0,15 for silver (P-All), 0,071 -> 0,15 for gold (P-All)
Based on that it just looks like there is so little bitumous coal here that it doesn't normally get displayed?
Here is a list of the mods we are running:
Brumes can you contact me in the discord channel for the mod ? I'll need some more details like any mods that alter oregen/add more rock types. Are you using interesting ore gen by any chance ? Does this happen only to bitumous coal ? What does debug mode write ? What if you turn on reading uplift ?
U: it does see it. Do you use IOG ?
I found some bitumous coal in a cave, but when I take a density reading there there is no black coal in the readout, nor anywhere around it.
With the way I understand this mod to work, I should only get a reading if that ore is actually present,
but I don't understand this situation where it is not showing an ore in the readout that I know for certain is actually present, am I misunderstanding how this density readings with this mod work?
Or is there a possibility of false negatives, and if so, what causes them?
KnewOne I opened a PR for a translation on GitHub :)
I love how the mod's proximity search tells you the distance if no ore is found "No ore found in 5 block radius.". I wish vanilla would state that in the node search.
Also I think node search is on by default now and set to a 6 radius. I haven't change it in my world config at the start and it's set to 6 and turned on. I'm refering to the mod's discription.
vipasva while that is extremely weird, it is most likely not connected to the mod. The act of reloading fixed the disparity that was caused by something. I don't modify ores, i only read their contents
i am playing on 1.21.5, and a few of the ores i found had the stone texture insted of the ore, i was looking for brown coal and was mining stone when they started droping coal i turned off the mod and the stone returned to the brown coal texture
https://files.fm/u/8sqsmtbutk
gobstar can't really tell you anything that would satisfy you. That's exactly the intent behind how those scale words work. It's relative to the ore's abundance based on its generation's distribution. Bismith has more variance for radius, but more importantly it's 16 tries per chunk vs cassiterite's 7. You will on average have more bismuth discs but it will have the same average distribution. Well, with some caveats like bismuth being triangle and cass gaussian, but that's minor.
Hii. The current Scale is completely mismatched with the current Per mille format, which is driving me crazy.
The situation was as follows: I was searching for Tin, and the mod showed Very high (0.23), whereas without the mod it was Very poor (0.03). At the same time, Bismuth was Poor (0.74) without the mod poor (0.7). I started digging but didn't find a single tin deposit; when I checked with x-ray, there were only a couple of them, while there was plenty of bismuth.
The possible issue might be related to the Terra Pretty mod for world generation.
KnewOne that was the issue! Thanks! Works like a charm again
ChiefKrogan do you mean borehole ? Since 1.2.5 borehole has a radius setting. It's probably defaulting as 8 for you since you've updated right away. Instead of showing the singular column i made it a cylinder to avoid making its spam too strongs and to encourage using other modes. You can change settings to radius 0
Top-down prospecting is broken since 2 updates ago. It used to work flawlessly and now I constatly get false positives. It's become redundant to even use it - for example I am currently looking for tin in an ultra hight casserite area and 5 times did borehole detect said ore, only for me to mine down to 20 and no Casserite. Did you change how it works somehow?
nSwift what do you mean "long distances" ? Which modes show and which do not ? Can you also check if using the vanilla density prospecting also shows quartz ? Do you mean that only node mode shows quartz ? Afaik, quartz doesn't show on vanilla density. The modes other than node are modified versions that use the same core logic. In vanilla, quartz is considered a rock with no ore map and no handbook page connected to it. Halite(salt), by the way, is a rock that has an ore map and a link, which is why it's visible in density, but not in node - because node only checks ores. Borehole should show the rock if that mode is enabled. Sulfur should be visible since it's a rock with ore map.
https://wiki.vintagestory.at/Mining#Prospecting_(Systematic_Method)
KnewOne Hi. My ProPick stopped showing quartz and sulfur when searching long distances. What could be the problem, or is the mod not counting them as ore?
Sir_Pattrick can only suggest checking mod versions on both, trying to load the same world without other mods locally, sending full logs. This doesn't say anything other than the mod can't register a tool. Might be some other mod chaning propick class. Hard to say
I keep getting a critical error when I try to join the game my Wife is hosting locally.
oml THATS what caused my recent issues? so happy to see it resolved. i was having an aneurysm trying to figure out what was going on. good work!
Ryilo oh, my bad. The mod was accidentally removing ALL harmony patches instead of only mod's :D Fixed in 1.3.5
KnewOne : This update broke everything for me. Had to try in a new instance, with a new world, with a minimal set of mods, and when this mod with version 1.3.4 is activated it breaks configlib (no more mod configs), breaks knapster, etc...
Reverting to 1.3.3 solves the problem.
NaTajnacku 1.3.4 has two new settings to handle reading texts. Pick your poison
NaTajnacku most likely caused by vanilla having non-linear distribution of those values. I do have a solution or two in mind
Good mod but almost every reading saying ultra high, is there way to tune percentile map down?
Neon10 huh ? If you refer to the modes from the original BetterProspecting, then they're gone and i'm not going to add modes that just directly tell you where to go to get the ore. If you want the most cheaty prospecting possible, then just install block overlay and xray them. This is an attempt to make vanilla's density mode better. The other modes like borehole are just nice additions from older mods and are toggle-able off.
please either revert the removal of the 6 new modes or add a config to bring them back cuz i just updated and i hate the new system
Agouti that wouldn't really take that much to implement. I don't even need to check other mods existing; metals have a tier level, so i can just add it to proximity. Nevertheless, right now i don't really see adding that as a gimmick. Also stronger tool doesn't make it more efficient for prospecting, not very lore-friendly :P
Idea: Perhaps have an option for increasing search radius in Proximity for higher tier tools? Perhaps gold/silver/electrum, with lower durability but more advanced searching? Could get really fancy if Expanded Matter is also installed, titanium and all that.
BootlegLatvian when using default vanilla prospecting, you don't have to tap 3 times, just once. You still take 3 tool dmg
E: but also use the configlib, it's good
What does OneShotDensity do in the config?
Heya, really like this mod!
KnewOne Don't worry, I don't know why the Latin American version is called es-419 either. I guess it's some kind of standard.
NeoB my bad, i didn't know 419 was a legit file name
KnewOne No problem, although I see an issue with the files.
In the localization files, in this case, Latin American Spanish should be named “es-419” and “es-es” for Spain.
Promethion well, check that it actually has any modes enabled in the settings. it is indeed possible to disable all modes and use your propick as a pick. Honestly, didn't expect anyone to hit that scenario.
If your settings are enabling some modes and you don't see it, test in a new world with only my mod. If it works, it's a mod conflict, enable mods in halves until you figure out which mod causes the conflict
NeoB appreciated
getting a wierd issue where my prospecting pick has no mode select option and when I use it it simply makes the blocks drop rocks rather than actually prospecting, I'm not getting any errors or popups of any kind, so I have no idea why this is happening
When ever I do density search it shows no results in the chat but the other modes work does anyone know why?
Edit: I forgot to update the mod
KnewOne Wow, that was fast! Thank you!
Edit: The new change is a huge improvement! I ran /reprospect and the big copper fault vein I was testing on now shows a ~17 ppt density instead of "miniscule". Similar for a hematite deposit I haven't started exploiting but I knew must be huge. And I can now usefully hunt for a couple other minerals that were previously showing "miniscule" but now have an actual ppt readout. Thanks again!
Arcanum3000 hmm, actually, no, you're right. it's a bit confusing wording on my part. I've reworked uplifting. It will have better debug text and should now be useful separately for modded generators and base ores.
KnewOne Ahh, I see, thanks for the explanation.
I do have both AlwaysAddTraceOres and AddToPoorOres enabled. Maybe I misunderstood, but I thought I'd get a ppt readout with the new ore structures even if the percentile rating ("Poor", "High", etc.) is wrong or missing.
Arcanum3000 it's a chunk radius around the selected block. Chunk has 32 blocks, so it's a 32 block radius around the block broken. if it was made on a chunk-by-chunk basis, you'd need to prospect every chunk and it would get tedious very fast.
The issue linked is the issue with interesting ore gen specifically. Its generation uses a separate generator called tiltedAnywhereDiscGenerator. This is not, in fact, a disc generator in the slightest, so it won't even hook up to the disc generator calculator i am using, but then it would alsways show ultrahigh. The ore is found, but i only have it's amount, not its factor. Factor is a 0-1 number that is also a percentile of the ore blocks found relative to the distribution of its spawns. The TLDR fix of this issue is: either Ross adds support for his generators via a delegate, or you as the user enable trace upscaling + poor minimal level. Then you will see all ores that he changes generation as "Poor", but ppt will be corrrect- and you will need to use those metrics. In the screenshot, you can see "miniscule amounts of Native copper", so the propick found it, but couldn't categorize. You can check how the same prospecting will happen in vanilla; unfortunately the core issue is that Ross' propick code doesn't work very well atm.
Check 'compatibility' dropdown in the mod description.
Hi, I'm liking the mod (using it with Interesting Ore Gen), but I have a question and a bug report.
For the question, I think I'm a bit confused about how the new density mode works. I thought it was a simple block density calculation for the chunk you're testing in, but me getting different results from different positions in the same chunk suggests otherwise. Can you clarify what the new density mode is actually doing? Is it still just a simple block density calculation, just with some radius centered on the tested block?
For the bug report, I've run into one of the deposits that don't show up in the density search. I'm pasting the debug log below, and a screenshot of the (partially mined but still substantial) native copper deposit. I think it might be one of the new fault vein deposits from IOG. It seems large for a regular surface copper deposit.
Anyway, thanks for the mod!
25.9.2025 21:20:24 [Chat] Found 0 traces of ore in this area (guide):
Minuscule amounts of Cinnabar, Native copper, Borax
@ -6
25.9.2025 21:20:24 [Chat] [BetterEr Prospecting] Found ore keys not in the ppws prospectable list. Is it intentional ? : olivine @ -6
25.9.2025 21:20:24 [Chat] [BetterEr Prospecting] Expected keys are: lignite, bituminouscoal, anthracite, diamond, emerald, peridot, bismuthinite, cassiterite, chromite, galena, silver, ilmenite, limonite, hematite, magnetite, malachite, nativecopper, pentlandite, rhodochrosite, sphalerite, alum, borax, cinnabar, fluorite, graphite, halite, kernite, lapis, phosphorite, gold, sulfur, quartz @ -6
25.9.2025 21:20:24 [Chat] [BetterEr Prospecting] Found no predefined calculator for InterestingOreGen.Generators.TiltedAnywhereDiscGenerator), using default generator
[BetterEr Prospecting] Found no predefined calculator for InterestingOreGen.Generators.TiltedAnywhereDiscGenerator), using default generator
@ -6
KnewOne Thanks for the explanation. The new update with the proper radius seems to be working fine.
The_Revisionist yeah the code for the promixity was taken almost as is from the proximity prospecting mod and when i was looking at it, i noticed the same thing from when i was using that mod myself. Kinda didn't bother changing since it was fine either way, but it might be worth to redo it into proper circular discovery to avoid these scenarios. It's like a 50/50 easier understanding vs if it works it works kind of deal. Most of these block scans are done with the game's generic WALK function which only does cuboid, so radius is not a sphere but a cuboid radius, so to speak, but the distance is calculated with a distanceTo, which uses euclidian distance. The borehole now uses my cylinder approach. Kinda wanna do the sphere one after typing thi.
Is it normal that the proximity search mode sometimes can show a result distance that is greater than the set radius? E.g. if my set radius is 4, it can still say that the closest ore is 6 blocks away.
I think this is because it seems that the radius is counted so that dx<=setRadius, dy<=setRadius and dz<setRadius is still a valid distance to prospect at.
Example:
P
O
O
O
OOOOX
My max radius is 4. The ore is at X, I prospect at P. dX = 4, dY = 4 (between P and X). The reading I get is "Closest ore is 6 blocks away".
It seems like the distance is either calculated as Manhattan distance but not counting the start and end points, i.e. distance = (dx-1) + (dy-1) = (4-1) + (4-1) = 6. Or the distance is the true distance rounded, i.e. distance = sqrt(dx^2 + dy^2) = sqrt(16 + 16) = 5.7 ≈ 6
I'm fine with it either way, I'd just like to double check if I found a bug or it's the intended behaviour.
Riscmon_ingk right now it's just cuboid with radius centered on player. Might be a good idea to change to chunk column actually
Is stone mode searching by blocks or chunks?
SpaceMoth Not sure what you mean, but it's probably seeing some ore but digging down straight and it's not in the block column ?. For the 25 limit, ntent is to keep it full world penetration from the start, so the 25 is not really the way to go. Radius is configurable, and it was intentionally not a square but a circle. The change towards radius is how it's used to determine but not pinpoint ( unless you set low values or 0 )
The_Revisionist yeah should alter description. About the radius, should get to 0 yeah
Spent the last couple hours trying to find resources using the borehole and was confused why it kept showing a resource but not locating it.
I can understand the desire to balance. Maybe another option could be to make the cylinder to be 3 x 3, with a depth limit of say 25? So it can be used to determine where to dig but not so pinpoint.
I do agree about The Revisionist's comment to tweak the description as that is what threw me!
I think the cylinders work well, with the configurable radius it's really customisable. One small thing, the tool mode selection still says "vertical line based search" for borehole mode.
Also, I think it would be good to allow the borehole radius to be 0, i.e. reverting to a single vertical column, if somebody prevers that. Currently 1 is the smallest you can select in the mod settings menu (I haven't tested if it works with 0 by manually changing it in the settings file.)
I like the borehole cylinder idea, I'll play around with it a bit tomorrow to test it. Beforehand I'd increased the borehole durability cost to 10 to reduce the desire to spam it.
1.2.3 changed borehole to be a wide downward cylinder instead of single line. Intent is to reduce borehole spam over a supposed ore chunk and to not invalidate the node/proximity mode. Subject to change if feedback arrives
Guimoute you must be fun at parties
> No more false positive readings
Vanilla prospecting has no false positive reading. It shows probabilities.
/reprospect doesn't work on unloaded chunks and causes loss of data. I'll think about a solution, but for now just don't run it It won't update readings in unloaded chunks. Some edge cases might appear but that's the best i can come up with for now. Ideally you just never run this command
1.2.2 Should handle unloaded chunks. Be aware that it might spike RAM until the server unloads the chunks ( you can also just reload the server after running the command from the startup. The command should rarely be called.
Less hungry approach would be doing for select players - check /help reprospect
Note that since 1.1.12 density scaling is a bit off. Run /reprospect. You might see values that are ~ 1/2 of the previous ones. That is expected, but do make feedback.
I've decided to postpone the factor change. The PPT will however be scaled to 1/4th of the previous value to be appropriate. The reason being:
By making the radius search too small, players would need to sample like every other 16-32 blocks which is too tedious.
Making it too big would make the single-disc pockets be hidden on one side of balancing (cIrcumventable with the minimum of poor option, but still not ideal) or produce too many high and ultrahigh readings. Possible solution would be changing the percentile scale from current which starts with HIGH at 40 to something more linear.
I'll hold off keeping it too realistic unless feedback comes in about factor values being too high, which they probably are by a scale of 4x.
Awesome, quicker than expected. Yeah, we were running 2.2.13 HoD. I run the mod updater a couple times through the day and restart the server for folks when there's big enough stuff. Thanks for fixing it!
DigitalHare nvm i see the issue. Download new version
E: but also just update the HoD mod to >= 2.2.13
Hey, getting a disconnect and crash on my server with this mod and Hydrate or Diedrate's interactions. Not sure which is at fault, but I turned this one off and was able to prospect again without crashing.
0.9.0 backport is a godsend, thank you very much KnewOne
Dragonchampion check 0.9.0
Can you please make a 1.20 backported version?
berserkus well it shouldn't fail to load or break any logic. By the looks, jayu simply reads data manually, so he's not even accessing basegame's genproberesults, so i can't even hijack that.
The immersion answer is that you'll get fake data as well, but that's because it got moved there by a river
would something like Pan and Prospect work with this?
Interesting Ore Gen won't work with this for now beacuse it doesn't work with vanilla generator either. Ross will need to integrate with this
Until then i recommend using "above traces" mode if you're using IOG. If you want to see PPT, you would need to toggle upscaling to poor level too. PPT is still reliable though
FatherSarge i won't be adding support for other prospecting mods. The whole reason i made this was to reduce prospecting mod bloat. I don't mind adding more mods to this mode to accomodate different interests, so long as i doesn't clash with my design philosophy. The line from that mode is what inspired borehole. I made the specific decision to avoid allowing it to go sideways and that won't change. As for the area, which is basically the node mode with a different config value, i'd rather not touch that unless i want to.
For the tin: that is probably a bug, i'll investigate why it's not reading. Please, use the debug mode in the future to make this faster
It might sound a little overkill... but would it be possible to make this compatible with the various modes available in Absolute Prospecting? I believe the modes in there are additive so it may work out the box if you mod doesn't replace everything.
Thanks for taking a stab at the current state of density mode! And I can confirm it works with Better Prospecting just fine.
For anyone trying to use this with Interesting Ore Gen... it is going to miss ore (staring at a huge amount of tin with no blip in the reading). Hopefully Ross can make them work together now.
TotallyNotASmurf krill issue
Lielac yeah aquifers just work like that. They don't have any world blocks to them so they can't be counted.
Anyways, it works now, but it's a lot of reflection, so it might be unnoticeably slower. Should be somewhat better sometime soon when the dev does refactoring and makes it easier to work with
Insanely enough, I am getting some really bad readings with density search on my current world's vicinity. Its been 13 hours...and no copper vein in sight.
Maeyanie oh same thing as vanilla yes. Kinda have to agree with how base game does this tbh
Don't forget that those are ppt, not percentages.
That would be what "per-mille" means, yes. "%o" is just the closest I can get to the right symbol on a standard keyboard, and shouldn't be interpreted as me saying "per-cent o"... I'm not quite that dumb. 😉
But, I think I may not have been clear enough with that post... I mean that calling 89.66 per-mille "very poor" (especially while a significantly lower value is only "poor"), or calling 0.07 per-mille "ultra high" is kind of hilarious.
However, If you're using the vanilla descriptions combined with accurate per-mille values, then yeah, I'd consider that an expected interaction, not a bug in need of fixing.
Who knows, that might be mostly fine. Don't forget that those are ppt, not percentages. And the mod generates enormous structures spanning more than one chunk
After trying it out with Interesting Ore Gen, yeah, the per-mille appears correct, but the text description can be hilariously wrong.
It's not letting me conveniently post a screenshot, but I've seen things like "Very poor Native copper (89.66%o)", "Poor Native copper (64.55%o)" and "Ultra high Silver (0.07%o)"
TotallyNotASmurf i have not tested, but non-disc deposits will always have real PPT, but factor - the density of the node - will be same as if you didn't use the new mode. Unfortunately i can't really calculate factor without digging deeply in generators of other mods and to be honest, figuring it out in reverse would be very exhausting. I have added a simple interface that any mod can use to notify of the generation average irrespective of heatmaps and rock column in the mined block
This mod sounds really cool and doesn't sound as broken as Better Prospecting. Wonder how this would work with Interesting Ore Gen.
For now the rarity (very poor-ultrahigh) might misalign with what you're used to with regards to ppt values, so try to focus on ppt when considering dig site. I have an idea to remedy this, but right now it'll do.
Rikaiu mod can be added or removed, the new density mode can be toggle on and off and it will be alright. The only disclaimer is that this density mode and vanilla's density mod output different values and i can't reprocess previous values, so for any readings done with the vanilla density you need to use the new density reading mode to get mod's results
TLDR vanilla readings are V1, this is V2. If you have V1 reading you need to do new density in the same spot to get V2 on your map. If you remove the mod, the reading will remain V2, if you redo reading with vanilla density mode you'll overwrite with V1
is this safe to add to a new save? can't wait to use this with interesting ore generation
I find the vanilla version of prospecting to be incredibly tedious, but respect that it's an important part of the spirit of the game. This mod sounds really intriguing. I'm excited to see how it changes the mining side of things. Thanks for making it! :)
FatherSarge i would need to test, but seeing how prospecttogether relies on what it's been sent, and i'm stepping in and sending manually, it should integrate without any additional code
Interesting! Will have to give it a try. Does it integrate with ProspectingTogether as well?