Mods / Underground Mines - Progression

Tags: #Worldgen
Author: A_Whisper
Side: Both
Created: Mar 30th at 7:32 PM
Last modified: Mar 31st at 12:20 AM
Downloads: 1662
Follow Unfollow 114

Latest release (for Vintage Story 1.20.7, outdated):
UndergroundMinesProgression_1.0.1.zip  1-click install


READ THE ENTIRE DESCRIPTION BEFORE DOWNLOADING. THIS MOD AFFECTS PROGRESSION AND THE BALANCING OF ORE DEPOSITS. YOU  HAVE BEEN WARNED.


This mod is a heavily modified fork of XurxoMF's "Underground Mines" mod. It does everything that the original mod does, with three added caveats:

  1. Reduced size of deposits: Ore deposits mines are dramatically reduced in value to account for semi-infiinite mines.
  2. Reduced loot rarity: Loot found within the mines is reduced in rarity and quantity, for the same reasons as above.
  3. Depth dependant progression: With this mod installed, ores generate in such a way that higher value ores generate deeper in the world.

 

IF YOU WANT THE STRUCTURES BUT NOT THE INCREASED DIFFICULTY OF ORE REDUCTION, USE THIS MOD INSTEAD: Underground Mines Lite

 

WHY???

This mod is intended to change the way progression is handled in vintage story in a fairly simple and lore-friendly way, that also encourages investment in armour throughout the ages. Unlike other ore scarcity mods which slow down progression by increasing the rarity of ore, this mod changes progression entirely by making progression dependant on DEPTH explored in the world. What does this mean? In short, lower tiered metals will be found closer to the surface, where caves are safer and monsters few, whereas late game materials and metals will only be found deep within the world in the mysterious network of mineshafts that spans the bottom of the world.

When running this mod, this is what your world will look like:


          /\
         /**\
        /****\   /\
       /      \ /**\
      /  /\    /    \        /\    /\  /\      /\            /\/\/\  /\
     /  /  \  /      \      /  \/\/  \/  \  /\/  \/\  /\  /\/ / /  \/  \
    /  /    \/ /\     \    /    \ \  /    \/ /   /  \/  \/  \  /    \   \
   /  /      \/  \/\   \  /      \    /   /    \
__/__/_______/___/__\___\__________________________________________________
SUB-SURFACE:

T1 metals: Copper. (Copper age)

Like in vanilla, surface copper and tin deposits can spawn, albeit with reduced rarity. THIS WILL DRAMATICALLY EXTEND THE STONE AGE. Some suface nodes will have maybe 1-2 nuggets on the ground, indicating their position, while most other surface nodes will have no nuggets indicating their position. Additionally, Larger, proper copper "veins" as opposed to a "deposits" can be found below the immediate surface. Using a prospecting pick's node search mode in shallow caves is recommended to find these larger deposits.
__________________________________________________________________________

DEEP CAVES:

T2 metals: Copper Alloy Metals (Bronze age)

In this layer, one can find bronze alloy metals as veins, or embedded in other materials. Gold and Silver are present in large quartz veins, while Tin, Zinc, Bismuth, and Lead can be found in deposits of varying sizes. Exploring deep in caves is recommended as resources tend to generate intersecting caves.

__________________________________________________________________________

VERY DEEP CAVES:

T? metals/materials: Cinnabar, Uranium (No associated age)

Approaching the mantle, Vintage story "bottoms out" caves at around y-level 10 with a thick layer of basalt to separate the player from the mantle. By some quirk of design, this mod tends to aggregate Cinnabar and Uranium deposits near this level, so they serve as an indicator to the player that they have reached the end of what the natural world can provide. Going forward, they will need to find the elusive mineshafts...

__________________________________________________________________________

     .----------.       
\   (  ||    ||  )      /
 \   ~-||====||-~      /  
  \    ||    ||       /   
  |    ||====||      /    
  |__  ||    ||      |    ANCIENT MINES:
  | |\ ||====||  ____|    T3+ metals: Iron, Titanium, Chromium, Nickel +all previous metals (Iron and Steel age)
  | | \        /|    |    
  | |  \      / |    |    Nestled just above the mantle and below the stopping point of caves, lies a near infinite layer of mines created
  | |   \____|  |    |    by the humans who escaped underground to flee the rust and rot. Within this mine network they harvested the resources
  | |   |____|  |    |    necesary for their survival, and now here you are ready to take on their great work. In this layer, you will find all
  | |   /    |  |    |    metals present other layers, but notably this is the only layer that spawns iron and steel age metals and materials.
  | |  /      \ |    |    In order to access this layer, one must find a "MINE ENTRANCE" which leads directly down to the mines via a long shaft.
  | | /        \|    |    This layer is not for the faint of heart, however, as this deep in the earth, rust demons spawn plentifully, and in their
  |_|/          |____|    most dangerous varieties. An early game player seeking to get rich quick via guaranteed ores in the mines will face a painful
  |                  |    death at the hands of the demons conjured forth by the rust. As if this wasn't enough, temporal stability at this depth is 
  |                  |    terrible, meaning that a player has at around 10 minutes to spend down here before they begin to sink into the rust world.
  /                   \   Bronze age armour is recommended, if not necessary to traverse this layer. 
 /                     \  
/                       \

__________________________________________________________________________

WHAT NOW?

Congratulations on getting through my information disguised as flavour text.

If, after reading all this, you wish to download this mod, then I appreciate it. Here are the next steps:

COMPATIBILITY:

Other mods:

I have tested this mod with 100+ of the most common mods and have found no issue. 

Structures mods:

The mines in this mod spawn deep enough that they don't break any other structures, so you could use this alongside your favourite dungeon mods. I personally recommend "th3dungeons" for an aesthetically fitting companion structure mod that doesn't break this mod's balancing.

World gen mods:

This mod works fine with WORLD generation mod such as Terra Prety or Conquest Landforms. However:

DO NOT RUN THIS MOD ALONGSIDE ANY OTHER MOD THAT MODIFIES ORE SPAWN RATES. THIS MOD PATCHES THOSE FILES, SO ANY OTHER MOD THAT ATTEMPTS TO DO SO WILL BREAK IN UNFORSEEN WAYS.

 

REQUIREMENTS:

Hard requirements:

Download the following config file and paste it into your config folder.

This config file is critical for modifying the behaviour of the underground mines mod.

Soft requirements/mod recommendations:
Wilderlands Panning Overhaul
Because my mod removes most surface copper nodes, this mod changes the way panning works for a more difficult early game experience.

Only use these two mods together if you are a digital masochist.

No Density Search
For added realism and a further incentive to explore caves. If you run this, I recommend changing the pro-pick node search mode radius to 12.

CAN I ADD THIS TO A NEW/EXISTING WORLD?:

I would recommend running this on a new world, and not removing it. Because it edits ore generation, if you add or remove this mod from your game, it will then create parts of the world that have been and haven't been touched by this mod, breaking the progression this mod tries to introduce.

Mod Version For Game version Downloads Released Changelog Download 1-click mod install*
1.0.1 1588 Mar 31st at 12:20 AM UndergroundMinesProgression_1.0.1.zip 1-click install

1.0.1 Release:
Fixed an issue with servers generating a blank item in one of the schematics.

1.0.0 74 Mar 30th at 7:58 PM UndergroundMinesProgression_1.0.0.zip 1-click install

Initial Release:
Modified behaviour of "underground mines" mod
Added ore deposit changes
Reduced ore deposit sizes in mine schematics
Reduced loot value in mine schematics


32 Comments (oldest first | newest first)

💬 Thorin48, Oct 20th at 12:12 AM

A_Whisper would you be willing to open source this? I would love to use this on a server but the ore sizes would not support the player size the 3 to 5 iron ore per 400 blocks wont really work.

💬 Atheliana, Sep 3rd at 11:42 AM

A_Whisper I was curious about the mod but wanted to see how much changes and tried it in creative first using block overlay to get a feel for it. Is it meant to be such a low amount of iron ore? I'm not sure but I get the feeling that the fact that more ores compete for spawns down below reduces the amount of iron drastically. From what I could see there were only small amounts to be found of 3-7 blocks. Considering the deep mine is supposed to be the main source of it it strikes me as a little too low. Just wanted to inquire if it's meant to be like that, or if with a prior version something in ore gen changed in an unwanted way. Mod was tested with v. 1.20.12. 

💬 Sasquatch047, Aug 28th at 1:41 PM

Can confirm as of my testing since 1.21 came out this mod does still work and I've yet to run into any issues

💬 A_Whisper , Jul 26th at 1:52 PM

Ralekin Sorry, I've been taking a break from vintage story. There's no problem with doing that. The old structures will remain, but any new chunks will generate with the new mod.

💬 Ralekin, Jun 7th at 3:42 AM

My server tried the default mod, but think we would prefer a closer to vanilla ore spawn rate, do you know if anything will break if we replace UM-P with UM-P Lite?

💬 A_Whisper , May 8th at 9:28 PM

Metroxide I may possibly work, I haven't tested it since I don't play with geo. Theoretically it should work, but again, haven't tested it. As for which version to use, the lite version of the mod only reduces loot spawns within the mines themselves from the original underground mines mod, but this mod also reduces ore spawns in the world itself.

💬 A_Whisper , May 8th at 9:27 PM

activeavi There shouldn't be an issue. The mod generates with a default config that is a bit different from the recommended config. What this means is that the new areas (after you added the recommended config) will contain the mines that were generated with the new config, while the old areas will have slightly different mines. It's not a big deal.

💬 A_Whisper , May 8th at 9:24 PM

KrystianMajster If you read the description of the mod, you can see that it makes copper a lot more rare. I urge you to read the entire description before downloading mods, as they could possibly change the game dramatically.

💬 KrystianMajster, May 2nd at 10:05 PM

Mod on newest versions make a lot of problems, if is active cooper ore dont spanw idk but now i have big problem.

💬 Metroxide, Apr 23rd at 6:35 PM

Also - should I use a config file with the lite version? The description on the Lite version says that it reduces loot and ore, but it supposedly doesn't do that from the description on this page. Me and my group are trying to decide whether to use the normal version or the lite version - we are using other mods such as Geology Additions, and also The Dehydrate mod that adds aqua under the earth. What would you recommend?

💬 Metroxide, Apr 23rd at 5:37 PM

I'm guessing this mod does not work with Geology Additions?

💬 activeavi, Apr 22nd at 1:06 PM

Just put the config into Modconfig folder on server, correct? Ive already had players exploring, so Im guessing this will only affect new mineshafts, correct?

 

Will I have any issues having started without the config in place?

 

edit: i see some of my questions have already been answered below. What can i expect having added the config a day late?

💬 A_Whisper , Apr 19th at 8:37 PM

Azariah No its fine, don't worry. I thought I made it clear when I said "This mod will draw out the early game," but I guess that was a bit vague. I'll update the description. That being said, if you don't run the panning overhaul, you can just pan regular gravel and get enough copper fairly quickly.

💬 A_Whisper , Apr 19th at 8:34 PM

DilanRona Yes, the lite version is just the mines, no changes to world gen/ores. I'll update it to be more clear.

💬 Azariah, Apr 19th at 2:27 PM

A_Whisper

Not going to argue against your balancing. It is your mod.

However, I would mention in the description that getting out of stone age can take dozens of hours with recommended mod set up (without lucky cracked vessel or trade). Perhaps you even had some specific number of hours in mind? Sparse ore distribution in gameplay terms means more time investment in real world terms anyway.

💬 DilanRona, Apr 18th at 7:57 PM

Does the lite have the same mines layout as Underground Mines - Progression? The documentation on the lite isnt clear cut as on this page.

💬 A_Whisper , Apr 18th at 4:26 PM

DilanRona Unfortunately there are no config settings that modify the changes this mod makes to the ore generation. 

Alternatively, you can just not install panning overhaul and pan regular gravel for the first pick and hammer.

Remember, the point of this mod is to draw out progression, and is balanced as such to make the stone age, copper age, etc longer. If this doesn't suit your tastes, I'd recommend you try the "lite" version of this mod that contains all the underground mines, but none of the changes to ore and ore spawn rates.

💬 DilanRona, Apr 18th at 3:29 PM

Any config option for the surface nodes? Cause I saw what changes that Wilderlands Panning Overhaul does, and it is simply not an option.

💬 A_Whisper , Apr 17th at 9:40 PM

Azariah This is intended behavior, as stated above in the mod description. Getting those first copper tools are the first hurdle of this mod. If you prefer there to be a higher density of ores on the surface, I would recommend you use the lite version of the mod that doesn't touch ore generation. If you like the way this mod works over lite, you can tune up the copper rates by modifying the mod's files. I can tell you how to do this if you want to keep running this mod.

💬 Azariah, Apr 15th at 6:40 PM

A_Whisper

Not sure if I just got unlucky with world gen, but with your mod installed, after 8 hours of playing I found a single copper nugget on surface. Thats including panning 8 blocks of Rich Gravel from the recommened mod.

I wasn’t sure if I was just blind, so I installed x-ray mod to scan the area, and within 820 blocks in all directions there were maybe 8 nuggets — all spread out.

I’m not sure if this is your mod’s doing or a combination of it with Terra Preta worldgen.


Is this intended or my mod combination + 320 world height resulted in this insanity?

💬 A_Whisper , Apr 10th at 6:14 AM

Mollycoddle Sure. Just use the "lite" version. The lite version is just the mine structures, this version is the mines structures + ore reduction worldgen. If you want to use your own ore deposit variables, use the lite version. This way, you'll get the structures but none of my ore rebalance.

💬 Mollycoddle, Apr 10th at 3:47 AM

Are any of your Mines mod variants compatible with ore spawn rate modifiers? I use ore rebalance for larger but rarer deposits, and want to keep that way of things.

💬 A_Whisper , Apr 8th at 2:26 AM

Tankwv Its almost certainly compatible with all 1.20.X versions. I can't make any promises about anything before 1.20 though.

💬 Tankwv, Apr 8th at 12:38 AM

would this work with the 1.20.4 version of the game by chance

 

💬 A_Whisper , Apr 7th at 11:42 PM

Himquee Don't worry, its not a bother at all.

Step 1: Download the config file I list above

Step 2: Navigate to this folder "C:\Users\[YOUR USER HERE]\AppData\Roaming\VintagestoryData\ModConfig"
Step 2 (alt): If you don't know what your user is called, you can instead paste "%appdata%" in the windows search bar, then click "Roaming," then click "VintagestoryData," then click "ModConfig"

Step 3: Simple paste the config file into this folder (make sure you're not pasting it into a sub folder.

Step 4: If asked, press "replace"

And yes, this should be done before creating a new world, but realistically it won't be that big of an issue if you do it after. That being said, I do highly recommend doing this before creating the world.

Hopefully this should be enough help. If not, feel free to send me a message on discord: "a_whisper" is my username, and I can lead you through it personally. I really don't mind at all.

Cheers!

💬 Himquee, Apr 7th at 10:58 PM

The "Download the following config file and paste it into your config folder." isn't very clear and im struggling to properly find the folder itself (not used to messing with files and such). Could you elaborate on how you're meant to do it and where to find the config file? Is it the specific world im using that needs it? If so am i meant to add it before or after creation? 
Sorry if the stuff im asking is too obvious or downright basic computer knowledge but i barely know anything and rarely ever mess with modded content this way.

I appreciate the help if possible.

💬 A_Whisper , Apr 2nd at 3:19 PM

RockyFoliage Hey rocky. Unfortunately, due to the way structures are generated, you can't modify spawn rates of ores without editing all the schematics first.
That being said, if you want more ores to spawn, why not check out the original underground mines mod? This is a fork that has reduced spawn rates, so if you're looking for more ore, maybe go give that a shot?

💬 RockyFoliage, Apr 1st at 3:42 PM

Hi! After using block overlay to check out generation in a test world, iron generation seems very sparse for how dangerous the anciant mines are. On top of that, no one on my little server really has enough time to play to do THAT much searching through infested cave for iron. Is there any way for me to tweak the generation slightly?

💬 A_Whisper , Apr 1st at 8:11 AM

Aloy This INCREASES how many mines spawn, but dramatically REDUCES the loot inside them to balance it out. In other words, you'll find large, expansive mines with some, but not a lot of ore and loot.

💬 Aloy, Mar 31st at 9:06 PM

does it reduce how many mines spawn?

💬 A_Whisper , Mar 30th at 11:13 PM

DUCATISLO Glad you think so! 😄

💬 DUCATISLO, Mar 30th at 8:36 PM

sounds cool

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