#0.12 ore generation feedback
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like enough that you actually have to care about them but not enough that you get stuck in a death loop
Not b4 there is a way to get rid of them plz, I got shining upgrade (uranium) and couldn't get rid of it
cuz rn it's easier to just die instead of doing medicine
I support MAGA (Make Asbestos Great Again)
Also I would love to know what the consecuences of the effects
write us a new entry for the field guide :p
Don't know how to code :p
Well to be fair, it's also a long way until you can make medicine
Not really, you only need rosin or wax
it's just a json file
shows how underused the medicines are lol
they're really slept on
This entry serves as a quick guide of what to do to get started making your own Patchouli
the ones that give status effects are so massively outscaled by vintage alcohol
also salves look the most primitive in the texture but are the most advanced to make? But pills you can make in the copper age?
yeah but it doesnt collapse on them
how to get rid of [random status effect name]
die
update today?
If you are going to implement this, it'd probably be good to make them significantly less hazardous then the tiny dusts. As it is, toxicity accumulates waaay too quickly, so it's really easy to miss
The fact that it won't be a rare event will make it easier, though, since it's something you go into the mine knowing you'll have to deal with rather then something that happens rarely
most hazards don't do anything until you've got like, a dozen minutes of it
It takes a few seconds to acquire a minute, though
Like, I remember just transferring a dust from one container to another, having a single tiny dust for a few seconds in my inventory, and it accumulated a minute or two of toxicity
but yeah if we add that then ofc we'll tweak the numbers to make it good
I've done a quick test with these files
If I am not wrong this was in a highlands type biome so finding tin should be easy
Tons of tin on the beach
Yeah I added tin on the beaches!
It’s also way more common in mountains
And you can find it rarely in normal veins
Bismuth is also a bit everywhere
Does realgar also come with bismuth?
true that
The spikes are a bit much, no?
that's normal tfc
This texture feels out of place. Most likely a tfc problem too
Yeah I think we had that discussion but it’s TFC yeah
Also it may be more for #1488096218654572594
oh right, sorry
this is actually the lava spout from a volcano right above you
if you break the magma blocks you'll see lava
Ohh, thats neat
@acoustic reef i know it's a lot to catch up, just wanted to not miss this (particularly sphalerite and the lead silver question)
I made a note yeah!
Thank you all for testing
I just need to get out of bed and wrap up the new ore gen
Yeah
May destiny bless your soul
lol no fucking wonder there is no zinc outside of surface veins
I forgot to add more
assumed it was a mistake, only surface zinc would be really weird
yup we need both a normal and deep vein, also possibly a deep lead/silver vein
How accessible are bombs with the new changes? I'm assuming the alternative to going down the caves is "blowing a massive hole into the ground and using concrete horizontal wood vertical supports to start excavating from there" (or, you know, more bombs)
would be fun to do some VS-style blast mining
I did try to make sure saltpeter is available
tfc has powder kegs, gt has powder barrels
it should be quite common
I haven’t read too many of the other posts yet, but since mining is one of my favorite parts of this pack, I wanted to share a few thoughts.
- Forcing players into caves isn’t a bad idea
I actually like having to work around the support system, and digging straight down through solid rock for hours gets old fast after the 40th time. So caves, in my opinion, are a good change. What I don’t love is how "rare" surface veins are. Early game ends up feeling pretty dull when you’re just wandering around “tap tap tapping” with the prospector pick to find anything better, especially since surface veins often only have a pretty small hull.
- Late‑game ores being less common on the surface is great
I’m not a fan of marking every surface vein on my map, so this change helps. But with the new surface ore distribution, you still end up with a ton of markers for the same few ores: copper, zinc, tin, iron, and so on.
- Early‑game mining kind of sucks
With caves becoming the new “meta,” you end up with these awkward, dangerous little mines just to grab a few extra ores. It’s annoying, though you could argue that once you get reinforced concrete or even just rebar, the problem mostly disappears.
- What I do like
Huge deep veins are awesome, and I really appreciate that part of the update. Most of the issues I have are strictly early‑game problems. Once you’re past that stage, things feel fine. The LV prospector helps a lot, and concrete support fixes most of the problem.
If I had one suggestion, it would be to adjust surface veins, so they’re either more abundant for certain ores or just lower‑quality overall (like instead of copper ore, the stuff that melts into less, forgot the name), less dense, fewer raw blocks, etc. That would make deep veins more rewarding and make caves feel like a more natural part of progression. One good comment I saw, “The starting ores needed for progression have to at least be accessible within a reasonable distance, as travel options aren't great early,” which pretty much sums up my problems
I also haven’t played the alpha all too much, so take what I say with a grain of salt; these issues could already be fixed, and I wouldn’t know lol.
which version are you on? .12 or the experimental tom posted?
the biggest issue was that the normal veins that you should look for during very early game
weren't spawning
yeah that would help to know that
I think I was on the regular one lol, that would explain some stuff since I couldn't find JACK
I also just at least in this am talking more in general, I just wanted to say I enjoy having to explore caves and whatnot but I also get the hate for that kind of stuff
@pearl rose look from here down for the .12.1 experimental
ah okay, I was using that one, idk why I thought I wasn't im dumb lol
Maybe im just used to there being more surface viens then there was at least when I was testing around with it a bit, like I said, take with a grain of salt, I only ran around for like 20-30 minutes (in creative I should say)
sphelarite is still bugged (or mostly missing for better wording) but the rest should be pretty much ok
Yeah, I don't mind the surface veins being small, I could just see how it would be slightly annoying, I enjoy how the deeper ones are a lot bigger, at least that's what I saw when I tested. I didn't get too much into the caves since its sorta hard to do that in creative but I did do cave mining before the update and I enjoyed it. Again, most of the issues just don't exist past early getting copper and stuff.
surface veins are still a bit hit or miss imho, i have my own opinions on them and I already made them clear well enough 😄
Yeah surface veins are actually thought to be trap
kinda
early on it can be nice if you need a bit of ores
but then their biggest use is to make you use a propick
to know if it's a normal vein or a surface vein
rather that digging
If that's the intention I'm all for it, don't get me wrong. (and yes, propick was very underused in my regular playthrough so you def have to use it more now)
Right now there are just too many of them and they clutter the prospector imho, that's why i suggested replacing them with gravel deposits. But we may find a common ground in having them but like 50% and cover the remaining 50% with deposits. So the total amount of ore remains the same but the clutter is half
they should have less indicators and be less common now
I'm not against making them gravel deposit
it's just that it will be a bit of work
we need to create new deposits
alter the generation
some tweaks are necessary to make it work
It could be fun to make them gravel, or have prospector split up the viens into different numbers somehow, seems evil and difficult
didn't mean to underplay the effort needed
yeah I'm just explaining why I didn't made the change for this update
i dont mind being incentived to use a sluice for the first couple anvil tiers, depending on the yields
I think gravel deposits as surface veins is a good idea
we can still have the surface indicator
it was one of the stated goals for the update anyway
so the propick is jsut easier to use
yields and density can be always balanced
should surface gravel deposits have dust indicators instead of nugget indicators then? Since sluicing gives dust right?
no the whole idea is that you don't know what's under
surface veins and normal veins need to have the same indicator
i felt like i knew what was under when i was messing around due to the mix of indicators though
it's a fine balance to strike, but I feel like world gen mix things up enough to not make it a precise science
if the yields are decent i think i'd actually prefer doing the afk sluicing early over querning every ore. That process is really draining at the start
is the gold to iron ratio tweaked in new ore gen?
i dont really know how much better sluicing is though since i didnt really use it prior to the patch
"A sluice" can't you fairly easily run a double or triple sluice if not several
ya but i think one is pretty fast
also its afk so you can just let it go while you work on setting up a forge or something
Honestly I agree lol
damn curseforge is slow with the releases, was hoping to test it this morning
it drops items on the ground so it's not totally afk-able until you get a hopper or chute
but it's pretty fast. It does like 1 deposit every 3 or so seconds iirc?
Preliminary findings for .12.1 did a couple of test runs, 15 min each not using any creative tool (LuV prospector or creative flight)
- Copper, iron, tin, aluminum, nickel, gold and silver/lead all found in a good time with surface indicators.
- Sphalerite/Zinc still too rare, didn't find a single surface vein & normal veins are restricted to only volcanic areas. Being that one of the goals was to have bismuth bronze more prominent I would suggest either unrestricting normal veins or make a new normal vein with different composition that can spawn everywhere but rarerly
- Still not a fan of deep graphite not having any coal
- Would still suggest a deep version of lead/silver
lead is needed a lot for reactors, so maybe deep lead/silver would be good
If I may suggest, we could have something inspired by https://en.wikipedia.org/wiki/Mines_of_Laurion, deep veins only in marble with lead-galena-silver-copper. Being rock-specific could limit them a bit but at least you could look for deep marble and look around the area
Zinc and Silver may be more common in the Beneath too
I may also modify a bit the moon veins
Silver is already preferred to be mined in the beneath due to vein percentage, that's true. Moon/Mars ore distribution is completely unknown to me so I can't give proper feedback 🙁 It would still be ok to direct players to the beneath by just saying "if you need a lot of it go into the beneath or the moon"
Zinc is really needed pre steel age for bismuth bronze and create/greate and we have deep veins with plenty, it's the middle ground which is lacking imho
I mean I think Zinc shouldn’t too bad to get pre bronze. Maybe a normal vein with saphlerite and another sulfide ore
it's pretty common pre bronze
I guess they just got unlucky
yeah
I'm only 1 person and did limited testing, some more comprehensive testing is needed
There has got to be a way to more objectively record how veins are generating 🤔
Well I have ideas, just lack the time to do them
I for one can attest zinc isnt that rare, spawn island in dev server is full of zinc veins
yeah I tried different random spawns
you always have a bit of everything spawning to get bronze
For early game standards its basically afk, just show up once every 5 mins to pick it up. Certainly alot more than right clicking a quern for 5 mins.
you can parallel TFC querns
the only gating is "a chisel"
you can also parallel sluices, it's just a little harder since you need a larger water source
You still have to constantly click them plus hammer and clean the dust, sluices you just drop the gravel on it and it makes dust passively. For early game its alot less tedious, albeit slightly slower, but more sluices could fix that.
it gets pretty fast if you have 4-5 sluices at the same time
I feel like the surface veins are actually insanely good lol
They are so easy to mine and they actually gives a shit ton of ores for early game
Yeah I agree, they are useful in the early game, and only start to feel lacking when you're starting to get into low voltage and at that point you just get the ore scanner
I feel like the indicators are too common and the surface veins and normal veins are too common too
there is an abundance of ore
the veins aren't as big or dense as before though right? so it sounds balanced out
i don't want it to be as stupid as before
You know maybe we should just stop making infinite and venus ore processing would be the equivalent
because Idk
I feel we are fucking ourselves
I think you're overthinking it :p
I know the game ahah
options are good and people are gonna need to do the venus stuff for zirconium and other things anyway
I'm telling you Venus ore processing is utterly useless
You would need to be stupid to do it
we've still got 4 more tiers even after iv
people will use it for sure, but yes it's hard to balance it when those tiers don't exist
Btw we did some caving to find Graphite with Sakura
it was really fun
we had to make armors and tools
some buffs and all
I think people just sux hard
how annoying were the drowned? lol
not that much
the skelton is what driving you nuts
but the drowned is just one more targetting you from afar
at least they are mostly in water
but there is water everywhere so
at least with the drowned you can use ranged back at them
while skeletons are immune
Sakura had a crossbow from the Beneath that was working
at what tfc tier were you on
regarding armour and weapons
we used wrought iron
the biggest help was having tricalcium sulfate and good alcohol though
yeah i think people are just rushing without proper preparation and saying "caving is too hard!"
the caves are also really cool to explore they are so insane
if we did more prep having the scuba stuffs from Create would be very nice too
even just having a bow is a huge buff
as a lot are underwater
I feel peaceful mode kinda solve the situation for players that don't like to do much prep
things get even better with guns
real
caves are very fun to explore, the mob density was the only problem in that you did more getting mauled by skeletons than exploring
the shield is quite goated though
with wrought iron we don't even take damage
but yeah they are the biggest threat
I saw some baby zombies too
it's easy enough to make the spawns more spread out
i wouldnt say caving is hard, i would usually rush armor and a shield anyways to get kaolin from the beneath. They're just annoying to navigate for what feels like not enough pay off, and I'm not really for the idea of nerfing normal mining to make caving more desirable in comparison
So the things we want to do with our cave biome update, good to know lol
Not everyone can be please anyway
I do think it's fine that players that don't want to do caving have to wait for LV to easily reach the deep veins honestly
Normal veins and surface veins will be enough for the players that dislike exploring
but they are definitely a bit too big and common for now
ya i think the current version is fine to not have to engage with caving, not sure how much you plan to nerf it though. Spreading them out would be okay, there is currently way too much overlapping of veins, but idk how much smaller they need to be.
I don't know it's very hard to play with the numbers
ideally I keep the same size but have them spawn much less
If I can't find the right balance I would nerf a bit the size
it's very hard to balance these veins
Ya that would be the ideal for me if you could figure out how to spread them out abit without nerfing the size too much. Going back to the convo you were having before i'd much rather see later game have increased resource costs over nerfing vein size in the overworld. The early grind feels like a good spot to me and i'd rather not have to potentially double the mines I need to get the same amount of ore.
yeah it's just a mix between both
the old generation I really disliked
It was insanely big veins randomly spread with all the ores from the game
I do like that for example there is still bauxite/ilmenite in the new worldgen
but the big ones are on the moon
same for tungsten
or graphite
there is something I think exciting about being like "Okay I need fluorine let's go to the moon"
I'd be fine with really big deep veins on the overworld if they were spread out more. Like having them be very restrictive in biome conditions like you can only find deep bismuth in mountain biomes but the veins are massive. Might encourage exploration and maybe setting up train networks for miners (although something like bismuth is probably a bad example since you dont need that much).
yeah I will tweak a bit more the veins though in the case of big restricted veins
we can assume players will use planes
At the end of the day it will always be hard to make trains matter
the best option is the fluid veins
Though I really don't want big veins on earth
The ones one 0.12.1 are already some times pretty insane
a bit too much
we will see
ya the only idea i'd have is if you made the ores in deep veins be really slow to mine by hand, but miners work at the same speed. So you're encouraged to setup proper mining rigs to get at them.
that would still be done through a plane though
The whole idea is always about unlocking new things and rewarding the players
I'm obsessed about that because that's the only way to try to keep the players
especially in a GT packs
over in #1489448044796579930 i tweaked the world gen to make sure i have land connecting everywhere, from desert to arctic and kaolin lands. because i want to make a good train world.
but.. thats by choice tho.. so.. 
pretty cool though submarine train tunnel could exists too :p
This doesn't feel like it accomplishes much? Miners are already the default option for mining, and you really only hand mine if you have resources you need at this very moment
Ya you'd have to somehow force players to use miners, but also require miners to have some kindof constant input through trains that can't just be passive generated on the spot.
We won't do that though
this ship is sailled since a long time
We made trains more useful on new planets
and the fluid veins change should also brings some support to the trains usefulness
You know I do wonder how hard it would be to make it so there was a train track that would be easily placeable on water. Doesn’t really solve people real issue of having to place them all down
You can always have your own train placing them
issue is if you want to turn I guess
yea, i have been playing with the idea of underwater rail lines, but i build a huge tanker ship to move oil.. but..
i like tr...
Not having diesel right underneath your base 100% of the time is a great change imo
I guess in my mind if there was an easier way to bulk transport over water people would be more receptive. But then it’s the same issue of not wanting to build very long train lines.
Tiny logistics?
if you hold a block in your off hand, it'll be placed under the tracks
so you can do the bridge that way
this is cute. how do we make it big, ugly and industrial?
TRUE
well ok lets think a bit
they are really cute
Personally I'm not against nerfing again the cost of rails
They could cost shit I wouldn't see an issue with that
lol pretty nice
If we say boats would allow you to just set point a and point b and it goes between them, but only on water. Trains need more infastructure but go over land and such
I don't hate it
me neither
but I would like if they were a bit larger 
yeah
what about adding a huge mid screen toast popup on every world join that says "please use trains" 
more realistic
I'm not sure if these contraptions are actually intractable or not, like would interfaces and tanks work on them or does the tiny boat not care?
it seems to be working with the addon
both those mods are a tad old, so I do worry about that
just make the invisible rails easier
easier than trying to integrate a whole another mod
the mod has auto pathing though?
but the bigger problem as I see it is actually placing them all down, that doesn't solve that
does this even go through unloaded chunks?
Last updated 2023, doesn't work with create 6
it does
pretty smoothly
only load the chunk for itself
like trains do then?
it's okay fork it 
I still think that having a rail network on your continent is a better option than forcing one to the deserts
different biomes for different oils
could be unlucky and not having anything on your continent
like.. alaska oil vs sahara oil?
anyway nerfing the rails even more is never a bad idea
still needs you to go to different places, more interesting to place the rails than just straight lines across oceans
yeah I did make a github thing last week to move all rail stuff to steel
that's fine, the desert can still be a way to find all oils in one place if you want
the better
yeah I like this idea
Tiny pile of tiny pile of tiny pile of steel
no matter how much i love trains in create. the cost isnt the biggest problem imho, the 20 thousand blocks i need to place them down for a single train stop is..
am minecraft masochist tho.. so..
I will explore it more this weekend
even just replacing rods for bolts would be big
so you have the option of desert for all oils, or spread out on your continent for different ones
As usual rewarding the most effort is nice while offering options for the more lazy of us
then we can use the tar/asphalt blocks as markers for the continent
indicators without tons of oilsands ores or spouts lol
yeah keeping it unaccessible is the most important to me
i like to be lazy efficient in minecraft. trying to make tfg force me to not be lazy. also in every day life
Dummy low chance (no chance!?) of depletion + consistently high quality veins for desert veins, as a compelling "do it once, never think about it again" could be neat too?
tom truly dont want infinite of resource procurement. and i get that, tried to suggest a middle ground. but that too was not optimal.
That’s about fluid veins
It’s a bit different
Im still wondering how I want to go about it
I should have time tomorrow to do a "playthrough" through LV, basically just, walking/flying around in whatever is available at that tier, and checking off needed ores as I find them, focusing entirely on ore distribution and how long it took to find things.
Thanks I may ask you to do after I push some new values
Right now I’m pretty certain there is too many veins
There is so many indicators everywhere it’s actually underwhelming
I finally have some time to play, so far I see no indicators for completing any type of bronze. Either I only have gold and no silver, sphalerite but no bismuth, and I haven't seen a single cassiterite indicator but that can actually be left without one since there's cassiterite gravel, bronze from the surface can be delegated to panning but black and bismuth bronze should still be available for regions without many rivers. There's also plenty of iron indicators so once bronze progression is fixed iron will also be straightforward without much caving.
For caving a set of bronze armor and a reliable source of healing is enough so make sure to teach players about sources of healing in the quest line, the status effects quests do mention regeneration but in my case I somehow missed it so making a small section dedicated to healing should make things clearer. Maybe make a caving preparations quest before the beneath preparation quests in the survival section.
I also managed to mine a copper vein and indeed it's much poorer than before but one vein should be enough for tools and an anvil. Then I believe another copper vein plus one vein of each type of bronze ingredient should be enough for an anvil, a bloomery, and some of the most important bronze tools.
So far I don't have any complaints about the extra grind, and I've seen cave-ins complaints but they are trivial to manage once you know how. Hell, concrete support beams are pretty easy to make and they make things a lot easier.
is this in 0.12.0 or .1
Oh shit I didn't see that .1 was available
You are on the broken ore gen version :p
this confirm to me though
that you definitely will say that 0.12.1 has too many veins
we may need to do some pass on the quests too yeah
Spent some time with new generation, yeah it feels closer to normal amounts of indicators again
Haven't mined more than that one malachite vein tho so I can't comment on the vein richness but after processing what I got it was plenty for that stage of the game
I can see how much of a pain the iron for a blast furnace would be if you wanted to go for shallow veins but as I stated previously at that stage you're already prepared to go for deeper veins
surface copper veins are fine as they are honestly, you dig one out and you have plenty of copper to get into the copper/bronze age
they probably won't be enough for all the copper you'll need in later ages but that's not really their purpose
yeah the surface veins are actually quite impressive
To me, the issue isn't so much building the track, but rather it's the fact that players generally want to make a track that looks kinda realistic and follows the land. Making an automated track layer for going in straight lines is pretty easy, the main issue is that I don't think there's any way to sequence blocks placed by a deployer so things like lights would have to be placed via schematicannon or... manually (blugh ugh gross)
The create roller things help a lot with the terraforming for ground-level tracks though
I also do want to emphasize what was said earlier about phantom tracks being easier. Because, atm, they do kinda force you to make a mob grinder if you actually want to use them for anything.
Which, if that's the intent, then it might be good to make sure the haunted bell is accessible and there is a quest that explains how to use it
One option could be to add an invisibility salve option for making the phantom tracks, and adding some way to farm flowers and such earlier than the electric greenhouse.
Btw, going back to some of the earlier discussions about incentivizing trains. What about, for the biome-restricted mega-veins, there is a small chance for them to spawn with a bedrock ore that can be extracted from infinitely, though at a limited rate?
I also feel like it would be good to make earth the infinite source for at least a few important resources, just to keep it relevant into the planned late game beyond just it being the default of where your original base is
Tom wants to know your location.
thats kinda what the planet infinites are for
if you want like all the ores being like that then you would have to completely rework ore gen and mining like frontiers did
It could also just be a few specific things. I think iron was a good choice as an earth infinity for its use in track making.
Maybe limiting more of the rock crusher stones to be earth-only, notably including clay?
Possibly limiting wood-to-oil liquefaction to earth only for infinite oil? Or replacing that process entirely with something else that is limited to only earth
Reconstituted stone could possibly be a good candidate for a universally available rock crusher stone that has limited uses
people use the rock crusher as a way of sourcing building materials that are otherwise quite time consuming to get
i have stupid idea
terrafirmagreg-bio
artificial meat (very cheap protein source), cryosleep (neccessary for going further than Mars/Venus), solar flares and radiation protection, cancer...
TFG already has the last one.. just find some uraninite when mining and youre cooked.
we do have artificial cheese now and large bio chamber in progress
Found the Internet Explorer user.
lab meat might be implemented in like luv+ from the conversation I've heard but its just an idea for now
this isn't oregen related
Meat ore from eldritch influence on the moon titan
flesh planet is planned
Can't wait for 3 different parasite mods to infight
So I'm planning to increase rarity of:
-Surface veins
-Normal veins
Lower the amount of indicator for every veins
Think that should be good enough to have something close to the final ore gen
what's the indicator rarity at rn? the number we had in 0.11 felt pretty ok imo, since remember you need to find enough copper bits to even make metal tools in the first place, and making the veins rarer will already affect the "noise" on the surface
not sure why but the 0.11 numbers were lower that we have for normal veins now
and I still feel the normal veins have too many indicator
Maybe surface veins have more indicators and normal have less? Comparatively
the main culprit could be that there is way more veins
I forgot what was the number
yeah, would be good to see how it looks with just rarer veins first
before fiddling with the indicator rarity
yeah the veins themselves are pretty common, change that first
what's the before/after rarity of the indicators?
12 to 16
copper ones where the most plentiful
let me find some
but I just crashed my instance with TFG shader lol
relative to the size it doesn't feel too bad
I can bump it a tiny bit
how many would you need to find to make a pick + saw?
is that just the small ores? or with them turned into dusts? because you can't turn them into dust without a quern which requires a chisel
And increase it for the veins that are smaller
no just a vessel
hmhm
so that's 18 total
mm bumping the rarity by 1 or 2 for copper sounds good then
nobody's gonna complain about more copper lol
Okay adjusted the indicator rarity
Regarding vein rarity I think it's nice
It's still quite common but not everywhere
Let's see the normal veins now
that's normal veins
feels fine?
For anyone available to test the new ore gens you need to download this zip
https://github.com/TomPlop/Modpack-Modern/archive/refs/heads/0.12.2-worldgen-veins.zip
delete the kubejs file in your instance and copy the one in this zip
Delete the Terrafirmagreg core mod in your mod folder
and replace it with this one
then create a new world in creative
and browse to test veins
What are the plans for this ore gen? Buffs/nerfs tl;dr
Small nerf regarding spawning rate of surface and normal veins because they were too common and became a bit underwhelming
less indicators so they aren't everywhere on the map
Tetrahedrite veins looks more rare now, there a reason for that?
yeah I felt with the three copper veins
they were just everywhere
should still take you only 20 minutes max to find a copper vein
going to be a painful search for Stibnite
if rarity is too high I can adjust
Stibnite is still extremely common in volcanic biomes
if you find a volcanic biome (and they are quite common)
you are 99% sure to find a stibnite vein
pretty massive too
if that's not true anymore I can adjust numbers
What's important is that:
-Copper is still very easy to find
-You should find what you need for at least one bronze type really fast
-You still notice indicators but they are a bit less everywhere
-Early game especially reaching at least one Bronze should still be easy and fast
I only see Chalcopyrite veins, been to 5 Volcanos
that's concerning
Oh sorry
Stibnite is Mountains not Volcanic
Some Volcanic biomes are also mountains but not all of them
We have a better interface on EMI coming too to know which biomes is part of which family
this new vein, Chalcocite looks sexy ... haha
1800 copper in one chunk with 700 cobalt
wow
i think the overall intent is to encourage the use of prospecting tools, give more use to caving and encourage exploration though creating more common veins in particular biomes. Imo compared to 0.11 its a slight nerf in terms of how easily you can access dense veins but not enough to negatively effect the early experience.
might have to look into Stibnite and Tetrahedrite, I have not found any yet.
Also having deep veins harder to find early game alleviate a bit the overwhelming amount of ores for new players
A new players that find an indicator will know that it's an useful ores right at the point they are
We had sometime questions about players asking what's the use for an ore
plenty of the other copper veins
That shouldn't happen as often now as any ores they find will be useful
that is the exciting part of the TFC early game, finding all the resources and then find a good spot to settle
yeah so now it should feel more that way
less indicators will makes it more obvious to you when you find a good zone
first vein for Tet ->
that means you are in a mountain biomes
you should find silver too btw
i didnt check now every 9x9 chunk but in that area I only found 2 - Stibnite veins and they were low
tetrahedrite/copper/stibnite?
yeah
only two sounds low
I may bump up the spawning
Feedback:
-Check tetrahedrite/copper/stibnite in mountains could be a bit too low (either buff spawn or size)
yeah and when I find tetrahedrite/copper/stibnite, the amount is very low. compared to the other copper veins
although, there are plenty of tetrahedrite/copper/stibnite in the Beneath
this is what I like to see in the Beneath ->
how do we know if a biome is volcanic? like does it have to have the name volcano in it like the Volcanic Oceanic Islands or is it just anywhere near a volcano
and does it have to be an active volcano or can it be dormant/extinct
Beneath ore gen will be rework at one point thoigh
so it's more in phase with Moon and Mars vein gen
Bigger veins for specific ores you need at that point
so stibnite is a good example that it should stay very good in the Beneath
yeah we're gonna redo a whole load of the beneath (and make it a lot taller) so it'll get an ore rework
Surface copper is very rare
Like so rare i have to do major expeditions to even find enough for a pickaxe
Also saltpeter is very common so it could affect food early game drastically.
is this in the 0.12.2 test?
Wait no
Did you look for malachite/tetrahedrite/copper for your copper?
Oh okay!
It’s 0.12.1 feedback
I hate malachite and tetrahedrite and chalkopyrite for copper. The ratios are awful. Maybe option to dump it from vessel to not leave 7mb of copper (solid)
I get why
That’s why the dump function for vessel would help
Is there a bind for it? I didn’t know you can empty partially filled ingot molds
Ah you can’t
You have to store the mold ahah
And not forget about it
( I always forgot)
Damn
i do love forgetting that i already have 4 vessels with 16 mb of copper
did 0.12.2 got another ore rework
Check the pins
booting up with new tfg profile having the new files now. will make report 😄
How would it work in my 1.21.1 world?
what do you mean 1.21.1
- new world, completely standard (random template). spawn
- locations of tin.
- tin with asbestos
- surface vein of malachite, placed the raw block under the samples i could find. small vein.
- prospick of img 4.
- location of vein in accordance to samples.
- there is a large normal chalcopyrite vein next to a small mala vein, both have surface indicators.
- the raw ore blocks placed where the surface samples spawned. (for spread/amount report)
9.its easier to see the raw ore replaced blocks with the world stripped, here is a visual of the smal mala vein, the chalco vein and tin vein. i can also see the iron vein with mala in it, this iron vein did not have surface indicators.
you can always run it up to seed luck. this is around 250 blocks from spawn, easy tin bronze without mountain needed.
when it comes to the surface indicators. i like that the deep veins wont show it.
when it comes to small/normal veins, mostly the mixed veins vs single veins i think there should either be a uniform indicator so you dont know what type of copper vein (or other mix vein) there is under, or also have the small veins mixed so surface indicators are mixed.
if what i understood before is still the case, where you want players to have to use the tfc propick to know if its a small vein or normal vein can easily be done by eye just seeing the type of samples (unless i got something wrong?) and even the size of the indicators is a giveaway of the vein size. i think the amount of indicators could still be kinda big.
from my understanding of how the algorithm works, surface indicators are placed in a chunk if that chunk contains part of a bounding box of that vein
which basically means how far they're spread from the main ore blocks isn't something we have much control over
from my knowledge about ore gen in vanilla minecraft, if the red square is a proper chunk, then minecraft will run world generation (dirt, rock etc.) once that is done it will populate with ores in the blue square, hitting the corner of 4 chunks.
i dont know if base tfc changed this. or if gregtech does changes to this logic aswell with a full new system, or if its based off of vanilla in some way.
i think tom said something before about noise when it comes to surface samples, and to make fewer spawn on the surface.
a) that's for vanilla's ore feature which is completely different from tfc's. Vanilla features are restricted to 3x3 chunks, so tfc has its own system to get around that and let you have veins be much bigger
b) the only reason vanilla has some quirky veins on chunk borders is because they're specifically coded to be quirky like that. Part of it was originally because of notch spaghetti code, then they kept it
for example the thing about clay disks with diamonds underneath is because they share exactly the same "stats" and use the same rng seed
thanks for clarifying 😄
but is there something specific elsewise you want more feedback on for with the ore gen?
I would like it if we could make the tool not shows all the indicator of the veins
Would help with the design goal of confusing the players about « is it surface or is it normal »
Overall good ore gen ?
from what i can see, there is a good spread/mix of the veins. flew around a little bit more to look for bismuth and found it aprox 500 blocks away from the last screenshot, only went one direction thought, could be way more the opposite way 
i feel its better than 0.12.1, but i think ill need to do a survival run and get past bronze to know for sure (dont have time for that until next weekend lol, so creative testing is what i can do)
sorry 1.12.1
Decided to futz around with the test version. Walked around until I found all the ores for at least 1 type of bronze, in this case cassiterite was the one that finished it. Ended up taking about 15ish minutes. I also marked all the bronze-relevant ores I found as well (except the red L, which is limonite, and the green S, which is spawn, for reference)
This was just me walking around, btw. Not flying, and I did sorta cheat with the chalcocite by accidentally noticing it when I took some screenshots of the prospector for overall vein occurance, in case that was useful to you guys
The indicators are a LOT less common, definitely, which I like. But also... honestly, I feel like veins should be rarer but bigger
But, in general, I tend to prefer mechanics that encourage multiple bases, since that encourages building infrastructure, and needing infrastructure is a great way to encourage players to build more
And imo building is the biggest strength of voxel games like minecraft
One thing I'm noticing, just flying around, is that it seems like the largest veins are not actually all that big?
Like, maybe 2-5k, depending on what it is
Which, if the long-term goal is to encourage setting up infrastructure on a mining site, even if it's only miners + trains... that doesn't seem like a lot
For comparison, a single double chest can store 2,304 ore, which is a tiny amount for a train. A cargo airship, if you only fill the four outer inventories, can store 4,096 ore
Which... tbh, that may be a good reason to nerf the stack size of ore, so that processing ore into ingots on-site can be actually an attractive option compared to just moving ore around
The goal wasn't to encourage setting up trains or permanant mining sites ;p
that was the goal with the oil changes
But had nothing to do with the ores
Tom (or maybe Pyrite?) has discussed elsewhere that that is a goal in the future
As for only the oil changes being used to encourage trains, I don't see why they would limit themselves to only using that feature for trains?
Moving mining materials around seems like such a low-hanging fruit
That’s only true for fluid veins not ore gen
Yeah that’s intended
So I was right :P
The idea is that earth has a bit of everything
But nothing massive
The massive veins will be on their respective planets
For example moon at the end of you need a lot of rutile and fluorine
So you will find massive veins of topaz and bauxite on the moon
On mars you will find massive veins of tungsten
Hm... I still think that Earth should have at least a few things that it has in massive veins, even if those massive veins are rare.
You can also expect with the beneath rework to see the same idea
I do like the idea of each planet having something that it specializes in, though
Oh, is the beneath going to have massive amounts of some things? like how it currently has a specialty in anthracite?
like iron
are the coal veins still big
I mean I think something like iron and maybe coal would be things that could have larger veins on earth. Granted oils are already a unique thing to earth
Yeah, I was thinking oil/oilsands being an earth specialty. I also agree that coal, and maybe iron could be specialties. Graphite and diamond would better fit the theme that is started with coal + oil for earth being high in carbon, though.
Not that graphite or diamond are needed in massive quantities, but tbh I think it would be good to have Earth's specialties to not be too good. Otherwise, it would start outshining the other planets
moon has huge graphite/coal/diamond veins. it's a lil weird but i'm thankful because if you have a base like mine you'll burn thousands of the stuff on high gauge graphene cable
Oh, right, I forgot that there's a whole biome on the moon that's themed around an abundance of diamonds...
In that case, yeah, just oil + coal would be fine, especially if the beneath comes with its own renewables, since from what I've heard it sounds like it'll be relatively easy to automatically move stuff back and forth from the beneath and earth
Once the overhaul is done
i truly hope the beneath overhaul has a way for trains to pass between it and the overworld. that would be such a sweet thing.
I have suggested that exact thing to them. It sounds like it'll probably end up being something like a low-tech railgun that only moves stuff between the beneath and the overworld, and only if they are both at the same relative coordinates for the two dimensions.
Which, at least functionally, is pretty close to what you could do with a train going back and forth.
Yeah that’s basically the idea I have
I still need to convince Pyritie but that’s where I want to go
Graphite is now required in huge quantities during MV
Regarding trains I’m afraid we will never do it
Yeah, I kinda figured it would be way too much effort. I remember floating the idea to others with portal-y teleport mechanics and they said they looked into it and realized the nether portal thing vanilla create does was kinda useless for anything other than that and was kinda a hack anyway. And without something like that to piggyback off of... GG
Tin, Bismuth, Zinc, Lead, Silver, gold surface ore is horrible.
It looks like for Tin, there are more flint ore over them, which is weird.
I do not get why is there a need to change a working system. When I started to play TFG, that was on 0.7 or 0.6, long time ago.
The surface ore was also not that great and we were forced to dig down and walk around like brainless husks, prospecting the walls to find a decent ore.
Then you guys improve the ore generation, made it fun. Now we didnt need to walk around and doing tedious tasks, we could find the ore and progress, instead of spending HOURS on HOURs finding ore. Which gets very tiresome if this is a repeated feature.
now we are moving back to this frustrating feature, not everyone has time to spend hours upon hours trying to find ore to progress.
This will force two things on players.
new players will eventually get frustrated and quit
OR people will just cheat and give themselves a LV prospector and you have achieved nothing. This was a very common complaint early in TFG, where the most common advice was to give yourself a LV prospector
I get that it can be overwhelming for new players to find all these different types of surface ore but that is actually a player problem and not a game problem.
Most of the time, they do not have enough backpack space to carry everything, which hurts their OCD.
I would rather guide the player to focus on getting a backpack sooner rather than trying to change this whole ore gen system.
This reintroduces the most annoying part back in the day when it was so damn hard to find ore.
Also, why nerfing Coal ore so much! Coal is a great fuel source!
Side note. I have spent about an hour, flying over those early game ores and used a copper prospector, nothing constantly nothing.
Are you in 12.1? 12.0 had broken ore gen
0.12.2
TomTomTom made a new ore gen release and made this feedback channel for that
ic
I've just spawned in on the 0.12.1 client with the 0.12.2 patches from TomTomTom.
Immediately upon spawning in on a "shore" biome, next to a "Plains" and "Hills" biome and using the LuV prospector i have a total of 22 chalcocite copper samples and no other copper bearing samples found.
There is plenty of available Tin/Cassiterite, but no other bronze metals (3 veins within distance).
There is a semi large vein of Iron bearing ore.
Walking 250 blocks in a radius from spawn (not into the ocean), looking for surface indicators, I am able to find plenty of Cassiterite/Tin along the beach, and some in the forest. I am able to see more surface indicators of more "advanced" ores such as cobaltite, garnerite, coal, halite, tricalcium phosphate, etc. Besides the Tin, nothing that can be used at the start. And without copper, I cannot use the Tin either.
I found a few tiny indicators of iron ores (hematite/limonite) - 2/3 stones.
I found 1 structure with 6 bits of copper and 5 bits of Bismuth.
Walking (500-750) radius from spawn (still not into the ocean) I was able to find a small surface indicator deposit of chalcopyrite and iron stones.
I would say within 5-10min I am able to get started on TFC alloying and get the first tier of bronze casted tools.
There is a river system not far from spawn with some - not a lot - of small (4-5 block) deposits of silver/gold/tin sands that can be sluiced for resources once copper tools have been attained.
Had I played on this seed as a regular play-through I can foresee being able to get to Tin-Bronze relatively fast (10-15ish mins), then naturally being able to step into black bronze (2+ hours). And then a huge delay in getting to Iron - as the copper amounts around the spawn are either very far down, or non-existent in spawns. I would have to run quite a lot to attempt to find a better place to settle. However even with the LuV prospector and flying, the amount of copper indicators found so far is 2 minor spots.
Overall feeling after about 20-30min flying around looking for ore - it is a lot harder to gauge the "quality" of the spawn based on the ressources present. The biggest thing adding to this right now, seems to be the removal of the indicators from Xaero's map, and not so much the new ore-generation. So if you want people playing more and looking at the map less, this is for sure a good thing.
I foresee going into the "mid" TFC game with huge problems as copper is so rare. All the iron deposits I've found are absolutely huge, but deep down, so they are a lot harder to get to from the start. (retracted statements on copper as 15-20 more minutes of flying about found more veins)
the indicator section of the tool is completely customizable. You can tell it what blocks to use with what weights you want. I disagree that they should be confusing to players though, that sounds more frustrating and time wasting.
After about 45mins of flying around, with the LuV guiding me to areas with copper, this is all I've been able to collect easily - certainly enough for a start, but not much more.
I took the route drawn on the map. I think copper might be okay, but certainly the changes has slowed down the early game quite a lot.
Overall I feel like I found a lot of malachite/goethite veins and chalcopyrite/pyrite veins on the LuV scanner, but few actual surface indicators so early game iron and copper should be good but harder to find. However more complex ores seem far more rare in spawns, however very huge in amount when located on the scanner (nickel, calcite, saltpeter, etc.).
From the LuV scanner I am also not able at all to locate Gold or Silver bearing veins anywhere in the ground around spawn (1000+ blocks).
I was also quite starved for sulfur veins as they were tiny in size (max 50 blocks in the vein).
Zinc/sphalerite was also no where to be found in the ground
So I see very early game being ever so slightly harder than on 0.11, but still okay - mainly driven by the removal of surface indicators from the map.
Mid game TFC or transition into Steam Age or LV being far harder/requiring more travel to track down deposits - because of lack of gold/silver/zinc).
How then to track down these harder to find ores needed for colored steels without surface indicators?
- Random caving
- Random prospecting with iron tier prospector
- +2000 block traveling
There is a lot of feedback of players wanted it
Thanks for the feedback it feels though that you were incredibly unlucky
Something that could also happen on the old ore gen though
Im really confuse because the early game is actually easier that on 0.11 right now
You find the ores you need to progress into LV very easily
Silver is easier to find
Redstone is easier to find
Bismuth is easier to find
I wonder if the feeling is due to the smaller veins which creates the idea that you would lack ores
Or just mostly the removal of the indicator on the map 🤔
they also said they didn't want to waste time digging out a ton of mines that ended up being useless
Both feedbacks are valid
I don’t think any player who likes the idea is less legitimate that the one who doesn’t like it
yeah, there's a balance
With the removal of the ore indicators on the map and a lot less surface ore, it is definitely not easier than 0.11
I can have bismuth bronze a lot faster in 0.11 because of the surface ore that is a lot more
I usually travel from spawn to 6000,6000 roughly, it depends on the climate but I like to settle in a 15c area, by the time I get there I have 4 stacks of copper and 1 stack of each bismuth and zinc. When I travelled about 3000 blocks, I still didn't find any Bismuth or zinc but i had plenty of copper.
I can show you the actual numbers it’s more common that before
Also don’t know what you mean by surface ores
There wasn’t any surface ore in 0.11 ?
I feel like the biggest change for you guys is that there isn’t the possibility to see the ore indicator on the map
I think they mean the indicators?
since you can't see indicators on the map any more, making sure there's enough indicators to clearly notice the vein without having to inspect every single block would be good
yeah sorry, I am using the wrong term here
it is the ore indicators
I can see there is a overall improvement in the world gen ore, definitely an upgrade from 0.11
but I ran over 5 tin veins, zero tin indicators
there is no bismuth or zinc either
I am fine by taking the ore indicators off the map, I like to explore and I travel a lot anyway but not seeing anything on the ground either, it is back to 0.7
Hmm I still have the indicators though
I don’t see how this can be compared to 0.7
Do you have a screenshot of you on a vein where surface indicators are hard to see?
It’s hard for me to believe it
could you share your seed?
people will struggle to find bismuth/silver/gold/zinc and use lv prospector because they will be frustrated
On 0.12.1 there was a lot of feedback of indicators being way too common leading to too much veins and an underwhelming feeling when finding ores
I had this same feedback myself
It’s really hard for me to believe it
I have generated a new world, maybe I was just super unlucky
I ran 5 new worlds and had plenty of ore indicators everywhere
Yeah honestly I think so
Thats because it’s a deep vein
Deep veins don’t have ore indicators on the surface
But also you don’t need the deep veins before being into LV
hmm how will I know it is a deep vein from those 2 screenshots? then I can help you with better data
Deep veins are a reward for unlocking the LV Ore Prospector or for the players that do early game caving
That’s a limitation we have right now 🙁
You can’t know from the GT prospector
You can use a Propick though
I went over 3 other redstone veins and nothing
There is two types of redstone veins
One massive with no surface indicator
One smaller with surface indicator
You can also do « U » on the GT prospector to see all the veins.
Or use the field guide to browse all the existing veins
ok this redstone was at -11
I found tin ore indicators! lol
here I found 1 ruby ore indicator over a redstone vein, very small one though
there is a tin vein over the redstone ore, according to the Prospector, but I do not see the tin
you can use /tfc clearworld to clear away everything that isn't ore, if it helps
i crashed my world, let me gen another one... LOL
Are the oilsands now completely in the desert, or are they in a normal climate?
I think a complete transfer it to the deserts will weaken the diesel that is currently meta
That’s the plan yeah
I expect a big comeback of biodiesel and steam 😂
new popular location will be around -7000, 5000 😉
where all the Oil Slicks are spawning
It's fucking hot and dry
well I think about HV age, so I will probably start at around Temp, setup a temp base, get all the stuff I need like Olive Saplings and basic food seeds, Backpack etc. then relocate to that area
This isn't part of ore gen discussion but the fluid veins are getting more variety in the next update too
cool
deleted the config and default config with kubejs files, installed the mods that you have uploaded, generated a new world, I see more ore indicators now for tin, I have not looked at the others yet. I spawned in a desert area, so that it is easier to find the ores
so what is changing in the new version and when will it come out
Check the pins
It should still be possible to skip straight to bronze right?
Cause NGL doing the whole copper dance is kinda tedious when you're fortunate enough to have access to copper and tin at the same time
you still have to make the copper anvil, that's not changing
yea thats fine
what I meant was I saw some debate recently about making copper tools mandatory
well "recently" a few weeks ago
glad that didn't go anywhere
debate not arguement
cant remember names lol was a while ago
To add to my previous inputs. Copper is definitely not a problem.
Generated a new world, and copper is absolutely everywhere.
Tin seems a bit rarer than on previous world, but not a bottleneck. Bismuth and sphalerite are quite rare on both worlds. Even using the LuV scanner I am unable to find silver or gold in the ground again. What is the intended location to search for these ores?
Bismuth is in common biomes and mountains
Silver is within mountain biomes and everywhere as normal veins too
Gold is everywhere
The guidebook for vein index is scuffed on new version
How so?
I'm using 4x UI scale with a 1440p monitor-- I have to have my cursor OVER the entry to click it
(like, clicking the thing above it clicks the thing below it)
I looked around spawn in a much wider radius now. Flew to where the scanner found either gold or silver and looked for surface indicators. Silver spawns are quite rare, and indicator spawns even rarer. Gold seems decent, and workable.
On my 1st test world I couldn't find any silver at all in 1000+ blocks, but did find 1 vanadium spot and 1 gold spot.
Underlined notes are with indicators, non underlined are without
If the intend is to either pan for silver, randomly find it, or hunt mountains for it, then it's working as intended I would guess.
Is it communicated in the guidebook if ores have been moved to new "biome preferred" spawns?
Yeah but it's not well communicated though
I think it says something like "Mountain biomes"
But you don't really know which biomes are a mountain
well you would know but the fact that you aren't sure is bad but we are making it better for next update
And yeah that's kinda the intention for silver
you can find it anywhere but it's rarer
I think it's fine to move certain ores to "Biome preffered" to get people to travel more. But then it needs to be well communicated at least.
but if you find a mountain you are 90% sure to find silver
yeah that will be better with next update
I also would like to communicate it in the quests
Bismuth should be common in these biomes:
Will test some more later on another new world seed. Overall seems like there are plenty ores to get started and into iron age without problems.
However silver/zinc are currently seeming to be "need to travel" or bottleneck materials
You should find plenty of surface sphalerite but if you are unlucky you could not have some in the region you are
I only found 3 small spots of bismuth, only 1 with indicators on 2nd world.
I found 2 small spots of bismuth, one with indicators on 1st world
I may try to make it more common
Can try to run through world 1, 2 and new 3 to look for sphalerite, but I didn't really find any when looking
Making world-- chose default spawn location. Spawned at Z 2500. Surprisingly warm, actually.
Found Nickel and copper in under a minute while poking about.
Highlands biome, with a plains to my north. Shale is the underlying stone type!
Decided to head north to the plains to hunt for bismuth-- with nickel already accounted for, bismuth bronze becomes the obvious choice.
Found a normal cobaltite/garnierite vein in a ravine, as well as a vein containing hematite and magnetite.
I am currently unable to find bismuth.
Nickel seems overly plenty? May just be the biomes i'm in.
I found many many veins of cobalitite and nickel on all both worlds. Atleast 3 veins within 500 blocks of spawn
usually the way tfc ore vein works
if you find one vein of something
it's quite likely that you will find more around
very weird bismuth should really be plenty in the normal biomes
Also I am doing this on foot, (I gave myself blue steel toe boots tho) with no prospector
Found bismuth!
was it long?
Not terrible at all.
yeah sounds good
for reference, this is the improved emi page
Would need to improve the Surface vein and Biomes part
I think gamestar is working on making "mountain biomes" show a list when you hover over it
Would be nice if we can have Surface vein with a tooltip that tells you "When a surface vein the Y Level is the range from the surface" or something
yeah it still needs some work
imo instead of "y level" it should say "depth below surface"
that would be ideal
But I guess we need to rework the ore tool
well
you need to rework the tool modern ore tool 
yeah ik lol
I forgot that bismuth bronze is zinc, not nickel.
i happened upon casseterite while looking for zinc, lol. welp! there goes the plans of doing bismuth bronze

Maybe there is too much cassiterite lol
let tin live!
Does "Hills" count as a mountain? Cause it was a surface tin vein
Ah yeah definitely normal now that i'm mining some of it
Will that also be repeated for volcanic biomes and such?
you did it for the fluid veins right? if it's all working there then we can put it on the ore tabs too?
Yeah I just didn’t know I was going to do that 
Every day is a new discovery 
doesn't have to be you! lol
Eh not gonna be me
I more meant like, your system to show biomes in a tooltip
it'll probably be me whenever I do the ore tool as well
Btw Pyritie
Should I remove the normal tin vein
Especially because there is two of them
well the other one is only dry biomes
so it's fine
is that new to your 0.12.2 one? I only see two deep tin veins
Dunno
But not the deep one
a normal one
with indicators
I think that one could go
There is already tin a bit everywhere
Mountains, Sand areas and Dry Biomes
oh you mean with the cass sand
oh uh sure I guess
That's the one Astraea just found while looking for zinc
I gonna put a sphalerite one to replace it
tbf I wasn't even in the right stone type-- I was looking for a different stone type cause all I had so far was shale and chert
Replaced it with that one
That's something I didn't even comment on. Redstone is WAY easier to find
It's less common on 0.12.2
Did you try the new ore gen?
0.12.2, yes
lol
Like half of my first continent is on .1 and the other half on .2
is redstone still only granite? or is it more stone types
granite was already a pretty common stone type
On .1 I found the most over basalt in volcanic regions
Every Ign Intrusive
ah no wonder lol
I did happen across one redstone vein, but I didn't think much of it other than luck.
The left region is on .1, the right on .2
These are just the stuff that I bothered marking and weren't already automatically marked on blaze map
Somewhat off topic but I kinda want blazemap to be the map for the pack, it's so good but I understand that it'll take more work to be fully implemented to automatically mark the GT ores and have the new grasses show up on the ecologic map
yeah the mod is never fully complete
I would prefer to have BlazeMap with a TFG compatibility that worldgen viewer hidden behind op that feels cheaty
but that seems like a lot of work
So, assuming with the change for zinc and tin-- I'd say up to wrought iron is entirely fine. I've found like 5 veins of iron (dunno if surface or not, though!) so iron itself is also seeming fine (though I haven't actually mined any of the iron yet.)
One surface vein yielded a surprisingly large amount of ore for the stone age. idfk what people were sayign when complaining that they were too small (maybe that was just with the broken 12.0 people were saying that?)
If they're anything like that malachite vein I mined then this is the yield you'll get after primitive ore processing
the surface veins are really better that what people think yeah
About 50-60 ingots per mostly dug out vein, that's already enough for TFC progression until you can handle the beneath for the real veins
that's a lot of copper for the very early game
And I settled right next to an exposed cassiterite vein so that's all the bronze I'll need to reach iron
sand one?
Yield from primitive ore processing on copper (a definitely very primitive aluminum millstone and an auto-casting setup)
Cave
oh
Cassiterite melts into 144mb tin for some reason?
Bloomery materials done in...
1h30-ish, including time spent physically mining and searching.
Nice, I spent a lot of time looking for my current home
Tbf I'm not actually playing through it lol.
And I see why you are noticing this but you're literally asking for a nerf to cassiterite
I did change cassiterite so it only gives 1 ingot instead of 2 lol
Yeah that's was really weird last I started lmao
It still gives the same amount of metal as tin dust even though cassiterite is an oxide
Ya? Oxides and sulfide minerals give 124(or something) mb, only pure stuff gives 144
I mean I can change cassiterite to 129 or whatever mb but do you really want that?
The part of me that wants consistency says yes, the part of me that wants a comfortable game says no
I put them on the floor next to my forge or crucible so I don't forgor em
smart
if we talking Realism™ , where does the carbon in wrought iron come from when using an arc furnace to make it
It does make the game more educational and engaging
Was garnierite changed too? Its NiO but melts into 144mb nickel

nah I haven't touched it
Weird
https://github.com/TerraFirmaGreg-Team/Modpack-Modern/blob/458490b324f8afcac506c75900ac438dee9f8fa0/kubejs/startup_scripts/tfg/materials/material_modification.tfc.js?plain=1#L38C1-L38C125 anyway here's the code to change it if you want. That number at the very end (90, 80, etc) determines the % of an ingot that the dust will melt into
#1488096629063159908 ?
oups
Anyway I'm giving the ore changes up to wrought iron a "seems good!" seal of approval. Nickel seems way too plentiful. I found about 3 cobaltite/garnierite veins, and many of what appeared to be surface garnierite.
I gotta go to work now, but I can go hunting for em tonight.
No worries thanks!
I will have a look myself too and removing all the others just to check these
On the way, I found two realgar veins, one bismuth vein (despite being in a plains biome.) two spudomene veins, one Redstone, and one tricalcium phosphate.
Bismuth is within plain biome
Ya
Bismuth is Mountain and Normal biomes
Wait what
?
Ah ok
Hey, back again with more feedback from my 2 worlds.
World #1
Garnerite is everywhere with indicators everytime. Bismuth is not as rare as I first thought, and there are plenty veins with indicators.
Scanner also finds plenty of gold in the under ground, a few of these have indicators.
There is lots and lots of Sphalerite, but NO VEINS have indicators. I can only "see" these because of the scanner.
There is perhaps 3 veins of silver, no surface indicators to be found. (Picture shows with indicators as "underlined" and without indicators without underline)
World #2
Garnerite is everywhere with indicators everytime. Bismuth is fine actually, plenty of veins all with indicators.
Again, good amount of gold with indicators.
There is lots and lots of Sphalerite, but ONLY 1 pure sphalerite - no sulfur or pyrite - has an indicator (circled). I can only "see" these because of the scanner, otherwise no Zinc for me.
(Picture again shows with indicators as "underlined" and without indicators without underline)
So overall testing for a few hours now on 2 worlds, I only think Silver and Sphalerite are too hard to find without a scanner.
Silver could be remedied if it's easy to find in mountains, and you have sand deposits to carry you along. No big deal here.
But Zinc is needed for colored Steel, so it limits your ability to upgrade your prospecting pick somewhat and thus find more materials.
There are plenty of the veins, just no indicators to guide you
Yeah if you are unlucky with silver on normal deposits you will definitely find some within a mountain biome
It's very unlikely to not have a mountain biome close by somewhere
else well you can go the other bronze
Also garnerite vein seems far to common on both worlds. Considering cobaltite and the other materials in the most common vein are dead weight and (toxic??) then I would suggest to turn down the spawn weights on this ever so slightly
This vein is litterally everywhere. I guarantee if you reverted the change to the show indicators on the world map again, it would all glow blue
it may be too common yeah
it's ass common as the hematite/yellow_limonite
Silver is very common as a normal vein (surface indicator) but in Ign Extrusive/Intrusive
and I guess you are in a sedimentary
All taken within the marked square
It really doesn't need to be as common, as Nickel is the only useful thing there, with you need tiny amounts off until colored steels mass production
I can second the garnierite being too common I’ve been seeing it everywhere as an indicator
Especially considering the size of the veins, you will never run out of Nickel
if zinc rarity is an issue, maybe the indicator height could be increased? like if there's plenty of normal veins but just not enough surface ones or something
there is more zinc now
I need to push the new veins
Gonna do that in an hour
I've been doing my own testing on a new world and strangely enough I feel like I'm the only one without a zinc issue lol, my spawn area was full of it
Surface vein I guess?
correct, all surface veins
yeah I think they just are in a bad geological region for zinc
but as it's needed really early game the new vein is within sedimentary that is more common
maybe add the surface vein to more rock types? only igneous rocks does mean you can get screwed depending on that front
Overall feels like good changes (if sphalerite indicators is fixed - need Zinc and Sulfur before Steam for sure), there were far too many indicators spread around before for all vein types. You could get through copper and bronze age on just indicator findings before, not any more. The change to remove indicators from the map might however be the most impactful one and the one I like the most, forces your to look at your game rather than your map.
I like the idea of some veins being more common in certain rock types and biomes, as long as it is documented well so players can find the information and not feel lost. It is one of the core things about regular TFC I like. Just from knowing which rock type you are standing on, you know what type of ores you can find. It makes early mounts and transport equipment be valuable and actually makes you care about upgrading prospector through tiers.
these
from my testing, high coal overpowered all the other veins and made prospecting for them really hard, some even spawned overlapping coal veins. idk if there is a way to make veins have a minimum spawn distance from other veins or not but that would def be useful
But personally I hope you won't "force" players to find veins through caving. Caving is not good gameplay with TFC mechanics. Digging out a mineshaft and establishing a new mine on a set location with all the needed tools ready in advance - that is peak TFC and the most relaxing part of the TFG early game. I probably will never engage more with caves that I have too - which I hope is the minimal amount
Graphite is the only one
there is still the Beneath though
Hmmm I can't do that
but I can reduce coal
Hopefully we can do something like that for the ore veins
rather than reduce the size maybe make the super large coal veins down towards y=50 or something? allows the other mountain veins to generate a bit more freely?
it could be under the mountain yeah
besides that I do like the mountain veins, there was a good amount of stuff exposed on the sides which is always a fun challenge to mine
Made a third world just to test for sphalerite.
The pure sphalerite vein spawned 4 times within 7 chunks of spawn all with indicators present.
I think the "problem vein" is the sphalerite, sulfur, pyrite vein. Since sulfur is also needed to progress, I would think giving just this one vein indicators on the surface would remedy the problem.
Glad to know nickel being ABSOLUTELY EVERYWHERE wasn't just me lmao
no the vein you are speaking about is a deep vein
Okay, so both sulfur and sphalerite pure veins cannot spawn in non-ing rocks? New world is Rhyolite, and these veins are plenty, no problems. But the first two worlds are sedementary, and these 2 pure vein types no not exist
Yeah
What you call pure vein is surface vein
Sulfur doesn’t exist as surface veins
To find the big sulfur veins you need to go near lava or in volcanic biomes
Anyway then, either add an indicator to the "deep" vein, or make sphalerite vein spawnable in sedementary as well, otherwise sedementary spawns are just "walk until you are out of this rock type" spawns
I told you already many times 😂
I already fixed it
Hope I provided some valuable feedback 🙂
Should I start over again or just continue on pretending I'm using bismuth bronze instead?
(actual question)
my opinion on the bronze debate:
add 2 new surface veins, gold + silver and zinc + bismuth
regular bronze is so much easier to get simply because you only need to find 2 ores and the others you need to find 3. combining the alternative bronzes into 2 veins as well could make them more desireable
Sand/Dry Biomes/Mountains
Not a bad idea I will see how it goes with the changes
With the changes, I would've just been successful in my attempt at finding zinc and had bismuth bronze instead of normal
hrmmm not sure how to feel about this lol
Bismuth and Zinc already spawn in the same rocks
And same thing for gold and silver
I mean, I struggled to locate tin in 0.11.x at the start, but couldn't seem to go 5 chunks without stumbling upon Black Bronze component veins
So usually it shouldn’t be an issue
I think it's more a luck of the draw issue, personally.
That's bc gold used to be WAY too common
Unless you were somehow finding ungodly amounts of silver
I personally always used bismuth bronze in the older versions cause bismuth was everywhere and also literally useless lol, now it actually has a use (woods metal) and is a lot rarer
And silver was extremely rare
I found a Bi/Ag/Pb vein like, 200 blocks from base lol
Bismuth is pretty common in some biomes and mountains
That vein, while a royal PITA to mine, was very dense. Held us on all our silver needs until mid-LV.
I did find Silver veins but it was through Galena ore indicators
interesting enough for me, I rarely mined gold. I usually get gold dust from washing with Chemical Bath in Mercury. I did it with Magnetite / Chalcopyrite / Copper and Silver
We pretty much exclusively used plain ol' water up until recently, and even then only select ores get treated. The byproducts are rarely worth the extra cost and effort for most of them.
i find it weird that people struggled to find tin in 0.11, I never had an issue finding tin
i guess it is because I travel 6000 blocks to my desired location
We had to travel 15k from spawn to find a landmass that was in the right climate 
obvious it is based on the seed
And yeah we couldn't seem to locate a single tin vein, all our tin for a good bit came from miscellaneous pots and absolutely teeny tin veins (Think like, 20-40 ores total, not even 100% of which were tin)
Took an age to find a proper sized vein, and it was a legit cause for celebration because it took just SO LONG to find one.
sounds like you guys just had a bad seed
Entirely possible, though the region we lived in was almost exclusively marble, limestone and basalt at the surface, which might've played a role.
if the overworld fails to produce the ore, you will actually have better luck in the Beneath
Beneath does not disappoint
Beneath may become a whole lot more like the Moon or Mars
I love the Beneath exatcly how it is now haha
Change is good
or the saying, do not try to fix something that is not broken
Ahah if we followed that we would do nothing
well IV needs love
Is it broken?
yeah, it is broken since you guys made EV better

So let us do everything be better lol
on a serious note, I am excited to see what you guys will bring to the table when you release the IV improvement patch. EV is hands down my favourite age
Also the indicators changes are fantastic. Having indicators only for things that are relevant before LV is very very good. When I first started, I had to mark everything, despite really not knowing what was even good or worthwhile at all
Thanks that's really a big part of the reason for this change
I think that is a common minecraft player OCD issue
I think it will make the game way more smooth for new players
And I'd have markers for stuff like??? Thorium?? While I'm out here mining copper 😭
The only one I've found so far that's relevant only after lv is Realgar, but honestly that's Good because being able to find it early can be a huge help
Yeah it's a way to notice the player that it may become important
The fact I spent hours searching for Realgar just for one of my basemates to walk across our bridge and find it in 5 minutes still haunts me
If you don't mind me sharing a crazy idea I had with surface veins, what if they were:
about 100 blocks in size
significantly more dense (like 70% dense)
made out of ore deposits
at their current balancing, ore deposits give 0.725 dust of their respective type and 0.1 pyrite dust whereas regular ores give 1.166 dust. The better vein density is balanced out by each ore deposit being worth about 60% of a regular ore.
changing surface veins to ore deposits also encourages early ore processing via pans or sluices and also naturally shows how processing ores = good (the bonus pyrite dust)
while these surface veins would be much easier and much more worth it to mine later on compared to the current surface veins, they would naturally be made less and less useful as the player progresses due to the lack of complex ore processing (E.X. encased fan/centrifuge)
if this is a stupid idea that's fine, just wanted to throw this idea out just in case someone else agrees with me lol
Some proposed this idea and i think it's a good one
It's a just a bit of work to implement
we may do it at one point idk
I kinda wanna try out sluicing gold and silver for black bronze if I manage to find a river, it could be a legitimately compelling option if the deposits are large enough for it....
I was thinking that it's hard to make black bronze a decent option, but if that's good enough, the convenience of only having to search a narrow area in one location makes that actually sounds pretty nice.
if you happen to spawn near a lake, ore deposits are pretty common there
you also don't have to deal with the river current pushing you as well
This, like, works? It's not terribly hard either.
The bigger thing is that it's gonna be a hard sell to players to even bother with. It's a rather big hassle, and while the yields are sufficient they're low enough where needing to go out for more is a realistic concern
idk i'm kinda just flipflopping between "the vein sizes are fine" and "they're too small overall" tbh!!!
??????? hello robot
it really depends on how the the Beneath rework goes tbh
oh no i'm talking about the the gold/silver gravel deposits lol
oh fair enough lol
Wasn't this supposed to be removed? :p
Started a new world because idk felt like it
I proposed something similar a while back 🙂
I also feel vendicated for zinc being too rare 😄
i don't trust the field guide, usually EMI is more accurate
yeah it was removed in generation, probably just forgot the field guide, there shouldn't be cassiterite in the realgar veins anymore
Huh, I had surface indicators for it
to he honest, idk how that stat actually works?
if mentioned otherwise, its the actual y level range where it can spawn
the surface veins are different, they work like if it says -15 to -20, it means 15-20 blocks down from the surface iirc
atm JEI and the guidebook are super bugged and are missing veins or have incorrect data so I wouldn't trust that all that much tbh
the same tool we use to put the ore blocks in the world also generates the field guide and emi pages, so are you sure about that?
(it was chalco/zeolite/realgar btw, so it's fine)
I'm a little confident on that
I could try making a new instance to see if it was a bad install
this is the one I see, though I'm using 0.12.1's ore data
I'm using the 0.12.2 ore data so it may be broken there
all moon and beneath (minus anthracite) veins are also missing
understandable
Realgar may be too common?
Realgar definitely too common. Cobaltite/Garnierite veins as well.
The chalcopyrite/zeolite/realgar veins are absolutely everywhere Even accounting for my bedrock being largely sedimentary
it looks common but the amounts are very low
Considering you only really need one realgar vein in your playthrough, that's fine. After you get your first diodes, you'll have an EBF and can pull arsenic from cobaltite byproduct from mining nickel.
just saw in #📰│modern-news
are the bonuses for gravel deposits getting differentiated instead of all of them having a chance for pyrite?
yeah, I looked at the original tfc loot tables a bit more closely lol
For anyone available to test the new ore gens you need to download this zip
https://github.com/TomPlop/Modpack-Modern/archive/refs/heads/0.12.2-worldgen-veins.zip
delete the kubejs file in your instance and copy the one in this zip
Delete the Terrafirmagreg core mod in your mod folder
and replace it with this one
then create a new world in creative
and browse to test veins
compatible with 0.12.1 saves?
On the paper yeah but you need to generate new chunks to test
If you don't want to test just wait for next release
This is only ore, right, you didnt do any fluid gen changes with this one too
fluid veins are in an other branch yeah
Anything in particular to be on the lookout for?
I tweaked some values regarding mountain veins
Redstone surface indicators should be rarer
Tin should be a bit harder to find
Zinc should be easier to find
Bismuth is more common in the mountain
