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How to reduce size of ore veins underground?

xxx73

Refugee
I like to make mining a little more difficult by reducing size of ore veins.

I have not found any settings that seem to be related, so I hope someone would be so nice to point out what I need to do to reduce size of veins?

 
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Open the biomes.xml file.

Search for entries such the one below.  Change the prob values to something less.

Code:
			<layers>
				<layer depth="1" blockname="terrSnow"/> <layer depth="3" blockname="terrDirt"/>
				<layer depth="*" blockname="terrStone">
					<resource blockname="terrOreIron" prob="0.6500" rwgGenerationType="all"/>
					<resource blockname="terrGravel" prob="0.7830" rwgGenerationType="all"/>
				</layer>
				<layer depth="3" blockname="terrBedrock"/>
			</layers>
 
Numberz said:
Open the biomes.xml file.

Search for entries such the one below.  Change the prob values to something less.

<layers>
<layer depth="1" blockname="terrSnow"/> <layer depth="3" blockname="terrDirt"/>
<layer depth="*" blockname="terrStone">
<resource blockname="terrOreIron" prob="0.6500" rwgGenerationType="all"/>
<resource blockname="terrGravel" prob="0.7830" rwgGenerationType="all"/>
</layer>
<layer depth="3" blockname="terrBedrock"/>
</layers>

Thanks for your reply, I think this only change probability of finding a vein, not the size of the vein, or am I wrong?

 
No, it increases and decreases the density of the ore in the vein.  Higher values gives more of the that block / ore.

It is populated once, at map generation.

 
No, it increases and decreases the density of the ore in the vein.  Higher values gives more of the that block / ore.

It is populated once, at map generation.
Ok interesting, thanks for clarifying that, then that is solved, prob = density.

Then Im curious to what that control number of veins and size of veins, or is the only variable prob?
 

 
Ok interesting, thanks for clarifying that, then that is solved, prob = density.

Then Im curious to what that control number of veins and size of veins, or is the only variable prob?
 
Sorry, don’t know.  I think they are generated by algorithm and not exposed to xml.

 
I have with help from others found the following methods to increase/reduce mining efficiency:

1. Change harvesting bonus on tools in items.xml.

<passive_effect name="HarvestCount" operation="perc_add" value="0.4" tier="1,80" tags="oreWoodHarvest"/> <!-- DF Titanium Tool Harvest Bonus -->
<passive_effect name="HarvestCount" operation="base_set" value="0" tags="salvageHarvest"/>
<passive_effect name="HarvestCount" operation="base_set" value="0" tags="cropHarvest"/>
<passive_effect name="HarvestCount" operation="base_set" value="0" tags="wildCropsHarvest"/>




2. Change the density/appearance of chosen ore in a area as pointed out by @Numberz

In biomes.xml change probability as shown below.

<resource blockname="terrOreIron" prob="0.6500" rwgGenerationType="all"/




3. Reduce how many "veins" is created in an area.

In biomes.xml there is many sub biomes in each biome, to change chance of a sub biome being created change this setting:

<subbiome prob="0.95">


4. Change how much ore one block give.

In blocks.xml each of the ore have settings like this. Just change them to get different amount.

Code:
<block name="terrOreIron">
	<drop event="Harvest" name="resourceScrapIron" count="105" tag="oreWoodHarvest"/>
	<drop event="Harvest" name="resourceRockSmall" count="14" tag="oreWoodHarvest"/>

 


 
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