1.7.10 Ore Prospector

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TomeWyrm

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Jul 29, 2019
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Ok, so I'm planning on starting the Refugee to Regent Challenge.

I also plan on using Custom Ore Generation; along with like 200 other mods, from new tiny things like iBench to the old standbys like Buildcraft (no IC2 though), right on through giant content heavy mods (and mod families) like Rotarycraft/Chromaticraft and Thaumcraft. CoG will be in my pack regardless as I have some issues with certain worldgen features that I wish to remove, and CoG appears to be the only method of doing so at least a few cases.

I would like to use the more interesting ore generation styles like the vein and cloud distributions. The problem with this is that once I progress to the point where I am allowed to use ores to start progressing, I may have to spend hours using exploratory mining techniques in order to get into many of the mods (basically everything is gated behind iron for example. Even with the biome-based weighting, finding my first iron vein is not something I look forward to as currently described.

Which is why I'm asking you knowledgeable people. I know the basic mechanic I'm looking for. It's been done a dozen times before with mods. For example: Charlotte's Utilities, Greg's Prospecting, Finder Compass, Ender Prospecting, and MineFantasy — as well as the Sluice, Gold Pan (pre v78), and Prospector's Pick from TerraFirmaCraft, and the venerable Equivalent Exchange. There are problems with all of the methods I have available for 1.7.10. Some methods I find to be too cheaty (Finder compass, external tools, x-ray), some are gated behind metal to craft (Finder Compass, Greg's Prospecting, the Prospector's Pick, Ender Prospecting, and the useable options in Equivalent Exchange), one require examples of the ore to "tune" (Ender Prospecting), another is in a mod that isn't compatible with the rest of my pack (TerraFirmaCraft), and a lot of them haven't been updated to 1.7.10 (Everything except for TFC, Finder Compass, and Equivalent Exchange [Project E is awesome!]).

Many of them would work just fine if they were updated. Heck I'd be happy with a dowsing rod style mechanic much like the archaeology in World of Warcraft (points you somewhere in a 120 degree arc of the target when far away, 90 when at a "medium" range, and 30 when close) that I could tune myself. Or possibly a panning method that will give me nuggets so I can get some of the more inexpensive items like the medium divining rod or one of the "tuneable" prospectors. The point isn't to get resources from nothing (I'd just use Ex Nihilo if that was the case) or for no effort. What I want is a way to avoid having to search for in-game weeks in order to start on like 90% of the content in my modpack. I don't need radar, I don't need pinpoint accuracy. I just want "There's ore near here" so I can at least be directed and somewhat time efficient.

Then again I could be crazy (having never actually played in a world with CoG ore generation), and it's not actually that hard to find ores, and this whole topic might have been for naught. Obviously I can just use standard ore generation as well, but I like the idea of actually making an Iron Mine, that actually functions as an iron mine, and building a little mining village around it, with transport and all that fun stuff.
 

tedyhere

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Jul 29, 2019
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If you are using CoG then adjust iron to be a bit more frequent and possibly closer to the surface and make it available in all biomes? I mean you can do it before you create the world, just use the custom ore gen menu option when you create the world and you can edit to your hearts desire.
 

TomeWyrm

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Jul 29, 2019
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True enough, but I do like the idea of the defaults. Once I GOT one of those veins I would be perfectly content with the standard distribution (Which is the "motherlode" style vein. And they do appear in any biome, there's just a 3x density in icy biomes), I just want a reasonable jump-start into the "fun" portion of the content in my pack in the framework of the challenge. I'm sure that if I grabbed a Project E Low Divining Rod and started branch mining at y=43 with a spacing of 7 I could find iron in relatively short order. But that is both horrifically metagame-y, and exceedingly boring. If I got lucky and found some redstone and an iron ingot in a village chest (or dropped by mobs like wraiths, zombies, and witches) I could probably upgrade that to a medium divining rod and bump that up to a spacing of ... though actually one or both of them might break the rules, I'd have to check honestly... wait... you can shift to all three modes on a Low rod? Whoa! That... might actually work. I'd still prefer something a little more fun/interesting, but I could have sworn the various modes opened up with the higher tiers of rod.

In any case, if anyone knows of a 1.7 prospecting mechanic that I missed, I would LOVE to hear about it. There are workarounds to my issue, but I would really rather not used them if I didn't need to :)

Edit: Right, nevermind I was right. The divining rod works like I thought. I was reading too fast on the wiki :-\
 
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TomeWyrm

New Member
Jul 29, 2019
898
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Never apologize for relevant thread necromancy!

Also thank you, this provides another good option. I'm currently using Ore Flowers (from Draco18s, a feature from Reasonable Realism's "Harder Ores" that broke off into its own mod), but I will probably add your mod for the ores and locations that don't allow flower growth.