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Ore Resurgence

Running out of ores? Well use Ore Regeneration to help!
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oreregen-1.0.1.jar

File nameoreregen-1.0.1.jar
Uploader
thtstreamer1thtstreamer1
Uploaded
Sep 2, 2026
Downloads
6
Size
90.5 KB
Mod Loaders
NeoForge
File ID
8789215
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:ore-resurgence-1677301:8789215"

Learn more about Curse Maven

What's new

Changelog — Ore Resurgence

All notable changes are documented here. This project follows the display name Ore Resurgence (mod id oreregen — kept for save compatibility).

[1.0.1] — 2026-09-01

This is our first patch after the initial release. It’s mostly about making regeneration feel safe, smooth, and easy to see.

✨ New — Live Progress Bar

You can finally see what the mod is doing.

  • New boss-bar overlay that shows what chunk is regenerating, how big the queue is, and how many ores were placed.
  • Toggle it on or off at any time:
    • /oregenui on / /oregenui off — anyone can use
    • /oregen ui on/off/toggle — OP version
  • The bar is per-player, so it won’t spam your friends.

🛡️ New — Smarter Protection (No More Base Damage)

Regeneration is now aware of your builds and claims.

  • Player builds stay safe: Blocks you place (including stone!) won’t be turned into ores. Your house, factory, or Create contraption area stays exactly as you left it.
  • Claim aware: If you use a claim mod like Open Parties and Claims, the mod respects it automatically. By default:
    • Terrain inside claims is protected (so it won’t rebuild under your base)
    • Ores inside claims still regenerate (so a claimed mine keeps giving)
  • You can flip both options separately in the config if you want it the other way.
  • Mass mining / explosions: Huge excavations (quarries, TNT, Create drills) are detected and treated as player-made, so they don’t get filled back in as if they were natural.
  • Performance friendly: Claim checks are cached per chunk, so checking 100,000 blocks doesn’t lag the server.

Check any spot with the new debug command:

  • /oregen protection status — look at a block and it tells you if ore or terrain would be allowed there, and why.

🔧 New Configuration

A new [protection] section was added to oreregen-server.toml:

[protection]
enabled = true
protect_terrain_in_claims = true   # block terrain rebuild in claims
protect_ores_in_claims = false     # let ores still come back in claims
protect_player_modified_blocks = true
protect_player_structures = true
large_excavation_protection = true
large_excavation_threshold = 50000

The old setting protect_player_builds is still respected for backwards compatibility.

No config reset is needed — the new options appear with sensible defaults the first time you start 1.0.1.

🔄 Changed

  • Commands now have a proper new name and keep the old one. Both work:
    • /oreresurgence status and /oregen status (same thing)
    • /oreresurgenceui and /oregenui (same thing)
  • The scan and status screens now mention the new name.

🐛 Fixed

  • Heavy Core no longer regenerates as an ore. We were a bit too eager matching block names — the Heavy Core (the Mace ingredient from Trial Chambers) is not an ore and will no longer be created underground.
  • Large radius lag / “nothing happens”: Running /oregen regenerate 100 (40,401 chunks) used to freeze the server for 5+ seconds with Can't keep up! and then appear to do nothing because unloaded chunks blocked the queue. It’s now batched and correctly skips unloaded chunks — loaded chunks start regenerating in seconds, unloaded ones wait until you visit them.
  • Ores now respect the right height and rock: A small data fix ensures deepslate ores only appear in deepslate and nether ores only where they naturally belong.

💾 Saves & Compatibility

  • Worlds created on 1.0.0 load fine on 1.0.1.
  • Tracked chunks, timers, and ore counts are preserved. New protection data is stored separately and starts fresh without deleting anything.
  • Still server-side only — players don’t need to update their clients. Works without any claim mod; support for Open Parties and Claims is automatic if you have it, and the mod won’t crash if you don’t.

[1.0.0] — Initial Release

  • Automatic ore regeneration after a real-world interval (default 14 days, testable in seconds)
  • Works with vanilla ores, modded ores via tags, and modded dimensions
  • Natural-looking veins at correct heights, variant-aware (deepslate / nether)
  • Real-world timer survives restarts, crashes, and daylight-saving changes
  • Persistent chunk tracking that scales to hundreds of thousands of chunks
  • Performance-aware queue (a few chunks per tick)
  • Admin commands: status, reload, regenerate, reset, chunk ..., scan

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