Having trouble finding ores?
Want to play on a map where ores are more spread out?
If so, Prospectus is for you!
Prospectus adds one important tool: the Prospectors Pick. Use this to search for traces of nearby ores in the stone around you.
Tools can be made from all the standard vanilla materials, and also from many typical modded metals. Better tools are more accurate in their search.
This mod was inspired by TerraFirmaCraft and is really useful in worlds like Dooglamoo Worlds
hey, there's an issue with Magneticraft ores, i opened a pull-request with the solution
Is there a special formatting or trick to adding blocks to detect? I am trying to add electroblobs wizardry crystal ore and it wont seem to detect any.
Is this the right format or no:
# List of additional blocks to detect. Use the format 'modid:registryname' or 'modid:registryname:metadata'
S:ORES <
minecraft:dirt
minecraft:stone
>
Default radius is way too huge. Was just testing this mod out early game in a modpack I'm creating. Was hoping to use it to help find some iron veins/etc, so I made a stone prospecting pick and made a mineshaft. After 30 minutes of smacking walls and digging tunnels, not once has it helped me find ore, despite it outputting a lot of ore into chat. So I peeked at the config file.. 12 block radius under the checked block? That's huge. That means.. any found ore can be anywhere in a roughly 24x12x24 area under the checked block. That's not even remotely helpful lol, that's like saying "Hey, there might be some ore here, but you have to dig out more than a chunk to find it!"
That said, I can still see this being useful. Going to test dropping the radius down to 4 or 5 blocks, that way if a player gets a hit, they only have at max a 10x5x10 area to search.
In reply to ThatMechGuy:
For reference, it is the same settings that TerraFirmaCraft uses. Its not a "ore here = mine all blocks in x radius square", it's a bit of a triangulation exercise. In TFC, a tip is "don't mine where the propick returns lots of results, that's an exercise in frustration". The most useful things you can do is find where the propick stops returning results, as that means there are no ores within the radius. Repeat on all sides of the vein you're looking for, and you are able to triangulate a small area that the vein must be in.
That said, if you want to use this in a different way, go ahead :)
In reply to AlcatrazEscape:
Well, that's sorta understandable. The problem is if you're doing it mid-progression and don't have a good mining tool, then 12 block wide triangulation becomes a problem. Lets talk theoretical situation. You're trying to get metal for your first metal tools, but need to find a vein. 12 block range will better help you locate a vein if you're going completely blind. But then again, a stone prospecting pick has like 5% accuracy.
Now lets say it returns an iron producing vein, so you want to "triangulate". So you prospect blocks repeatedly to try and overcome accuracy while moving in one direction 'till you stop getting hits. You mark the spot. You go the other direction doing the same 'till it stops, then mark it. Then you go in between the 2 spots, then turn 90 degrees and go to the side and repeat again. Eventually you start to get a pattern and idea of where to mine after at max, a 24x24'ish area, and probably many broken prospecting picks. If you're doing this on the surface, won't be too terrible and the 24x24 area will likely be smaller due to depth of the vein. But it'll still very time consuming. If you're doing this underground, this is going to take a large amount of time and guesswork, and likely isn't going to speed things up much.
If you have absolutely no hints what-so-ever where veins could be located and you're expected to just random mine chunk after chunk 'till you bump into something, TFC style, then sure... that's where having a large range on the prospecting pick would be helpful. It's also less painful if you already have a diamond pick or other mod pick that can chainsaw through the stone, so you can triangulate with ease. That said, in practical use with today's mods... the large vein mods tend to give you hints at vein locations with surface samples or flowers, while the mid to small vein mods just spam the ore everywhere. In these scenarios, you're more than likely using the prospecting pick to reduce branch mine grind. And that's where the large range just makes triangulation more difficult.
That said, I tested 4 range, and it was very helpful at detecting near misses. In the end it felt a little short and not so helpful for finding more elusive veins, so I'm going to give 6 range a shot. Anyway, I hope you see my point and why I feel the 12 range is just more time consuming and frustrating than it's worth, with today's 1.12 mods.
Hi!
Can you add an option to disable some of the Prospectors picks? I want to disable the wood and stone ones to keep the same logic of No tree punching.
Thank you!
In reply to MinerRuler:
In reply to alcatrazEscape:
Is mod discontinued?
In reply to EngineerXL:
In reply to alcatrazEscape:
In reply to EngineerXL:
Hi, I'm working on building a list of all the mods i want for my modpack before i begin to make changes in config files, make recipe changes with crafttweaker and hide the unnecessary items from JEI.
I want to pair prospectus mod with realistic ore veins mod which will be absolutely perfect but i also want to pair it with sulfur and potassium mod so i can mine sulfur and potassium to craft gunpowder.
I have to make sure the sulfur and potassium will be found by prospectus. I saw a comment saying that everything that says "ore" in the name of the block can be found by prospectus picks so i went on sulfur and potassium mod overview page and it says it spawns sulfur "ore" and potassium "stone".
I didn't test sulfur and potassium mod yet to verify if the potassium will be labeled as "ore" or "stone" but if it turns out that the potassium is labeled as "stone", that might cause a problem i guess.
Is there a config file for prospectus mod where i can add blocks manually to make sure the potassium stone can be detected?
Thanks for your time
*Edit: Nevermind the question, i answered it myself by downloading the mod and loading up minecraft with it to check the config file. I know, its so simple, what's the point of asking here if i can just do that right? I'm probably just lazy but i kicked my butt and did it and it took less than 30 seconds lol. You can hate me all you want, no one likes lazy people, i can't blame you. But anyway, it appears that the config file can be accessed from within minecraft mod list and there is indeed a possibility to add blocks manually which i am thankful for. Looking on the bright side, for those like me who are building modpacks and are pondering on the same question, here's your answer so now you can add the mod to your list and move on with your mod search, i just saved you 30 seconds of your life you can re-invest in the modpack building phase. You're welcome!
In reply to Vince0482:
What about modpack usage? What about UBC compatibility?
In reply to EngineerXL:
In reply to alcatrazEscape:
In reply to EngineerXL:
In reply to alcatrazEscape:
In reply to EngineerXL: