
Create Ore Excavation Deposits
Multi-chunk ore deposits for Create Ore Excavation — richer the further you explore.
Список изменений
0.2.0
A unification + compatibility release: one ownership model for every deposit, automatic adoption of third-party COE veins onto the map, input-fluid recipes, and a KubeJS binding.
Changed
- Base COE veins are disabled by default. This mod's managed deposits replace the role of the host mod's bundled veins (
createoreexcavation:*) — letting both generate would duplicate every ore. They now start disabled: visible in the editor's vein list as(disabled — base COE default)with one-click Enable (writes the newenabled_veinsconfig) or Edit → to promote one into a type you fully control. Veins from add-ons/datapacks keep auto-adopting — those were added intentionally, not as a dependency side-effect. Master switch:coe_veins_disabled_by_default(default on, also in the Generation config group). - Unified deposit model — one owner, two generation variants. Every deposit coedeposits tracks is now owned by us identically: we write its
OreData, persist it, prospect-scan it, render it, and find it.placementis no longer "who owns it" but only where it's placed —managed(our multi-chunk Perlin blob) orcoe(Create Ore Excavation's own spread). This collapses the old dual-ownership split that caused COE-placement deposits to behave inconsistently (depletion/regenerate/finder edge cases). - COE-placement veins are now prospect-scanned and findable. Declared
placement: coetypes (and adopted ones, below) are pre-populated on the world map ahead of the player and restored by/coedeposits regenerate, exactly like managed deposits — no more having to stand almost on top of a COE vein for it to appear. The picker faithfully replays COE's own spread placement (priority order, structure-chunk match, jittered biome whitelist/blacklist) off-thread.
Added
-
Auto-adopt foreign COE veins (compat). Any COE vein recipe that has no coedeposits
deposit_typeof its own — e.g. from Create Ore Excavation Plus, the CoE × Mekanism datapack, OreCompatCreate, or any datapack — is adopted onto the world map under an implicit type: we take ownership of its OreData, track it, render it and find it like a declared deposit. Toggle with the newauto_adopt_coe_veinsconfig (default on). Tooltip names for adopted veins are made readable (createoreexcavation:ore_vein_type/redstone→ "Redstone"). The in-game editor's Deposits tab lists adoptable veins, each with Edit → (promote to aplacement: coetype you fully control — map colour, reveal, biome filter…) and Disable (suppress the vein entirely — it stops generating, stored in the newdisabled_veinsconfig)./coedeposits typesshows declared vs adopted with placed counts. -
Input / coolant fluid on recipes (like the host mod). Inline
drilling:andfluid:blocks accept an optionalfluid_input({fluid|tag, amount}) — the fluid the machine consumes per cycle (COE'sdrillingFluid, recipe key"fluid"). Lets you express fluid-gated recipes such as the CoE × Mekanism datapack's Brine / Sulfuric-Acid drilling bonuses, or a coolant requirement. Editable in the in-game editor (both the Drilling and Fluid groups). -
KubeJS support — deposit types. With KubeJS installed, define deposit types from
kubejs/startup_scriptsvia theCoeDepositsbinding:CoeDeposits.add('mypack:ruby', { vein_recipes:[...], weight:80, distance:{min:2000,max:99999}, ... }). The object is the standarddeposit_typeschema; scripted types merge between the datapack defaults and thedeposits.jsonoverlay. KubeJS is an optional dependency — the mod runs fine without it. (COE's own vein/drilling/extracting recipes remain scriptable through COE's KubeJS plugin.) -
The bundled water deposit is renamed
coedeposits:example_water→coedeposits:water(its synthesised recipes likewiseexample_water_vein/extracting→water_vein/extracting). Existing worlds with placedexample_waterdeposits will drop them on upgrade — re-run/coedeposits regenerateif you want the renamed one back. -
auto_adopt_coe_veinsis now in the in-game config (Generation group), next to the new "Disable base COE veins" toggle — previously only editable in the toml.
Fixed
- A chunk whose vein recipe is set but unresolvable now reads "vein recipe not loaded" on the map tooltip instead of a misleading "depleted" (the underlying never-applied-OreData self-heal shipped in 0.1.7).
- Editor: an input fluid (
fluid_input) set on a drilling/extracting block now persists even when the block has no other content yet — picking the fluid marks its block active, so it's written todeposits.jsoninstead of being dropped on save. - Editor: picking a fluid no longer bounces you back to the Core tab — the editor reopens on the Inline-recipe tab you were on.
Notes
- Upgrading from 0.1.x: base-COE veins switch off on upgrade (
coe_veins_disabled_by_defaultarrives astrue). Veins already placed in your world stay tracked and minable — only new placements stop; run/coedeposits regeneratefor a clean slate, or flip the config /enabled_veinsto keep them spawning. - Auto-adopt and the unified model are most predictable on fresh chunks. Foreign COE veins already generated in old chunks (before this version) appear once their chunk loads (the self-heal applies them within ~1s) or after a re-prospect.
