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Моды/Create Ore Excavation Deposits
Create Ore Excavation Deposits

Create Ore Excavation Deposits

Multi-chunk ore deposits for Create Ore Excavation — richer the further you explore.

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Все версии→[Fabric 1.20.1] Create Ore Excavation Deposits 0.2.0

[Fabric 1.20.1] Create Ore Excavation Deposits 0.2.0

Alpha20.06.2026

Список изменений

0.2.0

The 1.20.1 line (Forge + Fabric) catches up to the NeoForge 0.2.0 build, folding the NeoForge 0.1.7 and 0.2.0 spans into one release: per-player / team / shared discoveries, deposit sharing, one unified ownership model for every deposit, automatic adoption of third-party COE veins onto the map, input-fluid recipes, and a KubeJS binding.

Added

  • reveal_scope — per-player, team, or shared discoveries. For the per-player reveal modes (ON_DISCOVERY / ON_PROSPECT): PER_PLAYER (default) keeps each player's discoveries private (COE's own behaviour); TEAM shares them with the discoverer's party/team — Open Parties and Claims, else FTB Teams, else the vanilla scoreboard team (all integrations are reflection-based, no hard dependency). Team visibility is live: you see everything anyone currently on your team has discovered — joining shares past finds both ways, leaving un-shares them (your own finds always stay). GLOBAL makes the first player's discovery reveal the deposit for everyone. Online recipients get the marker + a chat line crediting the finder. Persisted in SavedData; surfaced in the Reveal config group. (No effect on ALWAYS / ON_PROXIMITY.)
  • Deposit sharing. Share discoveries explicitly, three ways: /coedeposits share posts a clickable [✚ Add to map] offer to chat (anyone in the dimension can click it to add the deposit + an Xaero waypoint); /coedeposits share <player> / share all <player> share the deposit you stand in (or everything you've found) directly with one player; world-map keybind — bind "Share hovered deposit to chat" in Options → Controls, hover a deposit on the Xaero world map and press it to post the same offer (the tooltip shows the hint once bound). You can only share what you can see; share/accept work without OP (admin subcommands stay OP-gated).
  • Auto-adopt foreign COE veins (compat). Any COE vein recipe with no coedeposits deposit_type of 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, render and find it like a declared deposit. Toggle with auto_adopt_coe_veins (default on). Adopted veins get readable tooltip names (createoreexcavation:ore_vein_type/redstone → "Redstone"). The editor's Deposits tab lists adoptable veins, each with Edit → (promote to a placement: coe type you fully control) and Disable (suppress the vein — stored in disabled_veins). /coedeposits types shows declared vs adopted with placed counts.
  • Input / coolant fluid on recipes (like the host mod). Inline drilling: and fluid: blocks accept an optional fluid_input ({fluid|tag, amount}) — the fluid the machine consumes per cycle (COE's drillingFluid, recipe key "fluid"). Lets you express fluid-gated recipes (the CoE × Mekanism Brine / Sulfuric-Acid drilling bonuses, 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_scripts via the CoeDeposits binding: CoeDeposits.add('mypack:ruby', { vein_recipes:[...], weight:80, distance:{min:2000,max:99999}, ... }) (and CoeDeposits.remove('id')). The object is the standard deposit_type schema; scripted types merge between the datapack defaults and the deposits.json overlay. KubeJS is an optional dependency — the mod runs fine without it. (COE's own vein/drilling/extracting recipes remain scriptable through COE's own KubeJS plugin.)
  • ON_PROXIMITY sends a personal "found it" chat line the first time a player comes within the proximity radius (same discovery_message_format; once per player per deposit, persisted). Visibility is unchanged — still distance-based.
  • Discovery chat controls in the in-game config — the Reveal group gains a Discovery chat message toggle (off keeps the map marker / Xaero waypoint, just no chat line) and a Discovery message template field, alongside the discovery_chat / discovery_message_format toml options.

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: shown in the editor's vein list as (disabled — base COE default) with one-click Enable (writes the new enabled_veins config) 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. placement is no longer "who owns it" but only where it's placed — managed (our multi-chunk Perlin blob) or coe (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: coe types (and adopted ones) are pre-populated on the world map ahead of the player and restored by /coedeposits regenerate, exactly like managed deposits — no more standing 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.
  • Friendlier, configurable discovery chat message. The discovery line now resolves a friendly name — the type's display_name, else a prettified id (…/water → "Water") — and the whole line is a config template discovery_message_format (default Discovered %name% at %pos%). Placeholders: %name%, %pos% (clickable /tp), %x% %y% %z%, %type%, %player% (the discoverer), %%; § colour codes work.
  • The bundled water deposit is renamed coedeposits:example_water → coedeposits:water (its synthesised recipes likewise example_water_vein/extracting → water_vein/extracting). Worlds with placed example_water deposits drop them on upgrade — re-run /coedeposits regenerate for the renamed one.

Fixed

  • Deposits placed over already-explored terrain no longer read "depleted". COE's OreData.populate runs once per chunk, so a deposit placed by /coedeposits regenerate or the prospect scanner over a chunk generated before the deposit existed never got its OreData applied. The depletion sweep now self-heals such chunks (no recipe and nothing extracted → re-apply) while leaving genuinely mined-out chunks alone.
  • A chunk whose vein recipe is set but unresolvable now reads "vein recipe not loaded" on the map tooltip instead of a misleading "depleted".
  • ON_DISCOVERY reveals are snappy — the walk-into sweep runs every second instead of every ten, so a deposit appears moments after you step onto it.
  • 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 to deposits.json instead of 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_default arrives as true). Veins already placed in your world stay tracked and minable — only new placements stop; run /coedeposits regenerate for a clean slate, or flip the config / enabled_veins to keep them spawning.
  • Auto-adopt and the unified model are most predictable on fresh chunks. Foreign COE veins already generated in old chunks appear once their chunk loads (the self-heal applies them within ~1s) or after a re-prospect.
  • Both loaders ship from one codebase — the reveal_scope, sharing, KubeJS and auto-adopt logic lives in platform-shared/; only the networking + keybind glue differs between Forge and Fabric.

Файлы

coedeposits-fabric-1.20-0.2.0.jar(340.42 KiB)
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Метаданные

Канал релиза

Alpha

Номер версии

1.20.1-0.2.0-fabric

Загрузчики

Fabric

Версии игры

1.20.1

Загрузок

235

Дата публикации

20.06.2026

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