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Create Ore Excavation Deposits

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

Автор: NIKNIK676,4 тыс.15обновлён 20 июн. 2026 г.
УтилитыГенерация мира

Описание

THANKS FOR 1000 DOWNLOADS ❤️❤️❤️❤️❤️

Create Ore Excavation Deposits

Multi-chunk ore deposits for Create Ore Excavation — distance-driven richness, a Xaero map overlay and full multi-dimension support.

In case of any problems or if you have any ideas I would love to help you and extend/fix the mod <3


Example

What you get

  • Multi-chunk deposits — irregular Perlin-shaped blobs of 2–40 chunks, all sharing one ore type. By default these replace Create Ore Excavation's own single-chunk veins (toggleable), so you get the deposit experience instead of duplicated ores.
  • World-map overlay — solid coloured chunks on Xaero's World Map with alpha-fade as the vein depletes and a hover tooltip showing remaining / initial units per chunk.- Distance gradient — a log-curve drives deposit size, richness, and which ores are eligible.
  • Per-chunk gradient — the core chunk is peak yield; outer chunks fade down to a configurable floor (default 30 %).
  • Biome-aware — configure spawn biomes (default: iron in mountains/taiga, gold in badlands/savanna, nether_quartz in nether biomes, etc.).
  • Multi-dimension — choose which dimensions each type generates in; every dimension has its own tracking + reproducible seed.
  • Reveal policies — four modes per type: always / on_discovery (walk near) / on_proximity (visible while close) / on_prospect (Vein Finder reveals)…
  • …with a reveal scope — per_player (COE-like, each plays their own), team (shared with your party — Open Parties and Claims, FTB Teams, or a vanilla scoreboard team), or global (one player's find reveals it for everyone).
  • Deposit sharing — /coedeposits share posts a clickable [✚ Add to map] offer in chat, share directly with a player, or bind a world-map key to share the deposit you're hovering. No OP needed.
  • Configurable discovery message — friendly names + a custom chat template (%name% %pos% %player% …, colour codes), or turn the chat line off entirely.
  • Auto-adopt foreign veins — COE veins from add-ons & datapacks (Create Ore Excavation Plus, CoE × Mekanism, OreCompatCreate, …) are automatically tracked on the map, named, and findable — no config needed. Disable or promote any of them in the in-game editor.
  • In-game editor & config screen (YACL) — author deposits, set reveal/scope, enable/disable veins, edit recipes (incl. an input/coolant fluid the machine consumes per cycle) — no JSON hand-editing.
  • KubeJS support — define deposit types from startup_scripts via the CoeDeposits binding.

Required

Recommended / optional

  • Xaero's World Map — the deposit overlay & share keybind. Soft dependency: without it generation works fine, you just lose the visual. Xaero's Minimap adds waypoints on discovery.
  • YACL — the in-game config screen + deposit editor (falls back to a basic screen if absent).
  • KubeJS, Open Parties and Claims / FTB Teams — optional; enable the scripting binding and team reveal scope respectively. All reflection-based, no hard dependency.

The mod's mixin is gated client-only, so dedicated servers without Xaero won't crash.


Commands

Admin subcommands require permission level 2 (OP via /op <player>); share and accept are available to every player.

CommandWhat it does
/coedeposits sharePost a clickable [✚ Add to map] offer for the deposit you're standing in — anyone can click to add it to their map.
/coedeposits share <player> / share all <player>Share the current deposit (or everything you've discovered) directly with one player.
/coedeposits tierShow distance + tier fraction at the player's position.
/coedeposits listTop-10 nearest known deposits in the current dimension.
/coedeposits typesRoster of declared + auto-adopted deposit types with placed counts.
/coedeposits hereInfo about the deposit owning the player's current chunk.
/coedeposits scanRe-prospect around the player (no wipe).
/coedeposits regenerate [seed]Wipe the current dimension + fresh prospect-scan. Optional seed override locks placement for reproducible patterns.
/coedeposits seedPrint the effective deposit seed (override vs world seed).
/coedeposits refill / refill allRestore the deposit at the current chunk / every deposit in the dimension.
/coedeposits delete here / delete chunkRemove a whole deposit / a single chunk from a deposit.
/coedeposits place [<type> [<pos> [<amount> [<chunks>]]]]Admin-place a deposit. amount<0 → infinite vein, amount>0 → exact unit budget.
/coedeposits replenish <rate> / replenish all <rate>Set the per-hour replenish rate for the deposit under the player, or every deposit in the dimension. 0 disables.

Compatibility

  • Add-on & datapack COE veins are auto-adopted onto the map (named, tracked, findable) with no setup — and the base mod's own veins are replaced by default by this mod's managed deposits (toggle in the Generation config, or re-enable single veins in the editor). Promote any adopted vein into a fully-controlled type, or disable it, from the Deposits tab.
  • KubeJS — define deposit types in scripts; COE's own recipes stay scriptable via COE's plugin.
  • Open Parties and Claims / FTB Teams — power the team reveal scope (vanilla scoreboard teams work too).
  • JEI / Jade — drilling recipes appear in the Drilling category and in-world tooltips.
  • Create: Steam 'n' Rails — no conflict. Both place a map widget; coedeposits-client.toml lets you move/disable ours.
  • c2me — works; the picker runs on the chunk's worker thread.

Links

For bug reports, feature requests, or PRs — please use GitHub Issues.

Галерея

ExampleAnd another oneMore possibilitiesMore possibilities 2

Последние версии

Все версии →
alpha

[Forge 1.20.1] Create Ore Excavation Deposits 0.2.0

1.20.1-0.2.0
20 июн. 2026 г.523Minecraft: 1.20.1forge
Скачать
Что нового
## 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.
alpha

[Fabric 1.20.1] Create Ore Excavation Deposits 0.2.0

1.20.1-0.2.0-fabric
20 июн. 2026 г.358Minecraft: 1.20.1fabric
Скачать
Что нового
## 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.
alpha

NeoForge 0.2.0

0.2.0
13 июн. 2026 г.4,9 тыс.Minecraft: 1.21.1neoforge
Скачать
Что нового
## 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 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, 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_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 it, render it and find it like a declared deposit. Toggle with the new `auto_adopt_coe_veins` config (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 a `placement: coe` type you fully control — map colour, reveal, biome filter…) and **Disable** (suppress the vein entirely — it stops generating, stored in the new `disabled_veins` config). `/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 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_scripts` via the `CoeDeposits` binding: `CoeDeposits.add('mypack:ruby', { vein_recipes:[...], weight:80, distance:{min:2000,max:99999}, ... })`. 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 KubeJS plugin.) - **The bundled water deposit is renamed `coedeposits:example_water` → `coedeposits:water`** (its synthesised recipes likewise `example_water_vein/extracting` → `water_vein/extracting`). Existing worlds with placed `example_water` deposits will drop them on upgrade — re-run `/coedeposits regenerate` if you want the renamed one back. - **`auto_adopt_coe_veins` is 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 to `deposits.json` instead 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_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 (before this version) appear once their chunk loads (the self-heal applies them within ~1s) or after a re-prospect.
alpha

NeoForge 0.1.7

0.1.7
11 июн. 2026 г.150Minecraft: 1.21.1neoforge
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Что нового
## 0.1.7 ### Changed - **Friendlier, configurable discovery chat message.** The old line printed the raw type id with a `[coedeposits]` prefix (`[coedeposits] discovered createoreexcavation:ore_vein_type/water at [...]`), which read like debug output (reported in #3). It now resolves a friendly name — the type's `display_name` from `deposits.json`, otherwise a prettified id (`createoreexcavation:ore_vein_type/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. ### 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. - **ON_DISCOVERY reveals are snappy now** — the walk-into sweep runs every second instead of every ten, so a deposit appears moments after you step onto it. The reveal-mode config option also finally documents what each of the four modes does. ### Added - **ON_PROXIMITY now 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 now has 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 (#3). - **`reveal_scope` config — per-player, team, or shared discoveries (#3).** 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 discoveries with the discoverer's party/team — **Open Parties and Claims**, else **FTB Teams**, else the vanilla scoreboard team (both mod integrations are reflection-based, no hard dependency). Team visibility is **live**: you see everything anyone *currently* on your team has discovered — joining a team 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 via the new `%player%` placeholder. Persisted in SavedData; surfaced in the **Reveal** config group. (No effect on `ALWAYS` / `ON_PROXIMITY`.) Per-type override is not included yet — it's a mechanical follow-up. - **Deposit sharing (#3).** Players can share discoveries explicitly, in three ways: **`/coedeposits share`** — posts a clickable **[✚ Add to map]** offer to chat (everyone in the dimension can click it to add the deposit to their map + Xaero waypoint); **`/coedeposits share <player>`** / **`share all <player>`** — share the deposit you stand in (or everything you've discovered) 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 clickable offer (the tooltip shows the hint once the key is bound). You can only share deposits you can see; the share/accept commands work without OP (admin subcommands remain OP-gated).
alpha

NeoForge 0.1.6-1

0.1.6-1
7 июн. 2026 г.78Minecraft: 1.21.1neoforge
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See https://github.com/RandomCodeGuys/create-ore-excavation-deposits/commits/main for changes.
alpha

[Fabric 1.20.1] Create Ore Excavation Deposits 0.1.6

1.20.1-0.1.6-fabric
6 июн. 2026 г.41Minecraft: 1.20.1fabric
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## 0.1.6 ### Changed - **The in-game editor and config screen, reworked** — the 1.20.1 line (Forge + Fabric) catches up to the NeoForge 0.1.6 build. The config screen is now two tabs: **General** (generation / reveal / logging / client settings) and **Deposits** (an inline list, one row per deposit with **Edit → / Disable / Delete**, Delete behind a confirmation). Vein recipes, biome filter and dimensions are compact dropdown pickers; drilling outputs use a searchable visual item picker (icon + name) with Count and Chance-% number fields. The old monolithic editor/config classes were split into small per-tab / per-group files. ### Fixed - **Add deposit** now assigns a unique id, so creating several in a row (or after deletes) can no longer make two deposits share a `coedeposits:new_N` key — which previously collided silently in `deposits.json`. - **Biome filter is usable from the main menu** — with no world loaded the biome registry (and thus the real tag list) isn't available, so the picker now offers the common vanilla biome tags instead of greying out. Pack-specific / modded tags still need the editor opened in a world.
alpha

[Forge 1.20.1] Create Ore Excavation Deposits 0.1.6

1.20.1-0.1.6
6 июн. 2026 г.42Minecraft: 1.20.1forge
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## 0.1.6 ### Changed - **The in-game editor and config screen, reworked** — the Forge 1.20.1 line catches up to the NeoForge 0.1.6 build. The config screen is now two tabs: **General** (generation / reveal / logging / client settings) and **Deposits** (an inline list, one row per deposit with **Edit → / Disable / Delete**, Delete behind a confirmation). Vein recipes, biome filter and dimensions are compact dropdown pickers; drilling outputs use a searchable visual item picker (icon + name) with Count and Chance-% number fields. The old monolithic editor/config classes were split into small per-tab / per-group files. ### Fixed - **Add deposit** now assigns a unique id, so creating several in a row (or after deletes) can no longer make two deposits share a `coedeposits:new_N` key — which previously collided silently in `deposits.json`. - **Biome filter is usable from the main menu** — with no world loaded the biome registry (and thus the real tag list) isn't available, so the picker now offers the common vanilla biome tags instead of greying out. Pack-specific / modded tags still need the editor opened in a world.
alpha

NeoForge 0.1.6

0.1.6
6 июн. 2026 г.38Minecraft: 1.21.1neoforge
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See https://github.com/RandomCodeGuys/create-ore-excavation-deposits/commits/main for changes.
alpha

[Forge 1.20.1] Create Ore Excavation Deposits 0.1.5-1

1.20.1-0.1.5-1
2 июн. 2026 г.34Minecraft: 1.20.1forge
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## 0.1.5-1 ### Fixed - **Crash on load** (`NoSuchMethodError: net.minecraft.resources.FileToIdConverter.json`). The 0.1.5 jar was published **un-reobfuscated**: the release pipeline ran `publishMods` as a separate Gradle invocation, which re-ran the `jar` task without `reobfJar` and uploaded a jar calling Mojang-mapped method names that don't exist at runtime → crash during mod construction on every 1.20.1 instance. The build now forces `reobfJar` before any publish task. No content or behaviour changes versus 0.1.5 — same code, correctly obfuscated.
alpha

[Forge 1.20.1] Create Ore Excavation Deposits 0.1.5

1.20.1-0.1.5
1 июн. 2026 г.26Minecraft: 1.20.1forge
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## 0.1.5 ### Added - **Fluid deposits (COE Extractor).** A deposit can now yield a **fluid** instead of (or alongside) items, harvested with Create Ore Excavation's Extractor rather than the Drill. Add an inline `fluid:` block to a `config/coedeposits/deposits.json` entry (`fluid`, `amount` mB/cycle, `ticks`, `stress`, `drill_tag`) and the `BundledRecipePack` synthesises a `createoreexcavation:extracting` recipe bound to the type's vein. Placement, distance, biome filter and the `per_chunk_units` budget all work exactly as for a solid ore — COE's Extractor and Drill share the same vein-consumption logic. - **In-game fluid picker.** The editor's Fluid field opens a picker that lists registered **source** fluids by their own texture (tinted sprite) + name, with search and click-to-select — not bucket items. (YACL has no fluid controller, so this is a small dedicated screen.) - **Bundled example.** Ships a ready `coedeposits:example_water` deposit — a finite "Underground Spring" of `minecraft:water` extracted with the Extractor — so the fluid path works out of the box. Generates in overworld swamp/plains at `weight: 50`; disable it from the editor (or an `{"enabled": false}` overlay) if unwanted. ### Changed - Config validation now counts an `extracting` recipe as making a vein harvestable, so a fluid-only deposit no longer false-warns "can't be mined". ### Internal - `DepositType` codec split into two flattened `MapCodec` halves joined with `Codec.mapPair` (DataFixerUpper's `group(...)` caps at 16 fields; the type now has 17). The on-disk JSON schema is unchanged.