Resource Nodes are small patches of resources that spawn throughout the world. They are infinitely renewable, and can be extracted by specialized factory buildings, such as Miners.
An example of an iron node:
Finding Nodes
Iron and copper nodes (the only two currently available) spawn about every 500 blocks in the Overworld. They can appear as single nodes, or as small clusters of 2-4. The Resource Scanner can also be used to find nearby nodes instead of manually searching.
Creative Tools:
/findnode <type>lists the 5 nearest nodes of that type, no matter the distance/place feature <id>can be used to manually place a node. Onlyresource_node_replaceableblocks (e.g. stone) will work with this command
Purity
Resource Nodes have 3 purities which determine the resource extraction rate:
- Impure (0.5x)
- Normal (1x)
- Pure (2x)
For example, a Miner Mk. 1 will extract 60/min from a Normal node, and 120/min from a Pure node.
Creative Tools:
- A few blocks under the center of the node is the controlling block for the node, denoted by an untextured (pink/black), block. Right click it to change its purity, then replace whatever is extracting from it, or restart the world
Configuration
Resource Nodes can be configured as datapacks under data/your_namespace.
The config is split into 3 categories: worldgen/configured_feature, worldgen/placed_feature, and tags/block.
Configured Features:
- Cluster size: how many nodes spawn can in a cluster
- Cluster spread: how far apart the nodes in a cluster spawn from each other
- Radius: the size of the node; does not affect Miner placement radius, only how many decorative blocks spawn around the center
- Node state: the blockstate of the actual node block. Probably shouldn't touch this
- Resource state: the blockstate of the decorative resource block which spawns around the center
Placed Features:
- Chance: how often the node should spawn; for example 500 = spawn a node about every 500 blocks
Block Tags: resource_nodes simply defines which blocks are considered to be Resource Nodes. resource_node_replaceable defines which blocks can be replaced by a spawned node.
Includes things like dirt, grass, stone, stand, etc.