Ore density is a function of horizontal distance from world spawn.
| Distance | Vein density |
|---|
| 0 to 2000 blocks | 45% |
| 2000 to 6000 blocks | Ramps linearly from 45% to 100% |
| Beyond 6000 blocks | 100%, plus a 10% chance of a bonus duplicate vein |
The ramp is linear, so there is no wall to hit. Every hundred blocks you move outward is a small, real improvement.
The area around spawn stays intact because mining it is a bad deal. Roads, rails and campfire flight corridors become worth building, because the reason to travel is now measured in diamonds rather than sightseeing.
It also gives a shared world a shape. There is a near zone where people build, a middle zone where they mine, and a far zone worth an expedition.
Only the eight vanilla ore families are affected: coal, copper, iron, gold, redstone, lapis, emerald and diamond. Nether and End ores are untouched, as are ores added by other mods.
Operators can run /fairlands_debug world_progression to print the distance, vein percentage and far-bonus percentage for their position, an arbitrary coordinate, or a set of sample rows. Adding count physically scans every block in a chunk radius and prints the real per-ore totals, so the curve can be checked empirically rather than trusted.
| Gamerule | Default |
|---|
world_progression | true |
ore_progression_inner_radius | 2000 |
ore_progression_inner_vein_percent | 45 |
ore_progression_normal_radius | 6000 |
ore_progression_far_bonus_percent | 10 |