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I haven't had the time to do any modding at all in like the last year.
I'm working with Gamerkuipers - another modder - to hopefully get this updated.
Parkster:
I don't know.
The "Ore Type and Size" uses the game's built-in function (when the game first builds your world). I don't see or control the probability of getting each material, and I don't remember testing for probability.
All hail the Prince of Madness for he has blessed me with only the most exquisite of cheeses!
The dev tool is colored "dev pink" and has the right click functions. It can only be spawned with Creative Menu (to split up the tools for players who want an immersive experience, and for those who want to test out ore veins)
The "player" tool available at the prospecting store does not have right click functions.
More details in the mod's description.
Spoiler:
I made it so that it doesn't actually delete the vein. You can reload your save and it will show back up.
In general, I wanted to make a tool that could spawn and edit ore veins simply for my own testing.
It was a wake-ip-in-the-middle-of-the-night idea that I could name it the wabOREjack and add the randomizing effect, taking some inspiration from the Skyrim staff of a similar name. So I ran with that idea and did both in one go.
The one purchased at the prospecting store for tokens has a custom material now to distinguish it from the dev version.
Scrap vein option removed. Snapping to existing veins works a little better.
Both are modded-tool-rack compatible.