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That sounds like a great idea, taking advantage of existing features. I'll look into it.

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Thank you so much, as always much appreciated ♥

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Here you go!
https://vishi221.itch.io/rpg-maker-mz-map-wall-mining/devlog/1618882/mini-update...

Thank you, but... I feel so bad that I must to say that T_T, but it's not exactly what I wanted ^^' So sorry if I was no clear enough (english isn't my first language, which not makes that easier). I tried to have walls with ores on it, like we draw the walls, then for example coal ore spawn on the wall (it's visible, not under the wall), and during digging on that wall we are destroying that ore too. Like...in Minecraft, I think? 

I would be very grateful if this could be implemented, but I cannot demand it either. Thank you so much for your time!

Btw I think this can be useful too, though, so thank you! We could make something like hidden boxes or chests that can be broken for example - that's nice. 

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It's fine, I'll try to squeeze in some time for another update. You're spot on, it currently doesn't show different ore types on the wall like Minecraft does.

Thank you and so sorry for not being clear on that...🙏

I've re-uploaded the file. I was a bit lazy to write a new devlog, just needed a quick addition and tweak.

Thank you 🙏 Gonna check this ASAP.

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Hey Vishi, just checked it and it works so cool! I made a dirt blocks where props from B marked as tag 1 is spawning on it, like coal, iron, clay, etc, but the problem is that in props, I can only attach one item type to one tag, so even if on dirt different ores are spawned, I can';t make it like coal ore gives coal, iron ore gives iron, etc. Or I am missing something? Correct me if I'm wrong. Thank you agaain for your support! Btw the perfect solution in my opinion would be, like we can  define props by tile id or something, not the tag id, because tags are limited only to 7 (so no more that 7 ores?) and the problem above...

Oh, let me think about it. I rarely use tile IDs because they can be quite time-consuming to set up, which is why I chose Terrain Tags for the original system. I’ll consider a cleaner way to support more individual prop types in a future update.

Thank you so much. Still looking for this, then! You're the best.