I'm still a bit rusty after finally coming back to Lua, so I expect it's an easy fix and an obvious error.
As of now, this script will copy the specified model, move it to the correct parent, and then just move that one model around randomly within 1 block of a random point instead of randomly around the whole area. I assume that's because it takes the same random number first iterated, but also have a hunch I may just need to use seeds.
But, the largest issue here is that it only copies one model and moves it for the iterated amount of times. I'm pretty sure it's because I used an iteration without renewing it, but I'm not sure.
I just copied the relevant part of the code, so if there are any missing variables, just let me know and I can add them. Thank you!
local x = script.Parent.Position.X;
local y = script.Parent.Position.Y - 5;
local z = script.Parent.Position.Z;
local copper = game.Lighting.oretotal.Copper;
local cclone = copper:Clone();
local Bounds = {
{x1=x-xhalf,x2=x+xhalf},
{z1=z-zhalf,z2=z+zhalf}
}
local boundsrandx = math.random(Bounds[1].x1, Bounds[1].x2);
local boundsrandz = math.random(Bounds[2].z1, Bounds[2].z2);
for i=1,limit do -- limit is a numbered variable
cclone:MoveTo(Vector3.new(boundsrandx,y,boundsrandz))
cclone.Parent = script.Parent;
print("X ", boundsrandx, " and Z", boundsrandz);
print("Ore Spawned");
wait(.5)
end

4 comments
Wow, that is actually correct. It's hard to believe that the position of that one line made all the difference. And I actually code in C# most of the time, so I guess it's just habit xD. Thank you for the help!
It also fixed the random number generation when I moved the math randoms into the iteration, two birds with one stone!
Using semicolons overall is good practice for coding languages. When I code I use them, but not when I answer questions on here because it may confuse people. I think they might have the slightest performance rate as well, because Roblox's compiler IS C++, so I think all the lines are converted to semicolons when it is compiled, anyways.
It was my pleasure. And as for Goulstem, I had no idea it was a C++ compiler, but I guess so since it is a PC game, so I suppose I should do it my self now...