Space Engineers

Space Engineers

Planets full of ore
39 Comments
[☣] Ryuu_CZ [☣] 26 Jan, 2024 @ 6:53pm 
can you make/ show mod where are resource nodes have only 1 ore what will be deeper (200-1000m) and wide ( like IRL coal mines ) ... finding mod to pass me and my friend to have rower mining only where different ores will be on different planets and moons ? like: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1845977557&searchtext=ore+redistribution
a  [author] 4 Apr, 2019 @ 6:31pm 
@Looter Leader: It should still leave plenty stone... maybe you just happened to be on a specific ore vein. It doesn't change the ore veins, just makes them larger, and further down that can mean they clip 'back up' through eachother a little so you get more diversity, but I wouldn't expect that until like 40km down.

@Booperius: AFAIK it does require you to spawn a new planet before the ore nodes are the new size, and do note it only works with the default planets/moons. It should be safe to remove as well though, as it only affects the generation of planets, not the generation of ore after the planets are spawned.
Booperius 3 Apr, 2019 @ 7:07pm 
Save game compatible?
Arachnade 3 Apr, 2019 @ 1:32pm 
So when you said full of ore you really werent lying huh. This hole i dug is about 1km deep before the mod and after the whole thing changed to iron cobalt and nickel. AS far as i can tell at 1.5km its just solid iron cobalt and nickel ore to the center. Idk how i feel about this i hope different ores spawn in this hole but something makes me feel thats unlikely.
a  [author] 28 Mar, 2019 @ 8:12pm 
it depends, not every ore vein is as deep, but it's always 10x as deep as normal, so if it was 50m (e.g iron) it's now 500m, but if it was 1.5km it's now 15km. Make sure to check for ore-spots on the surface before you start digging :)
The Gerhard Technique 28 Mar, 2019 @ 5:35pm 
so how deep are the ores? like 1 km or 50? trying to find in creative to make sure i understand before going into survival
a  [author] 21 Mar, 2019 @ 2:20pm 
:D :horns:
☠ImAnonymous☠ 21 Mar, 2019 @ 2:07pm 
Thanks :D great work
a  [author] 21 Mar, 2019 @ 1:49pm 
yeap, that was the issue, it's fixed and verified fixed now :D
a  [author] 21 Mar, 2019 @ 12:32pm 
well, the good news is that voxel collisions seem to work well even really deep down to the center (at 0.11g or less gravity) with people and vehicles, however I haven't found ore around the core yet so I'm not sure if it's working as intended.. though the ore does seem to go much deeper at least, so maybe I just need to increase the end depth some more
a  [author] 21 Mar, 2019 @ 11:45am 
jk I updated it have fun, updating the rest as well now
a  [author] 21 Mar, 2019 @ 11:06am 
https://pastebin.com/1j5NFrkW this is the script by the way, in case it comes in use to anyone else (and also for myself to find it back later |3)
a  [author] 21 Mar, 2019 @ 11:01am 
I got a basic python script working to edit the values, but I really need some sleep first, I'll continue when I wake up later.
a  [author] 21 Mar, 2019 @ 9:40am 
ACTUALLY NO I'm just a massive doofus, the 10x version is obviously this one, yay I got all of them woo, now to do the boring copypasting part
a  [author] 21 Mar, 2019 @ 9:35am 
I think I found back the sbmi files, ironically I found all of the submods of this mod except for this mod itself .. I'll keep looking. I hope Keen introduces a way to retrieve your mod IDs... though maybe it'll still show up somewhere. in the mean time I'll update the rest
a  [author] 20 Mar, 2019 @ 6:27pm 
hey sorry I've had a rather busy weekend and got my car fixed up and some other things done which had priority, but maybe I can pick it up somewhere this week after work (that is my work week starts in 4 hours from now and I'm up late and holy shit fuck shifts work, never take on night work my dudes).

Perhaps I can take my larger laptop to work and make the changes from there, cause my smaller laptop only runs linux and I can't run Space engineers to upload the changes from Linux full stop though so I'll have to figure something out. Perhaps it'll work better with upcoming proton versions, then I'll probably be on it a lot more than I am currently :P I'll still be able to create the files though at least!
☠ImAnonymous☠ 20 Mar, 2019 @ 5:31pm 
Hey any news on the mod? Also if you're able to fix it could you also please fix the default depth version aswell

Thanks
a  [author] 17 Mar, 2019 @ 12:40am 
adamsrealm: mods that aren't activated for a save have no way to interact with the game, so unsubscribing is not necessary :)
Also space engineers randomizes the location of ores, if you mark something, make sure you've also drilled a bit into it, otherwise it might disappear or change ore type.

however it's probably true that it doesn't work, as it's based on much older base files from the game. My weekend just started now (though I haven't slept yet), I'll probably try and re-create the mod somewhere this weekend. I also need to dig out the .sbmi files though, I think I backed them up.. I hope... if not then I'll have to use a different workshop ID because of how space engineers works. I'll figure that out later though.
AprilsRealm 16 Mar, 2019 @ 4:57pm 
I can now confirm that this mod does NOT work with the latest version of space engineers AT ALL.

This mod causes no ore (except for ice) to spawn on planets, and further more effects all worlds generated in space engineers (even if the mod is not enabled) until the game is completely closed and restarted.

I have tested this on a fresh install, and have marked many ore deposits/stones I generated before activating this mod, which were not present (at any depth) once the mod had been activated, and then deactivated again without resetting the game.

I also suspect that this mod effects space engineers some of the time even when not being activated. So i'm unsubscribing from this mod for the time being, and urge others experiencing these issues to do the same until the author has confirmed these issues fixed.
AprilsRealm 16 Mar, 2019 @ 4:12pm 
are you certain that this mod is working correctly? I've started several new worlds, with only this mod enabled (latest version of space engineers) and ore spots, rocks, and ores don't spawn (except ice).

I've even started vanilla and marked ore locations with GPS markers (written them down) them copied them into new worlds running this mod, and they're not there.

Would appreciate some help on what i'm doing wrong, or clarification if the mod is not compatible with the latest update.

Thanks :)
a  [author] 14 Mar, 2019 @ 12:22pm 
@Marcach: Hmm, thanks for the heads up, I'll look into it as soon as I have time. I guess I'll have to re-do the mod based on the new files, shouldn't be too hard though.
Marcach 14 Mar, 2019 @ 12:06am 
It appears to not play nice with the release survival update, wind turbines don't function with this enabled.
Ghost722nd 15 Oct, 2018 @ 3:32pm 
Had to re-upload the mod due to my HDD crash.

New Link:

Normal Version
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1540170706
a  [author] 13 Sep, 2018 @ 5:41pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1511667988 there ya go, i'll add it to the description here as well
a  [author] 13 Sep, 2018 @ 4:07pm 
Sure, just solve this <impossible riddle here> :P
Also I just added windows again, giving win10's long term service branch a try.. seems to be least cancer-ridden of all the consoleOS versions :steamsalt: but hey at least I get to run space engineers again :D I will create a new mod using the current up to date planet files and only increase the ending depth so it should create planets full of ore without the increased depth. I'll post a link soon.
Copper Boltwire 12 Sep, 2018 @ 2:45am 
Any chance we can get <impossible request here> too?
a  [author] 7 Sep, 2018 @ 4:43am 
@Timeeey: Not a bad idea, sure, I'll make a new version and upload it when I installed Windows again to run Space Engineers (I had removed windows to make room for GTA 5 on linux as it seems to run with proton/steamplay), expect it up within the next week or so. :yazdsmile:
TimePhazer 7 Sep, 2018 @ 3:37am 
So can we have it to make planets full of ore also without needing to go deeper? just have it rough and trough.
Copper Boltwire 7 Feb, 2018 @ 7:00am 
I think that Value is more like "amount".
So while you might not be able to disignate width, you can possibly tell the game how much to generate. But then again, i have NO idea. Just wanted to toss my thoughts into the mix.
Captain O's 7 Feb, 2018 @ 6:55am 
Oh, ok I just use the automated drilling platform mod then.
a  [author] 7 Feb, 2018 @ 5:47am 
@Captain O's: I don't think so unfortunately, the game specifies ore mappings as follows:
<Ore Value="200" Type="Iron_02" Start="100" Depth="70000" />
I haven't changed the 'Value' bit yet so I'm not sure what it does, but as you can see only the depth is specified in the files, not the width
Captain O's 6 Feb, 2018 @ 5:03pm 
Do you think you could make a mod which keeps ores at their default height but makes them wider? I really want to play survival but I don't like having to mine at so many spots instead of just being able to make one large open mine with large excavators and stuff like that.
a  [author] 9 Jan, 2018 @ 12:24pm 
Soooo... it wasn't as simple as changing the regex, as I found out the hard way that regular expressions cannot do math (previously I just appended zeroes), but I wrote some C# to augment my regexes and got it done anyway!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1263904773 Here's the new version that's 3.3333x as deep as normal instead of 10x. Enjoy :yazdsmile:
Copper Boltwire 8 Jan, 2018 @ 4:20pm 
I agree, but...
Suggestion:
Maybe make another mod where resources start at x3 instead of x10 deep-ness.
If there is one thing i know about (ab-)users of mods, is that options increases enjoyment and caters to a wide audiance.
Now, on the other side, it means you got 1 extra mod to keep up to date.
And i'm only one person. with 1 little vote.
However, IF you do make another mod, please let me know so i can get the x3 version instead ;)
Sure i enjoy working for my "food" but playing single player and having to dig down to around 8km deep to get my first resource is a chore and near death sentence every time.
Worse gets it when and if one is playing with anything less than 10x inventory settings.
Especially when starting out for the first time.
a  [author] 8 Jan, 2018 @ 4:05pm 
I'm pleased to share that in the current space engineers build, it seems that I can go as deep as 20km without much issue or phasing through the surface (haven't gone much deeper yet)! Even with plenty grids moving about on the server.
However I'm thinking about a change, to make the ores starting only 3x as deep as normal instead of 10x, since some ores seem to spawn as deep as 10km deep (e.g uranium deposits on mars) which makes them nearly impossible to get by normal means. Do you guys agree, or should I leave it like this?
Copper Boltwire 26 Dec, 2017 @ 1:02pm 
@Anthropy I suggest trying to decrease iron in asteroids a bit, maybe by 10%, and increase all other resources by at least a magnitude of 20%.
The changes are subtle, but for the keen eye, a difference can be seen.
Increasing various material appearance chance by 10-20% would also be a welcome addition.
a  [author] 26 Dec, 2017 @ 12:37pm 
Editing the asteroids would be different than editing the worlds, since I just edited the world files for earth, mars, moon, titan, alien, etc. I might make a mod like that later, although usually I found asteroids are already filled with iron so doing the same thing as I did here wouldn't change anything, I might be able to add more ore types per tier though, which should spawn more ores.
Copper Boltwire 26 Dec, 2017 @ 9:37am 
@Jadothegameo - Not true, i have come across astroids with up to 5 various materials, excluding Rock.
It was comprised of: Magnesium, Ice, Iron, Uranium, Cobalt (And ofc Rock) Cobalt was a very small patch, but it still had it. And Uranium was also relativly small and flat.
But it still had the materials.
I need to learn to be more "effective" with taking pictures as proof.
jado 25 Dec, 2017 @ 7:20pm 
Great , but what about asteroids? They only have a maximum of three ore types each. Could you make it so the asteroids have tonnes of ores (all of them).
:steamhappy: