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Sometimes it's a gamble. In my current playthrough, I still haven't found Mg near my Earthlike base, except in a few boulders, but then I jumped to the Alien planet for Uranium, and first landing zone I picked, it was right atop of the Uranium patch lol.
Lucky indeed, uranium covers just 0.00003% of the Earthlike's surface
Thanks, try the Configurabe Parameters mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2422592854
No worries, glad it's useful. That should work fine - think of the ores in Space Engineers as being painted on at the last second before terrain renders. The game doesn't care if you change where the paint goes and doesn't store any information about the ores in a save. It only stores the shape of the holes you've excavated into the ground.
Read the documentation here:
https://github.com/asrbic/Procedural_Ore_Generator . Under configuration options it explains the parameters. You'd probably just be after a much smaller "surfaceArea" value. On each planet, you should also set "maxOrePatches" to 5000 or something (defaults to 1000).
I've been using your version of this and decided that I want to change things up a little. So I've done my own custom version, if I replace yours with mine in an already created world, that world won't use the new config will it. Do I need to create a new save for the values to take effect?
"oreTemplates": [
{
"id": 1,
"type": "Iron_02",
"surfaceArea": 200,
"startDepth": 12,
"depth": 6,
"testColourHex": "E00000",
"centreOreTile": 2
},
Im guessing here, but the "surface area" would be the thing i need to change in order to get the effect i want (same amount of ore patches as vanilla but much smaller ore veins)??
1. Create new maps (the generator tool can do this)
2. Create a new XML file telling Space Engineers what the colours on the map mean (the generator tool also does this)
3. Put all of the above in your own local mod. There are many guides floating around on how to make a simple mod for Space Engineers - I think they explain it better than I could. All this mod will do is overwrite the maps/xml from the base game with what is in the mod
4. Add this local mod to the world/save you want
Making your own local mod basically involves creating a folder here: C:\Users\lemmiwinks\AppData\Roaming\SpaceEngineers\Mods\Your_Mod_Name
Then basically just dumping the files the generator tool spits out into that new folder.
When you say "make your own local mod", is this not just a mod for settings hidden away in the files somewhere?? I have no idea how to make mods, im really not that bright all things considered, LOL
You will be able to do that with the Procedural Ore Generator tool described in the thread on this mod. It'll take a little bit of reading to understand the settings but it'll give you the files you need to make your own local mod.
Go for it, no need to ask for permission
This mod only affects vanilla planets. You would have to use a version of the modded planet with ore maps created with the procedural ore generator tool.
Nope, there are other versions on the workshop which do though
@Kagee
Glad it's working for you :)
@MrCabbuge
You don't need to renew the ore maps. As soon as you add/remove this mod from a game, the ores locations will change appropriately. If you're talking about reverting any of the digging you've done on a planet, try this guide:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1311003615
There is Silicon in ~5km, but the nearest Nickel deposit is in 22km! Wow!
This Mod keeps me busy! (-;
Till now I've found even Magnesium underground, but no Silicon or Nickel. :-(
It's fine! I will find it, there are plenty surface rocks around. :-)
Fair enough, I'll add silver/gold moon thing to the description. The ores in this mod can't be changed now. That would affect any in-progress games. You're welcome to use the tool in the thread to make your own mod.
@The Ivanius
You can use the procedural ore generator tool to make whatever ore setups you like
@shadow4910
Did you end up finding any ores?
@Gemini Sierra @Zauo
The chart is accurate - Triton and Pertam are not affected by this mod. There are other mods similar to this one that do affect them. I don't find that the new planets add much to the game so haven't been motivated to include them.
@Lightmanticore
I've not heard of this issue before. Try testing with just this mod and a cheat ore detector mod and see if it still happens.
@XCysC warpig2255
Glad to hear it!
@DarkFight
Yep, you can use the Procedural Ore Generator tool referenced in the discussions thread on this mod to create ore maps for modded planets.
Nope, no Pertam or Triton. There are other mods on the workshops similar to this one that include them. They use the same procedural ore generation.
@jagodragon
The ore maps are entirely dependent on the mod, not the save. You can add or remove this mod at any time and the ore maps will change.
Hello i just want to know if my mods are doing anything to the spawning of ores, is there a way to tell? plus i have tried only this mod plus ore detector ++ mod in order to see where ores are at and still cant find any ores.