Space Engineers

Space Engineers

Uranium On Planets Again - Deep
41 Comments
ZettDeEff 12 Apr, 2023 @ 6:25am 
@StarDruid Can't confirm this for my Save, testing this Mod. It was way to easy and lots of Pl and U.
Eagle21 14 Feb, 2023 @ 8:43am 
alright thanks
StarDruid  [author] 13 Feb, 2023 @ 8:22pm 
Yes it "works" but Pertams resource distribution is an absolute mess. Last time I tested it I found some but it took a long time. Even the base version with uranium at normal depths made it extremely hard to find. Frankly Pertam should be treated as Extreme Hard mode because of it.
Eagle21 13 Feb, 2023 @ 2:39am 
Does this work on pertam? i have driven around with ore detector mod (1,2km ranger) and didnt find anything
StarDruid  [author] 19 Dec, 2021 @ 10:25pm 
Yeah, It adds uranium back to the moons.
Laaven 19 Dec, 2021 @ 10:12pm 
does it back them back to moons too
StarDruid  [author] 29 Dec, 2020 @ 9:41am 
Nah none of my mods are compatible since they all change the same files. Unfortunately there isn't a deeper version of the Uranium and Platinum mod.
Varkh 29 Dec, 2020 @ 7:53am 
Hello, do you know if this is compatible with the one that gives back the platinum as well ? If not, is there a "deep" version for both Uranium and Platinum ?
BadlLuck 29 Nov, 2020 @ 8:41am 
Thanks!
StarDruid  [author] 28 Nov, 2020 @ 5:08pm 
K fixed, a "<" was missing.
BadlLuck 28 Nov, 2020 @ 4:42pm 
This mod is causing Mars not to load properly
StarDruid  [author] 25 Oct, 2020 @ 8:13am 
It's meters as far as i know.
Not VanLanyrinth 24 Oct, 2020 @ 9:08pm 
is the distance in meters or in something elce?
StarDruid  [author] 20 Oct, 2020 @ 1:23am 
The files modded are simple text files so you can edit them to make the ores even deeper. Not sure how deep the game allows for. Just need to find the mod in the folder "Steam\steamapps\workshop\content\244850\1697379908" on what ever drive the game is installed on, move it to "C:\Users\<user name>\AppData\Roaming\SpaceEngineers\mods" (<user name> is your windows user name) and rename it to something other then 1697379908 then edit both PlanetGeneratorDefinitions.sbc and Triton.sbc to change the ore depth by changing the Start="#" value to what depth you want the ores to start showing up one.

Not VanLanyrinth 19 Oct, 2020 @ 8:45pm 
is there a way i can change the depth to be even deeper?
Drake 14 Oct, 2020 @ 9:13am 
Good copy, and mine is on a server that ... I think I can resolve using a spawn settings in the config file I learned.

But your mod working great, and the guys have a trade off... platinum in roids and Uranium on planets deep. SO... WIN WIN! Thanks so much. :-)
StarDruid  [author] 14 Oct, 2020 @ 6:58am 
Asteroids are handle differently, not quite sure how they're handled actual.
Drake 13 Oct, 2020 @ 1:52pm 
Sweet... next question is there a low asteroid uranium option?
StarDruid  [author] 13 Oct, 2020 @ 10:23am 
It changes the ore tables for the default world to how they were before the update that removed uranium from planets. So it can be added to existing saves but will conflict with any mods that change ores that show up on planets, like the Better Stone mod.
Drake 13 Oct, 2020 @ 8:43am 
@StarDruid, does this simply add ore in on saves?
StarDruid  [author] 15 Jul, 2020 @ 3:46am 
K mod is updated with a fixed Trition sky box, unfortunately game still gives errors...even though things still work. Might be able to fix the errors but would involves copying game files to the mod folder which would increase the mod's size from 64 mb it is now with the current fix for Trition, to 170mbs. Just to make errors not show up, so not doing it. Maybe if keen breaks thing even more I might have to but not for now.
StarDruid  [author] 25 Oct, 2019 @ 12:53am 
k mods broken till keen fixes things, any modifcation at all of the PlanetGeneratorDefinitions.sbc results in the flat snow covered work.
aetherbeetz 10 Aug, 2019 @ 4:39pm 
Success! Thank you for your help and pointing me in the right direction. Notepad++ helped SO much. Shameless plug:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1831118098
I'll probably make a Collection with the 3 mods as well.
StarDruid  [author] 10 Aug, 2019 @ 6:53am 
Easiest way is make a folder for your mod, find the base game file, recreate the folder structure for it in your mod (so a "data" folder and any other folders that are under data that the file was in, and copy the files over to your folder. Then remove all the other entries in the files and edit the one you want changed. Save, and test. Just make sure to keep the syntax of the file intact. If it loads and works you just upload the mod from within SE.
StarDruid  [author] 10 Aug, 2019 @ 6:50am 
Should actual be fairly simple. The way mods work is if they have a entry for a item, planet etc, they override the stock ones. Every thing in the game, besides the models, for the game are defined by xtml text files. So you'd just need to make a file with the same name as the one containing the info for reactor components, with nothing but the modified entry for the reactor components.
aetherbeetz 9 Aug, 2019 @ 9:29pm 
1/2-> So I'm thinking about trying out making a (hopefully) simple mod to work alongside this. All the mod would need to do is make reactor components require a tiny amount of platinum. Saying it out loud sounds simple enough, but I'm unsure. The idea is:
#1: "Uranium On Planets Again - Deep" - self explanatory
#2: "Hard Mode" - removes Uranium from asteroids w/o changing any other ores on asteroids or conflicting with #1
#3: "aetherbeetz's unnamed and not yet made mod" - makes reactor components require a tiny amount of Platinum.
aetherbeetz 9 Aug, 2019 @ 9:29pm 
2/2-> Therefore: Planets have something space doesn't. Space has something planets don't. And neither a space or planet start will have direct access to reactor power. Moons, however, will have access (since they'll spawn both Uranium and Platinum deposits) but they're much smaller and could lead to some bumped elbows and possibly mining territory disputes.
Either way, I'm sure I could find resources on how to go about making such a simple mod, but I thought I'd run the idea by you, seeing as how you're awesome and respond like a pro lol.
Keep up the good work!
StarDruid  [author] 9 Aug, 2019 @ 4:33pm 
This shouldn't effect custom worlds at all. Every planet's ore are defined per planet in their files, that why custom planets that originally had uranium before the patch will still have them unless the mod author that made them updates them to remove it. All this mod does is edit the ore entries for original worlds that came with the game to have uranium again.
Shuncle 9 Aug, 2019 @ 12:41pm 
Does this work on custom worlds? I have planets off the workshop i spawned, had ore and all normally but we wanted uranium so I added this in our survival world and after adding it we cant seem to find any ore other than pockets already mined into or surface rocks, any other ore seems to have vanished.
StarDruid  [author] 18 Jun, 2019 @ 1:51am 
@supermassimo Yes, it should work in any pre-existing world, only issue could be ore patches that are already mined into. But untouched patches should be fine and should update once you load the mod into the save.
Max Hyper 17 Jun, 2019 @ 8:52pm 
Will this work in a pre-existing world?
What if some areas of the planet are unexplored
StarDruid  [author] 26 May, 2019 @ 8:18am 
Sadly a lot of mods a like that. I play Stellaris as well, and look for mods with a specific purpose, like make Habitats early game, but then all of them go and try to change other stuff. If I make a mod I always try to make it do only one thing. All the rebalancing etc, can just go into a separate mod as far as I'm concerned
aetherbeetz 25 May, 2019 @ 4:50pm 
Also I still need to test w/ some other mods, but I can confirm that this can stack with at least 1 other resource mod, called simply "Hard Mode" (super old and not updated, but still works), to add Uranium back to planets while successfully removing Uranium from asteroids WITHOUT doing anything else to what spawns on asteroids or planets. I've found most mods that do something to asteroids specifically like to completely rebalance them.
aetherbeetz 25 May, 2019 @ 4:46pm 
Can confirm that the small ship detector can sometimes "spike" and detect things slightly beyond their range, but for the most part you only detect the more common ores with a small detector. Ores like Gold and Uranium tend to be deeper and require either a large detector or some digging at a suspicious "1-ore deposit". There are other mods that place them deeper, but for me that means using a detector mod as well; I prefer this balance.
StarDruid  [author] 22 May, 2019 @ 11:34pm 
Don't have the files with me right now but I used the default deep ore depth, so you'll see them with a large ship order detector, thought might have to hover just over the deposit. Think it was 80-120m range. Once in a while they might show up on small ship detector since I've detect things at 70-80m etc with a 50m detector but that highly unlikely.
Wafflinator 22 May, 2019 @ 2:28pm 
Exactly how deep are we talking here?
aetherbeetz 29 Apr, 2019 @ 6:54pm 
Thank you for the response! That really helps me understand how all the ore is spawned by default in SE. I had no idea it was multiple files, but that makes sense. Also makes stackability make sense: one mod effectively handles the first file and another mod effectively handles the second, as long as they're both exclusive. Experiment results to follow...
StarDruid  [author] 20 Apr, 2019 @ 5:11pm 
Have to make sure but fairly sure the asteroids are defined in another file so my uranium mods should stack just fine with any mod that changes asteroids only.
StarDruid  [author] 20 Apr, 2019 @ 5:09pm 
I'd have to look in to it, I'm the kind of person that generally can do something modding wise if I can see how it's done via another mod/guide etc. Not sure how the ore are place on asteroids. With planet/moons it defined for each specific world. I'll have to look at other mods and the base game files and see if it's something I can do with my limit skill.
aetherbeetz 19 Apr, 2019 @ 1:37pm 
2/2
Since the only mods I've found that remove Uranium from asteroids don't return it to planets, and I worry about the stackability of environmental mods, I'm curious: is there a chance you could make one more fork for this mod with Uranium removed from asteroids? Or is there a way I could modify the environment data myself? I've never done any modding, but ore-rebalancing mods seem like they'd be an easier start than a block or something.
Again, awesome mod and thanks for your work.
aetherbeetz 19 Apr, 2019 @ 1:37pm 
1/2
Wonderfully simple and effective mod. I've been looking for an ore-rebalance mod that does exactly this and one other thing, without messing with anything else (most mods change something else as well).
That "one other thing", for me, would be removing Uranium from asteroids. I feel like this would effectively tether space-starts to planets for Uranium expeditions, while keeping planet-starts tethered to space for Platinum. I like the idea of moons effectively being the only place that has everything available but, due to their small size, would bring players closer to each other than they normally might be in a potentially competitive environment.