Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Faster Ore Growth | Silo & Refinery Capacity
76 Comments
jozko.liptacik 11 Jun, 2023 @ 12:45pm 
do we have something for campaing? that would work for increasing ore renewal there as well?
(morto) 14 Feb, 2022 @ 11:31am 
Seems useful.
[1st M.I.] Cobber 25 Jun, 2021 @ 11:03pm 
@josh: it is only accessible went you are setting up a skirmish, unfortunately not for campaign missions.
josh7234 25 Jun, 2021 @ 2:14pm 
How do I access the in game slider?
Volkov 25 Apr, 2021 @ 3:13am 
+9 ore in the skirmish only i mean missions maps
ҥӵриӧѕ  [author] 24 Apr, 2021 @ 4:34pm 
@chris. You can put it to +9 using the slider in game, if you wanted. It will be insanely fast though. I've only changed the rules.ini
Volkov 24 Apr, 2021 @ 2:02pm 
can u put ore +2:Tiberium:
Hilderwulf 17 Mar, 2021 @ 8:47pm 
Does this still work? Im trying to make a multiplayer map that has super fast ore regrowth without the user having to define it. Ive actually downloaded a map that had super fast ore growth without me having to mess with the slider. Im trying to recreate that, but havent found a way for it to stick.
Volkov 14 Jan, 2021 @ 11:06am 
need a update
HoLyCrAcKeRs 1 Jan, 2021 @ 3:30pm 
There is an option for this in the game and it does work there will be so much ore that you cant build
ҥӵриӧѕ  [author] 14 Nov, 2020 @ 3:25pm 
utterly sly update. :redeyes:
Volkov 17 Oct, 2020 @ 9:08am 
needs update
[1st M.I.] Cobber 10 Oct, 2020 @ 9:09pm 
@ҥӵриӧѕ:

Maybe it is a simple mod, but given the limitations of only being able to use 1 DLL mod at a time for each of TD and RA this mod as an early mod was (and still is) a very useful mod for those not needing anything more than it offers.
ҥӵриӧѕ  [author] 10 Oct, 2020 @ 10:43am 
Christ 10k subs....

I was thinking, would you want more Silo/Refinery capacity? I was thinking around 5k, or would that unbalance the game? let me know. Cheers and thanks for supporting this rather frankly mediocre mod. :p2cube:
ҥӵриӧѕ  [author] 18 Sep, 2020 @ 2:17pm 
Mod seems to work with latest patch. Any issues, let me know. :sunglassesDoge:
ҥӵриӧѕ  [author] 22 Aug, 2020 @ 7:59am 
@rattslinger The slider is part of the rules in the actual game where you select how many credits you want in skirmish or if you want the shroud to regrow. I didn't add it, devs did. Hope that helps.
rattslinger 21 Aug, 2020 @ 6:42pm 
Where is the slider located, I'm not finding it anywhere.
ҥӵриӧѕ  [author] 14 Aug, 2020 @ 5:55am 
@SILENTDEATH It's just a standard copy of rules.ini that I downloaded. Nothing but extra lines of a command were added and commented out, everything else is standard.
SILENTDEATH 13 Aug, 2020 @ 5:12pm 
thanks for the help.is this for your specific mod or is that where i can find rules/config file for the game it's self where i can "tweak" things here and there.
ҥӵриӧѕ  [author] 13 Aug, 2020 @ 10:39am 
@SILENTDEATH

steam/steamapps/workshop/content/1213210/XXXXX/FasterOreGrowthRA/CCDATA/

XXXXXX = depending on how many mods you have, will have a number assigned, so look in each one for the name above.

1213210 = appid or game id
SILENTDEATH 12 Aug, 2020 @ 7:10pm 
how do i find the rules.ini file
ҥӵриӧѕ  [author] 6 Aug, 2020 @ 8:24pm 
:bcportalhi: Mod works with new patch. More info above
ҥӵриӧѕ  [author] 13 Jul, 2020 @ 10:21am 
@Newbage. I'm afraid I don't know. It would be nice to run a custom game with mods for online/local matches
Newbage 11 Jul, 2020 @ 4:36pm 
Does this mod work if the host is using it to run a comp stomp with friends or something? Or does it only work offline?
ҥӵриӧѕ  [author] 25 Jun, 2020 @ 3:53am 
@BigBizkit1 Already uploaded, thx for offer though.
BigBizkit1 24 Jun, 2020 @ 6:20am 
Hey, awesome mod! Mind if I shared it on Nexus Mods so Origin players can use it too? I'd give full credit to you, link back to here, and/or I can give the mod page over to you if you have an account on our site: {LINK REMOVED}
Marweinicus 24 Jun, 2020 @ 3:02am 
Thanks for the info guys. I'll download this and some other QoL mods :)
[1st M.I.] Cobber 24 Jun, 2020 @ 2:01am 
@Mackintoke:

I can confirm that what ҥӵриӧѕ said is true, QoL's INI will overwrite this mod's INI file if both are used together at the same time, so if you make that growth change in the QoL INI and delete this mod it will have the same desired effect as what this mod does (speaking from direct experience), but you will also have to edit the values in the QoL INI for the refinery and silo capacity if you want them to have the same storage capacity as what was implemented with this mod.
Mackintoke 23 Jun, 2020 @ 11:45pm 
oh shit lol I missed that. thanks.
ҥӵриӧѕ  [author] 23 Jun, 2020 @ 11:39pm 
@Mackintoke We have different inis, but qol has implemented ore growth into his, see below:

[General]
GrowthRate=2.0 ; minutes between ore (Tiberium) growth

You need to edit qol's ini and delete my mod. It should work then.
ҥӵриӧѕ  [author] 23 Jun, 2020 @ 11:35pm 
I've been getting achievements while not exactly playing, just testing mods over and over lol.
Mackintoke 23 Jun, 2020 @ 11:33pm 
So all you did was was edit rules.ini and tweak GrowthRate=2 to 0.7? I tried doing that myself but I haven't seen any changes. I've got QoL Improvement mod and Extra Zoom mods, they miraculously work together. Maybe the QoL Improvement mod is overwriting my rules.ini edits? Would your mod work together with the QoL Improvement mod?
[1st M.I.] Cobber 23 Jun, 2020 @ 4:35pm 
@Marweinicus:

Achievements are NOT getting blocked by using mods with the C&C Remastered Collection; you have absolutely nothing to worry about, as I've been using mods since basically the launch date and I'm getting achievements without any issues whatsoever.
Marweinicus 23 Jun, 2020 @ 3:09pm 
Been looking at some interesting mods to make my gameplay more enjoyable (Like smarter pathing for units). But I was wondering if these mods block achievements?
ҥӵриӧѕ  [author] 22 Jun, 2020 @ 8:51pm 
:bcportalhi: Mod still works with new update. It really only affects compiled DLLs. It's best to unsub from all mods until they are patched. Cheers.
ҥӵриӧѕ  [author] 14 Jun, 2020 @ 3:03pm 
I have crashed, like everyone dies straight away and map ends. Not sure, what did that. But make sure it's the latest version, which is 1.5 What I do in that situation is disable all mods, then re-download them and tick each one. Thankfully that hasn't happened a whole lot.
tommyK 14 Jun, 2020 @ 2:28pm 
this has been a great mod, thank you for it!

One note:
I'm not sure about others, but recently I've gotten a few game crashes. While it's not indicative (a crash itself) of this mod, I've noticed that the next time I reload the game, it has the regrowth mod disabled, which makes me think it's a part of the problem in some sort of way.

Have others experienced this? Wanted to bring it to ҥӵриӧѕ's attention if so.:steamhappy:
[1st M.I.] Cobber 13 Jun, 2020 @ 10:23pm 
Cheers for making it, it was much needed and also very helpful that it wasn't a DLL compilation mod because of that DLL limitation; gave the best of both worlds for what is currently possible!
ҥӵриӧѕ  [author] 12 Jun, 2020 @ 8:59pm 
Thanks all for downloading and trying this mod, but I reckon it's gonna be redundant soon with these new mods than encompass fixes to ore growth and harvester behaviours. I resisted compiling it to a dll, since it conflicts with the better mods. The whole idea was for ore to re-grow better for a decent skirmish battle going. I hope the mod has accomplished that.

I'll keep the mod up with the hope of mod compatibility, but beyond that, I'd understand if people stopped using it. Again I'm grateful to the 4k peeps for giving it a go even if it just a simple ini tweak. I'll update it if it needs it, or I think of something that would benefit the mod. Cheers.
KubiG 12 Jun, 2020 @ 9:40am 
I guess it depends on the map, some have many ore mines grouped together and lot of ore in general.

A pity diamonds don't grow too :( :-D
ҥӵриӧѕ  [author] 11 Jun, 2020 @ 7:47pm 
@KubiG I slowed it to 0.7 Then someone will say it's too slow and the process repeats itself :lol:
KubiG 11 Jun, 2020 @ 5:29pm 
I think the growth is still too fast (at least if you want credits to be relevant). With a total of 4 harvesters collecting I can keep all the slots (building, +multiple unit productions) running constantly without loosing credits.
Plus side: playing with AI is more fun. If you give them enough time they start working like non-stop war assembly lines :-)
ҥӵриӧѕ  [author] 10 Jun, 2020 @ 8:46am 
No problem. This guide is helpful when you decide to look into source code and compile the dll.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2121564366
Art1985 10 Jun, 2020 @ 8:43am 
@ҥӵриӧѕ thank you, I will look into it. Hope my java experience will help me to figure it out how it works )
ҥӵриӧѕ  [author] 10 Jun, 2020 @ 8:40am 
Art1985 10 Jun, 2020 @ 8:36am 
@ҥӵриӧѕ but if the game is for fun this still could be interesting.
I am sorry for offtopic, but where did you get information on how to create mod for this game? Is there some kind of manual?
ҥӵриӧѕ  [author] 10 Jun, 2020 @ 8:34am 
@Art1985 (character limit lol)
Other than that, you have to code the options in and to be honest beyond coding my abilities. plus it would conflict with other dll. Until we get mod compatibility or some kind of mod manager, we have to either merge some mods not all, because not everyone wants every mod bundled together. What is better is a lets say a economics mod, which encompasses gold/gem/ore growth, which this mods seems to be doing atm lol.

Ore value is 25(pb) Gems are 50(pb) I guess If that changes peeps could say there is no challange is every bail was worth, say 200 lol.
ҥӵриӧѕ  [author] 10 Jun, 2020 @ 8:33am 
@Art1985 I could add 0.1 all the way to 2.0 (default) but you'd have to chose which one via the ini and comment out the rest, something like this:
;GrowthRate=0.1 ; minutes between ore (Tiberium) growth // default is 2
;GrowthRate=0.2 ; minutes between ore (Tiberium)
;GrowthRate=0.3 ; minutes between ore (Tiberium)
;GrowthRate=0.4 ; minutes between ore (Tiberium)
GrowthRate=0.5 ; minutes between ore (Tiberium)
;GrowthRate=0.6 ; minutes between ore (Tiberium)
;GrowthRate=0.7 ; minutes between ore (Tiberium)
;GrowthRate=0.8 ; minutes between ore (Tiberium)
;GrowthRate=0.9 ; minutes between ore (Tiberium)
;GrowthRate=1.0 ; minutes between ore (Tiberium)
etc
Art1985 10 Jun, 2020 @ 8:01am 
@ҥӵриӧѕ have you considered to add option in rules settings? I mean to make possible to change how fast ore regrows and maybe even add price change for ore?