Space Engineers

Space Engineers

Better Deep Scarce Ores
41 Comments
Kaito 5 Jul, 2022 @ 2:03pm 
You can fix it by manually putting better stone below this mod in the mod list.
Kaito 5 Jul, 2022 @ 2:02pm 
Oh I see what's going on. This mod has a steam workshop dependency on Better Stone. That causes them to load in the wrong order. Thanks Keen.
Darian Stephens 4 Jul, 2022 @ 10:11pm 
I doubt it. The description states:
'To progress you will have to get to the Earth Moon for some Silver and Gold'
So if Silver and Gold are showing up on Earth directly, that seems like a problem.
Kaito 4 Jul, 2022 @ 6:56am 
That's intended in this mod
battlekruiser 2 Jul, 2022 @ 5:28pm 
Seems broken on new SE versions?
I'm getting the new ore types on a fresh Earth start with only this mod enabled, but i'm getting *all* of them, including stuff like gold and silver ores.
Kaito 23 Mar, 2022 @ 3:30am 
Hey Cak! Glad you're still having fun with SE. My mod started as an update to this, but then became somewhat different over time. The ore maps are also not compatible, so if we were to just update this, existing deposits would move for folks using it.

I would appreciate a link in the description if you're fine with that though.
Cak  [author] 22 Mar, 2022 @ 8:51pm 
@ Kaito Nice new version of this mod :) I am glad you were able to figure out a way to deal with the deep ore scanning issue. I believe there is a way with the Procedural Ore Generator to have tiny one block patches close to the surface for the detectors to find and to be indicators of the big patch down deep. Never did test it all out and add the new planets. I am happy for folks to break off from this mod or even become co-editor and update it directly. I am currently mostly playing with IO so this is a low priority for me.
Kaito 25 Feb, 2022 @ 5:56pm 
Finally got around to finishing that ore mod I was working on. It's been stuck on "maybe I should make some artwork" for weeks, and I decided to just give it a thumbnail and publish it. I'll revisit the pictures later.

This mod combines the ideas of Scarce Resources, with ores from Better Stone and Life'Tech Powers, and deposit sizes and depths from Procedurally Generated Ores.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2724252237
Kaito 7 Jan, 2022 @ 10:59am 
In other news, I've begun work on updating this mod... or that was the idea. I'm currently neck-deep in spreadsheets adjusting ore distributions. I have a private testing version that I'm playing with, and it's not looking bad.

Either way, my mod is a derivative of this one, along with all the ones credited here by proxy. Would it be ok to make it public after more testing?

@Darian I had to actually make it down there first. I've since replaced the piston rig with a permanent conveyor tube all the way down, and a MarmOS drill arm at the bottom.
Darian Stephens 4 Jan, 2022 @ 2:51am 
You really don't need to drill directly from the surface. You could have a mining base down in the depths and transport the ore back up.
Kaito 3 Jan, 2022 @ 7:20pm 
What have I gotten myself into. 32 piston drill rig just to get my first bit of Cobalt xDDD
PooPooCreed 21 Jun, 2021 @ 3:11pm 
Will this get updated for the new planets?
Darian Stephens 3 Mar, 2021 @ 8:58pm 
Maybe the ore scanning is threaded now, and it's just taking a while for it to actually scan 5km cubed of tiny voxels.
Bear 3 Mar, 2021 @ 5:01pm 
I did finally find something. It seems like if the ore disappears, I can turn the detector down and they come back after a short while.
Bear 2 Mar, 2021 @ 3:33am 
Well, I didn't find anything but surface rocks. I got a modded ore detector up to 5k and then I started getting this rare bug where I can't detect anything at all, not even with a hand drill hovering right next to ice. I did get signals like 4.5k out, but when approaching them, they'd disappear. It's a bug with large distance ore detectors I guess, because I never experienced it before, but it was first reported in 2017. https://www.reddit.com/r/spaceengineers/comments/9wifdo/anyone_else_having_issues_with_ore_detectors_not/
Darian Stephens 31 Jan, 2021 @ 11:49pm 
...Isn't the whole point of this mod to have the new ores added?
You can just use Scarce Resources if you don't want that.
Junebug 31 Jan, 2021 @ 6:27am 
Don't suppose you have plans on making a version of this without the extra modded ores by chance..? Or is there a way to disable the extra ores?
Foxy 2 Jan, 2021 @ 8:20am 
does this mod conflict with the other deep ore mods? as i tried many different ore detectors and just added a 1k range one and ill test it out soon, but i have no idea how far i will have to go from my base, im missing some resources because all i bin able to gather is from meteorites that has fallen to the ground, im considering making a new world and removing some mods i think are not needed for my gameplay as it mess things up a bit too much, but all in all i love the consept of this mod because it makes it harder but also kinda annoys me that i have to struggle this much just to get some ores xD
Lemmiwinks 29 Dec, 2020 @ 5:40pm 
Great work! Figuring out how the ores should be distributed hurt my brain with just the vanilla ores haha
RatWizard 26 Dec, 2020 @ 12:03am 
@Cak Completely understand, I also Love that you work on keeping up with your comments. I look forward to the update, keep up the amazing work.
Cak  [author] 24 Dec, 2020 @ 3:00pm 
@RatWizard Thanks for your appreciation, I am glad there are others that like a harder gameplay like me. I am planing to update to add the new planet but am also wanting to tweak some other things so it might be a bit for that update. The numbers in the table are how many blocks of ore are on the whole planet. The block size varies on the planet but for earth is 30x30 meters.
RatWizard 24 Dec, 2020 @ 4:42am 
I also have to mention that I love this mod. I'm always looking for ways to more or less force more engineering. I play on realistic settings but was still finding little reasons for mining outposts.

Also what do the numbers in the table actually mean?
RatWizard 23 Dec, 2020 @ 9:40pm 
Is this mod getting an update for the wasteland update?
Deedvax 13 Dec, 2020 @ 5:00pm 
@Cak - Thank you! You are right, I was mistaken and placed your mod after. I realised my mistake and deleted my comment because I did not notice you replied. Thank you for the Very fast reply. FYI your mod is awesome and this is exactly what I've been searching for months.
Cak  [author] 13 Dec, 2020 @ 4:55pm 
@Deedvax Since the Better ores mod is a dependency of this mod you do not need to add it to your save at all as it will get loaded anyways. If for some reason you want to add it anyways(usually this is done to correct mod load order) you should put my mod higher in the list(lower for DS). The only other thing that may be causing your issue is if you were on the brand new planet which I have not added to this mod yet so will still have vanilla ores.
PooPooCreed 6 Dec, 2020 @ 2:54pm 
@Cak
I think you should have loads of iron, then medium amounts of SI and NI. Trace amounts of CO. And a sprinkling of MG

AS its a rover based planet it would be smart to have the basics but none of the rare materials.

I dont know how you put numbers in to say how much but the above i think would fit it well.
Players would want to go for the rich amount of iron and or use it as a starting planet like earth.
Cak  [author] 6 Dec, 2020 @ 2:28pm 
@Gaunt This mod does not change ore patch coloration(to my knowledge) but some of my research makes it seam like patches that are too deep don't have surface patches. In my testing there were sometimes surface patches but same as vanilla they were not always easy to see. I am hoping to learn more about how the patches generate so I can make sure they show up to help knowing where to point ones long range ore detector.

The dependency will load itself and doesn't need to be subscribed to or put in the game load.

@-FFG- I will be updating to add the new planet but not right away. I want to make a couple tweaks mod wise to also have as part of that update and I have to figure out where the new planet will fit in the progression(AKA which ores spawn/are unique to it). If you have thoughts on that last bit put it in the balance discussion.
Cak  [author] 6 Dec, 2020 @ 2:28pm 
@Artorias I have had much confusion around the surface hint maps so can't help there yet. As far as the data file it looks like you are trying to change Titan. I had no problems changing the original 3 planets&moons but I was doing them all together so don't know if just trying to change one is causing your problem. I did have problems with the generator for the Triton data file and ended up editing it manually which wasn't particularly hard as it just involves changing the <OreMappings> to the values you set up in the generator. Hope that helps and I am sure the generator author would have more insight.
PooPooCreed 2 Dec, 2020 @ 3:50pm 
Will you be updating for the new planet?
Gaunt 1 Dec, 2020 @ 1:06am 
Does this mod keep ore patch discolouration or remove it? I can't seem to find anything but unsure if I'm just not looking hard enough. Also do I need to load the dependencies in the same game, or is it enough just to have them installed? Thanks
Qyron 22 Nov, 2020 @ 8:55pm 
Disregard my previous comment, I figured it out.

However, I'm also having trouble disabling surface hint maps even though I have:

"surfaceHintMaps": false,

Also the created PlanetGeneratorDefinitions.sbc file doesn't seem to be updating with the ore mappings, it keeps what is in the original file. I get no errors in the log, it creates the file fine, just no updated ore mappings.

Here is my config file below (minus the data/output paths) if it helps and I appreciate any guidance you're able to give.

{
"makeColouredMaps": false,
"surfaceHintMaps": false,
"shape": 1,
"density": 0.9,
"oreTemplates": [
{
"id": 48,
"type": "Silicon_01",
"surfaceArea": 200,
"startDepth": 18,
"depth": 60,
"testColourHex": "FFFFFF"
}
],
"planets": [
{
"name": "RSS_Titan",
"seed": 1,
"ores": [
{
"id": 48,
"p": 0.5
}
]
}
]
}
Qyron 22 Nov, 2020 @ 5:32pm 
I'm looking to edit some of this using Procedurally Generated Ore. When in the config.json file what do the ID's represent? I notice you can have more than one iron for example to allow different spawning depths.

Do I need to make sure the ID's do not conflict with another ores ID in the planets sbc file? Do I also need to make sure they do not conflict with any other planets sbc files? Is there a list of ID's I can use?

Say I wanted to add in 6 sets of iron, would I be fine to list them as ID 1, 2, 3, 4, 5 and 6? How did you chose the ID's you used?

"id": 1, <-- This is what I mean
"type": "Iron_02",
"surfaceArea": 200,
"startDepth": 12,
"depth": 6,
"testColourHex": "E00000",
"centreOreTile": 2
Cak  [author] 21 Nov, 2020 @ 3:49pm 
@Powerwise I am glad to hear others appreciate a more challenging gameplay. Thanks for sharing. I recently started a fresh playstart with this mod and so far I have been able to find deposits on Earthlike but setting up a mine is slow with how much mining and refining is required. It makes salvaging from the dangerous enemies worthwhile even with Aww Scrap in the game ass well.
Powerwise 21 Nov, 2020 @ 3:06am 
I will likely add this to my next survival game. There's nothing wrong with doing a little bit of exploratory mining.
Cak  [author] 19 Nov, 2020 @ 3:01pm 
@nirnx Thanks for sharing that mod it looks like a perfect mod to compliment this one. I also really like that not only does it scan for ores that are very deep but also adds some gameplay elements in searching for ore. I will do some testing and probably add it to the mod description or required mods list.
nirnx 19 Nov, 2020 @ 1:40pm 
Hello I think this mod might be helpful for finding ores
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1978894018
Cak  [author] 15 Nov, 2020 @ 11:55pm 
@DranKof The table was auto generated by the Procedural ore generator so thank Lemmiwinks for that.

@Sentient Pickaxe I have been hearing about that hard cap as well but can confirm that at least with Azimuth's ore detector it picks stuff up km away on and off planet although not without freezes on my 1060 GPU. I go for a bit then turn it on and let it check the area. I At least some of the ore patches have indicators on the surface but I have not confirmed that it works for all of them or the deep ones which is something I am hoping to improve upon and is supposedly a feature of the procedural ore generator to put a tiny patch of ore that is shallow but lets you know there is more down deep. Still got to figure out how to set that up so probably for the next major version update.
Vike 15 Nov, 2020 @ 7:43pm 
I would love to try this mod out but people are saying that Ore Detectors have been hard-capped to 250m, is that true? If so, that's a real shame, I am looking forward to this.
DranKof 15 Nov, 2020 @ 6:55pm 
I like that you made an actual table. That's sweet technology for ya.
Cak  [author] 15 Nov, 2020 @ 11:03am 
@Ancient Demon I am glad to hear someone is interested and would love any feedback you have particularily on balance tweaks. I mostly made this for a personal solo playthrough I am starting soon but it was a lot of work to set up so I figured why not put it out for others to use as well seeing as there are not other mods that combine all the elements that this one does.
Ancient Demon 15 Nov, 2020 @ 3:29am 
Def going to check this out at some point!