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'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.
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.
I would appreciate a link in the description if you're fine with that though.
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
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.
You can just use Scarce Resources if you don't want that.
Also what do the numbers in the table actually mean?
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.
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.
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
}
]
}
]
}
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
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1978894018
@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.