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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3382860936&searchtext=mod+pack
While following the World Setup Guide above, add a bed and claim it for singleplayer or place a "safe area" flag somewhere in the world if you are planning to play with friends. BTW ME-Vikings server started a new world with Planet Earth few days ago.
I see what you mean BUT we are using the map in creative. But i guess i can fetch the info now for our group. Thank you
I was thinking about making ore maps but then decided not to do, because that would eliminate the survival element of finding the ores. Still, it is possible to see precise ore locations with a little bit effort; find the mod folder and look at the _mat.png files. Blue channel of the RGB code tells the ore type and those can be found in the EarthSecond.sbc file.
Might I suggest taking a photo of the heatmap for resources and posting it as part of the mods pictures? Would be very informative. Thank you dev
Their discord: https://discord.gg/VadeK3ja4e
Full address would be:
C:\Users\[username]\AppData\Roaming\MedievalEngineers\Saves\[NameOfYourWorld]\Sandbox.sbc
You may need to check folder options and make sure hidden files are shown. Because AppData folder is hidden.
Alternatively press the Windows logo Key + R to launch the Run dialog box. Once the box opens, type %APPDATA% and press “Enter” Windows will directly launch the Roaming folder in the AppData folder.
I for the life of me can not locate these files. Would you have any other idea where save game files might be stored? I also looked in programs and progarms64 and checked my steam to see iff it set saves in a separate folder cant find anything (note: i do understand that different systems are structured differently but anything helps)
Go to options > game > uncheck "Compressed saved games"
Then save the game again.
- Added ores: Large Gold, Silver, Tin, Copper and Iron ore patches are added using real earth mineral source maps. Additionally small Iron, Copper and Tin ore patches are added using noise generator to everywhere for gameplay purposes.
- Modified water texture color (feedback would be helpful).
- Increased oyster and seaweed (on beaches) density.
- Reduced area highlight height, which is shown when building, by 66%.
- Added a new grid block count levels with new icon, making the total of 6.
-- Very Small Grid: 10 blocks
-- Small Grid: 60 blocks
-- Medium Grid: 300 blocks
-- Large Grid: 1200 blocks
-- Very Large Grid: 3600 blocks
-- Huge Grid: 7200 blocks
Added roads to whole planet but these are only road textures over heightmap unlike previous roads.
If all goes as planned, ore update should be completed in the next month.
Game automatically builds map cache when you create new world but if that didn't happen for some reason or maybe delayed, you can delete all files in this folder:
C:\Users\[your_user_name]\AppData\Roaming\MedievalEngineers\Map\
Most likely I will place ores manually instead of using noise, with compromise between gameplay and realism in mind.
Thanks for your efforts.
Halcove,
I couldn't find much real data about ores, only this: https://wad.jrc.ec.europa.eu/mining
I am looking forward to playing on this map and seeing how it progresses! I am also curious as to how you plan to implement ore generation, are you planning on using real world data?