Space Engineers

Space Engineers

Better Stone v7.0.12
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Ore class definitions
I´m glad you still use the Ore Classes (makes my refineries happy ^^ )
With the Survival update the definition of some classes have been removed -
EnergeticIngots,Solids and PreciousMetals to be exact.
It doesnt seem to have any impact if the BlueprintClassDefinitions are there or not, but maybe you still want to add them back in.
I´m just posting this as a "heads up" and with the missing stuff below (ignore/delete the "BasicMetals" if you dont find them useful - also aplicable to my whole post ;) ) so you wont have to dig it out of the pre-survival files.

I readded them (plus the extra class for arc furnance ores ) in my refinery "mod", and will try to maintain a seperate patch file within for your ores that would/could be used in the arc furnace.


<BlueprintClasses>
<Class>
<Id>
<TypeId>BlueprintClassDefinition</TypeId>
<SubtypeId>PreciousMetals</SubtypeId>
</Id>
<DisplayName>DisplayName_BlueprintClass_PreciousMetals</DisplayName>
<Icon>Textures\GUI\Icons\filter_ore.dds</Icon>
<HighlightIcon>Textures\GUI\Icons\buttons\large_block_highlight.dds</HighlightIcon>
<InputConstraintIcon>Textures\GUI\Icons\filter_ore.dds</InputConstraintIcon>
<OutputConstraintIcon>Textures\GUI\Icons\filter_ingot.dds</OutputConstraintIcon>
</Class>
<Class>
<Id>
<TypeId>BlueprintClassDefinition</TypeId>
<SubtypeId>Solids</SubtypeId>
</Id>
<DisplayName>DisplayName_BlueprintClass_Solids</DisplayName>
<Icon>Textures\GUI\Icons\filter_ore.dds</Icon>
<HighlightIcon>Textures\GUI\Icons\buttons\large_block_highlight.dds</HighlightIcon>
<InputConstraintIcon>Textures\GUI\Icons\filter_ore.dds</InputConstraintIcon>
<OutputConstraintIcon>Textures\GUI\Icons\filter_ingot.dds</OutputConstraintIcon>
</Class>
<Class>
<Id>
<TypeId>BlueprintClassDefinition</TypeId>
<SubtypeId>EnergeticIngots</SubtypeId>
</Id>
<DisplayName>DisplayName_BlueprintClass_EnergeticIngots</DisplayName>
<Icon>Textures\GUI\Icons\filter_ore.dds</Icon>
<HighlightIcon>Textures\GUI\Icons\buttons\large_block_highlight.dds</HighlightIcon>
<InputConstraintIcon>Textures\GUI\Icons\filter_ore.dds</InputConstraintIcon>
<OutputConstraintIcon>Textures\GUI\Icons\filter_ingot.dds</OutputConstraintIcon>
</Class>

<!--NEW and optional Class "BasicMetals" below
I (Schattensonner)added it to seperate the Arc Furnace Ores.
Survival update changed the "CommonMetals" to fit the Basic Refinery and now includes Silicon,Magnesium and Stone.
Obviously this class is pointless w/o using my or any other Refinery mod that utilizes it.
-->

<!--
<Class>
<Id>
<TypeId>BlueprintClassDefinition</TypeId>
<SubtypeId>BasicMetals</SubtypeId>
</Id>
<DisplayName>DisplayName_BlueprintClass_BasicMetals</DisplayName>
<Icon>Textures\GUI\Icons\filter_ore.dds</Icon>
<HighlightIcon>Textures\GUI\Icons\buttons\large_block_highlight.dds</HighlightIcon>
<InputConstraintIcon>Textures\GUI\Icons\filter_ore.dds</InputConstraintIcon>
<OutputConstraintIcon>Textures\GUI\Icons\filter_ingot.dds</OutputConstraintIcon>
</Class>
-->

</BlueprintClasses>

<BlueprintClassEntries>

<Entry Class="PreciousMetals" BlueprintSubtypeId="PlatinumOreToIngot" />
<Entry Class="PreciousMetals" BlueprintSubtypeId="SilverOreToIngot" />
<Entry Class="PreciousMetals" BlueprintSubtypeId="GoldOreToIngot" />

<Entry Class="Solids" BlueprintSubtypeId="StoneOreToIngot" />
<Entry Class="Solids" BlueprintSubtypeId="MagnesiumOreToIngot" />
<Entry Class="Solids" BlueprintSubtypeId="SiliconOreToIngot" />

<Entry Class="EnergeticIngots" BlueprintSubtypeId="UraniumOreToIngot" />

<!--
<Entry Class="BasicMetals" BlueprintSubtypeId="IronOreToIngot" />
<Entry Class="BasicMetals" BlueprintSubtypeId="NickelOreToIngot" />
<Entry Class="BasicMetals" BlueprintSubtypeId="CobaltOreToIngot" />
<Entry Class="BasicMetals" BlueprintSubtypeId="ScrapToIronIngot" />
<Entry Class="BasicMetals" BlueprintSubtypeId="ScrapIngotToIronIngot" />

<Entry Class="BasicMetals" BlueprintSubtypeId="BS_IcyIronOreToIngot" />
<Entry Class="BasicMetals" BlueprintSubtypeId="BS_DenseIronOreToIngot" />
<Entry Class="BasicMetals" BlueprintSubtypeId="HeazlewooditeOreToIngot" />
<Entry Class="BasicMetals" BlueprintSubtypeId="CattieriteOreToIngot" />
<Entry Class="BasicMetals" BlueprintSubtypeId="PyriteOreToIngot" />
<Entry Class="BasicMetals" BlueprintSubtypeId="TaeniteOreToIngot" />
<Entry Class="BasicMetals" BlueprintSubtypeId="CoheniteOreToIngot" />
<Entry Class="BasicMetals" BlueprintSubtypeId="KamaciteOreToIngot" />
<Entry Class="BasicMetals" BlueprintSubtypeId="GlaucodotOreToIngot" />
-->

</BlueprintClassEntries>
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Showing 1-1 of 1 comments
DranKof  [developer] 13 Jun, 2019 @ 8:41pm 
@Schattensonner
Hi, I didn't see this when you posted it and didn't even notice at first how they merged two classes of ores when survival came out.

So yeah, I eventually made a patch that basically merges the two, but I kept the old classes for backwards compatibility with any and all refinery mods.

Do you have a link for your refinery mod currently? I'll try to search for it.

Also, since my mod now lets basically all the ores work in the arc furnace that should, you can maybe undo compatibility definitions! In the meanwhile, is there anything that I could add to make my mod more compatible with yours? Or will the changes to my mod that I made some time ago which I think already includes the definitions you made basically take care of that? Not sure if that made sense! =D
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