Space Engineers

Space Engineers

Better Stone v7.0.12
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DranKof  [developer] 15 Mar, 2015 @ 11:11am
[2015-2016] Balance Issues?
Please let me know if you think I overdid it reducing stone/gravel output or whether the trace element output is too high and by about how much things should be adjusted!
Last edited by DranKof; 20 Aug, 2017 @ 9:34am
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Showing 1-15 of 15 comments
Primordial 18 Mar, 2015 @ 2:31pm 
I feel like Autunite might be a bit too powerful, It doesn't seem too rare, is found in huge veins and refines into a massive amount of uranium
DranKof  [developer] 18 Mar, 2015 @ 5:05pm 
The ore spawning routine right now hard coded. Every ore (except for iron) should show up equally frequently. I just cross-checked the game data.

Presently, both Uranium and Autunite have been identical datawise, producing 0.3kg ore for every 1 unit of volume harvested, and from 1kg of ore producing 0.007kg refine uranium.

My best guess is at the moment, maybe because it uses the highly visible blue skin, so you're coming across it easily. I will keep my eye on it all the same and, because of its added visibility (over the pitch black native uranium), I'm gonna go ahead and turn it down to 0.005kg per 1kg ore for the next update.

I included the code below for reference.
Uranium Refining Blueprint and Voxel Harvesting Data:
<Blueprint> <Id> <TypeId>BlueprintDefinition</TypeId> <SubtypeId>UraniumOreToIngot</SubtypeId> </Id> <DisplayName>DisplayName_Item_UraniumIngot</DisplayName> <Icon>Textures\GUI\Icons\ingot\uranium_ingot.dds</Icon> <Prerequisites> <Item Amount="1" TypeId="Ore" SubtypeId="Uranium" /> </Prerequisites> <Result Amount="0.007" TypeId="Ingot" SubtypeId="Uranium" /> <=== <BaseProductionTimeInSeconds>4</BaseProductionTimeInSeconds> </Blueprint> <VoxelMaterial> <Id> <TypeId>VoxelMaterialDefinition</TypeId> <SubtypeId>Uraninite_01</SubtypeId> </Id> <MinedOre>Uranium</MinedOre> <MinedOreRatio>0.3</MinedOreRatio> <=== <CanBeHarvested>true</CanBeHarvested> <IsRare>true</IsRare> <IsIndestructible>false</IsIndestructible> <DamageRatio>0.4</DamageRatio> <DiffuseXZ>Textures\Voxels\Uraninite_01_ForAxisXZ_de.dds</DiffuseXZ> <NormalXZ>Textures\Voxels\Uraninite_01_ForAxisXZ_ns.dds</NormalXZ> <SpecularPower>21</SpecularPower> <SpecularShininess>0.632</SpecularShininess> </VoxelMaterial>


Autunite Blueprint and Voxel Harvesting Data:
<Blueprint> <Id> <TypeId>BlueprintDefinition</TypeId> <SubtypeId>AutuniteOreToIngot</SubtypeId> </Id> <DisplayName>Refine Autunite</DisplayName> <Icon>Textures\GUI\Icons\ingot\uranium_ingot.dds</Icon> <Prerequisites> <Item Amount="1" TypeId="Ore" SubtypeId="Autunite" /> </Prerequisites> <Results> <Item Amount="0.007" TypeId="Ingot" SubtypeId="Uranium" /> <=== </Results> <BaseProductionTimeInSeconds>0.8</BaseProductionTimeInSeconds> </Blueprint> <VoxelMaterial> <Id> <TypeId>VoxelMaterialDefinition</TypeId> <SubtypeId>Autunite_01</SubtypeId> </Id> <MinedOre>Autunite</MinedOre> <MinedOreRatio>0.3</MinedOreRatio> <=== <CanBeHarvested>true</CanBeHarvested> <IsRare>true</IsRare> <IsIndestructible>false</IsIndestructible> <DamageRatio>0.4</DamageRatio> <DiffuseXZ>Textures\Voxels\Helium3_01_ForAxisXZ_de.dds</DiffuseXZ> <NormalXZ>Textures\Voxels\Helium3_01_ForAxisXZ_ns.dds</NormalXZ> <SpecularPower>24</SpecularPower> <SpecularShininess>0.364</SpecularShininess> </VoxelMaterial>
Last edited by DranKof; 19 Mar, 2015 @ 10:29am
DranKof  [developer] 19 Mar, 2015 @ 5:49am 
New Version:

<Item Amount="0.005" TypeId="Ingot" SubtypeId="Uranium" />

Old Version:
<Item Amount="0.007" TypeId="Ingot" SubtypeId="Uranium" />

Right after this last change I was told there was too much silicon:

clarkmp91506 22 minutes ago
...(i'm swimming in Silicon though with the Hepkeite as a base stone and the already easy to find silicon ore.)

I'll be watching the silicon and the uranium balances closely, as well as the gravel balance while using the concrete mod.
Last edited by DranKof; 19 Mar, 2015 @ 10:33am
DreamingDemon 2 Apr, 2015 @ 10:50pm 
I wish to comment that (unlike many other mods) you are paying attention to balance and not making the game far easier. Thank you.
DranKof  [developer] 3 Apr, 2015 @ 3:05am 
@DreamingDemon
Take thy beak from out my heart! Thanks! =D
DreamingDemon 3 Apr, 2015 @ 7:52pm 
I shall take my form from off thy door as well. :-)

Also... nickname for over a decade, and you are the third ever to recognize it. Kudos. :D
Snillum 25 Apr, 2015 @ 3:43am 
Just a note on balance, I'm pretty sure that Pyrite does not have any gold in it. As far as I know its purely an Iron ore. Its called fools gold because it looks like gold but isnt.

Edit: Amazing mod otherwise though! Makes the game much more varied and interesting in survival.
Last edited by Snillum; 25 Apr, 2015 @ 3:44am
DranKof  [developer] 26 Apr, 2015 @ 8:45am 
Thank you. I don't know if it's true or not, but EVERYTHING about this mod is based on Wikipedia[en.wikipedia.org] information. Though it says pyrite has gold and maybe not in the ratios featured in the mod, those were balanced based on a need for another gold ore, not on realism.
From Wikipedia:
Pyrite is usually found associated with other sulfides or oxides in quartz veins, sedimentary rock, and metamorphic rock, as well as in coal beds and as a replacement mineral in fossils. Despite being nicknamed fool's gold, pyrite is sometimes found in association with small quantities of gold. Gold and arsenic occur as a coupled substitution in the pyrite structure. In the Carlin–type gold deposits, arsenian pyrite contains up to 0.37 wt% gold.
Snillum 4 May, 2015 @ 1:41pm 
Cool, I didn't know that it sometimes contained trace amounts of gold. Just thought I'd mention it in case :D
DranKof  [developer] 5 May, 2015 @ 3:39am 
@Snillum
Assuming the Wiki-research has been true, the bigger problem with the reality of some of the ores is that they simply (probably) wouldn't exist in space...but then neither would they exist in their pure forms as they presently do in vanilla. But yeah, thanks for thinking critically about it. I hadn't actually realized before that pyrite had any gold at all either.
DranKof  [developer] 4 Jul, 2015 @ 8:36pm 
Yeah, I don't know what the reality of it is, but I think the nuclear reactors are a little too efficient and long-lasting based on the vanilla uranium drop ratios...at least, once you get situated it feels that way.
Macquarrie 15 Jun, 2017 @ 8:14pm 
I find it is very hard to get any quantity of Mg with a butt load of Dolomite
DranKof  [developer] 22 Jun, 2017 @ 11:31pm 
Actually, after you sent this message, I finally played the game for real for the first time in about a month, unfortunately I was playing the Escap[e From Mars scenario so I didn't get bothered by any ore distribution ratios. As I was just saying on the mod wall, I'll have a look at it and sorry for not replying sooner! XD
DranKof  [developer] 23 Jun, 2017 @ 9:48am 
Copied from wall, official rebalancing:

@MacQuarrie
So, according to Wikipedia, Dolomite is: CaMg(CO3)2

I made this mod a little over two years ago, and I'm not sure, but I'm pretty sure what I was thinking was this:

For every unit of dolomite, there is 1 part Ca ("stone"), 1 part Mg, 2 parts C (="stone" too) and 3*2=6 parts O (so ice), totalling 10 parts.
That means, per unit, I treated it as vanilla 1 unit of proecssed vanilla stone * 2/10's, 1 vanilla processed unit of ice * 6/10, and magnesium was 1/10.
The vanilla output is 0.07 mg ingots per 1 magnesium ore, so 1/10 should be 0.007, but as that was so small a number I probably upped it to 0.01 to be "generous".

Today:

I think you're right; from a gameplay perspective, it's not fun treating dolomite as a "ice with traces of Mg" and there's plenty of ice in the game now, so I will up the Mg 3.5x, (half vanilla pure Mg).

======================

Anyone feel free to let me know what you think of this and any other balancings as you play!
Macquarrie 23 Jun, 2017 @ 5:58pm 
Thank you.
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