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I don't EVER publish other mod author's mods, even if I make small tweaks because I didn't make the mod. I do, however publish blueprints that use another mod author's mod and put the ORIGINAL links in where required.
Anyway, making a voxel material to spawn in asteroids is quite simple. If you look in the game's VoxelMaterial_asteroids.sbc, the first stone material has some comments on it. Here's the two of them that we need
<!-- Wether it spawns in asteroids, default true (even if undefined) -->
<SpawnsInAsteroids>true</SpawnsInAsteroids>
<!-- True = generated in ore pockets and gets detected by ore detector, false = used as asteroids shell -->
<IsRare>false</IsRare>
So, for stuff to spawn in asteroids you need to set SpawnsInAsteroids to true
And then set IsRare properly. Setting this to true will make the ore spawn as ore pockets. Setting it to false will set it as the shell of the asteroid
There's also this tag
<AsteroidGeneratorSpawnProbabilityMultiplier>5</AsteroidGeneratorSpawnProbabilityMultiplier>
The higher you set it, the more frequently it will spawn. You can see examples of this in VoxelMaterial_asteroids.sbc again where all ore voxel material definitions are stored.
As far as I know, not including this tag in your voxel material defaults it at either 0 or 1, since gold, uranium and platinum don't have that tag included and are the rarest.
When it comes to planets, you can copy PlanetGeneratorDefinitions.sbc (and/or Triton.sbc) to your mod and modify the stuff there. Ores can be changed in there. Just keep in mind that there can only be one mod loaded that modifies vanilla planets, vanilla planet overrides will only load from one mod. However if you are not modifying a particular planet in the PlanetGeneratorDefinitions.sbc, you can just remove it's definition from there (in the mod file ofc) and that will either cause the game to load the vanilla definition, or a definition from a different mod if present without problems