Space Engineers

Space Engineers

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Configurable Ores
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Type: Mod
Mod category: Script, Planet, Other
标签: ServerScripts
文件大小
发表于
更新日期
819.884 KB
2023 年 5 月 9 日 下午 6:53
2023 年 7 月 6 日 上午 6:04
19 项改动说明 ( 查看 )

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Configurable Ores

描述
Favor to ask: If you downvote or don't upvote, please tell me why so I can improve the mod? I'd appreciate it a lot!

Need help? Find a bug? Want to talk to other users?
Join the discussion on Discord: https://discord.gg/kxSVf54dAk


What does this do?
This mod gives players and admins the power to add, remove, and modify ores present on each planet. It supports vanilla and modded planets and ores. It uses a tunable algorithm to determine how much or little of an ore spawns on a planet, as well as the depth at which it spawns and the size of the deposits. It achieves Vanilla-like mining experiences out-of-the-box and can quickly create a unique experience for your game world with a few short chat commands.

Ore settings can be configured at three levels: World, Planet, and Ore.

This mod can be used in place of:
  • Deeper ores mods
  • Scarce/more/balanced resources mods
  • Compatibility "patches" between mods that add planet ores
  • One-off planet re-uploads which can be an intellectual property grey area with modders.
What it does not do:


How Do I Use It?
Read the fine manual: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2975151849


Notes, Warnings, and Known Issues
  • This mod has mild compatibility issues with planets which have a decorative custom VoxelMaterial with a MinedOre value matching an actual mineable ore. Mars and Cascadia have examples of this phenomenon: Mars with "Ice" and Cascadia with "CobaltCrystal". This mod has a work-around: It keeps a manually-updated list of static VoxelMateirals which should not be touched. However, it cannot know about all the static VoxelMaterials for every planet. I welcome planet modders to send me lists of their mineable VoxelMaterials which should be considered static. A future update to this mod will let the user edit the static VoxelMaterials list.

  • This mod does not work well with mods that dramatically reduce ore slots on planets or change how special purpose voxel materials (such as Iron_01) are used. Industrial Overhaul is one such mod. Depending on how you use Configurable Ores, you might be able to do some changes, but both the Industrial Overhaul and Configurable Ores experiences will be, in my opinion, severely impacted. I am (slowly) working to make Configurable Ores better able to handle Industrial Overhaul, but it will be some time.

  • It's recommended to use this mod on a new world. Loading it on an existing world can cause some weirdness. For example, if ore deposits have already been drilled into, they will appear to be the old ore. They will need to be drilled into again to change to the new ore.

  • Changes to world settings also change every planet the same way. Changes to planet settings also change all of its assigned ores the same way. Yes, this means that changes to world settings affect every single assigned ore the same way. Therefore: Make all world level changes first, then planet level, and finally ore level. If you make changes in this order, you will not lose any changes.


Contributions & Acknowledgements
The Space Engineers modding community is outstanding.

I learned C# so I could write this mod. This is my first C# program and my first SE script mod. I had many questions. Everyone in this modding community has been supremely helpful and very kind. Thank you.

Early Adopters and Testers:
  • StrikeWyrm
  • TechCoder
  • TheFinalEvent97
  • Katarina
Greetz:

Configurable Ores is released under the GNU General Public License. A copy of the license is available with the mod source code[github.com].
134 条留言
BooseOG 9 月 14 日 上午 3:13 
Its all good! Thanks for you work!
Siv  [作者] 9 月 13 日 下午 8:13 
@BooseOG - It's on the feature request list. I don't have time to work on mods right now, though.
BooseOG 9 月 13 日 下午 4:21 
Siv any chance of a read commands from data pad like with SSG? Currently doing 27 Planets with all different ores ;)
Siv  [作者] 8 月 1 日 下午 12:38 
@Admiral - Thanks for stopping by Discord to discuss the issue. I'm glad we were able to figure out a work-around to the Pertam weirdness.
Admiral 7 月 30 日 上午 12:56 
Hey guys I'm running better resources in combination with configurable ores to create a custom planet that contains all resources. I'm getting a strange issue where it seems to select a random ore to not spawn my question is there is a max allowable ores per planet? Planet in use is pertam
Siv  [作者] 7 月 27 日 下午 7:41 
@treegasm - It's totally compatible with the ores from IO, but IO unfortunately makes changes to the vanilla planets which dramatically reduce the available ore slots. So, kind of a mixed bag.
treegasm 7 月 26 日 下午 7:39 
Hey Siv I was wondering if this mod is compatible with the ores from Industrial Overhaul?
Siv  [作者] 7 月 19 日 下午 5:04 
@Neoplex - Join us on the Discord for support. Thanks!
Neoplex 7 月 19 日 下午 1:48 
Hi everyone,
I have a problem with the mod. I have set the world/planet/ore settings to depth = min 20 max 100 / size = min 5 max 15. The ore rarity is set to 8 for all of them. The ore is still at a depth between 250-650 meters. I can't get the ore to spawn at this depth like I want. I've already turned off useprogressive, but then the ore is even deeper than before. Does anyone have a solution? Am I doing something wrong? This was tested on the planet "sonos (updated)" with the mod "Better Resources".
Siv  [作者] 7 月 15 日 下午 2:41 
@OmniDingus - Some other mod, such as Scarce Resources, is changing the PlanetGeneratorDefinitions between the time that Configurable Ores loads them and sanity checks everything. There's nothing I can do about that.