Space Engineers

Space Engineers

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Redistributed Ore 1.1
   
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Type: Mod
Mod category: Planet
标签: NoScripts
文件大小
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更新日期
337.075 MB
1 月 11 日 上午 9:27
9 月 13 日 上午 7:43
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Redistributed Ore 1.1

在 michi84o 的 1 个合集中
Star System Remastered
4 件物品
描述
Redistributes the ore on vanilla planets in random locations and depths.

Introduction
In the unmodified version of Space Engineers all ore on planets is placed in a checkerboard like pattern that repeats every 5km. This is great for beginners because they will find all the available ores within their spawn zone.

As an experienced player this is quite boring. There is no real need to explore the map to find especially good ore veins. I wrote a program that analyses the original planet data files and modifies them to redistribute the ore on planets.

Depth Tiers
The original ratios between ores are preserved in this mod. The locations and shapes of the veins are completely random. The depth of the ore is split into 3 different tiers.
Tier 1
Flat veins close to the surface. Similar to vanilla. 3-15m
Tier 2
Medium depth long veins. 40-100m. These are barely detectable by small grid ore detectors.
Tier 3
Very deep very long veins. 140-372m. It is guaranteed that these start at 140m and then dive down up to Tier 4. Large grid detectors can detect these veins.
Tier 4
Very deep bonus tier. 370-450m. Is always connected to a Tier 3 vein.
Each tier contains 3 depth definitions. Tier 4 is an additional bonus depth that goes down to 450m.

These are too deep for you? Here is a script that makes them more flat:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3369846336

I did not assign specific ores to specific tiers. Which ore spawns at which depth is random for each location. The deeper and therefore harder to find veins are much larger which makes finding them very rewarding.

If a vein is supposed to start at a depth below 140m the ore patch will start at 140m and take a dive until it reaches the target depth. This ensures that players will be able to find all ore without ore detector mods. One example is shown in the picture gallery above.
For the most hardcore experience I recommend playing without modified detecters. If you want it a bit easier you can use my Ore Detector 2x mod or similar.

Shapes
I tried to keep the shapes similar sized to the original, only their vertical length can be much larger. Unlike some other ore mods the veins are not flat pancakes but can vary in depth within the same patch of ore. This makes them look more natural. The shapes are procedurally generated and random for each individual patch. Each patch only contains one type of ore.

Mod Compatibility
This mod does not work with other mods that replace the planet generator sbc files, height maps or material maps. It only modifies the planets that come with the game.
My Seams Fixed mod is already included and does not need to be added when this mod is used.
I use different pixel values as the vanilla game to implement the tiers. Scripts like "AQD - Vanilla Ore Distribution" will not work correctly since they expect vanilla values.
"Smooth Voxels" will work.

Miscellaneous
The tool I used to create the new ore mappings is available on my github page.
Only images with a size of 2048x2048 are supported.
https://github.com/michi84o/SpaceEngineersTools
Requires .NET 6 Desktop Runtime
Tutorial:
https://youtu.be/3Do1d0OU4Wg

Better Stone Edition is available here:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3413169478

Better Resources Edition:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3483692263

Industrial Overhaul Edition:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3525911275

Scarce Edition:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3412035274

You are allowed to use any of my files in your own mods.

Error messages in the log about missing files can be ignored. The game will load these from the original files.

Replaced Height Maps for Alien
I made a mod that replaces the height maps for the Alien planet. If you didn't know, the Alien planet uses the same height maps as EarthLike. I made compatible version of that mod which you can find here:
Not compatible with Apex Survival Mod! (WIP)
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3505024256
This is fully optional. If you use that mod, put it on top of this mod in the in-game mod menu.
33 条留言
michi84o  [作者] 10 月 9 日 下午 12:40 
Sorry for the late response. Yes, the patches should still be visible from the air.
I also recommend the flattening mod linked below the depth tier table. It makes finding ore much easier, especially with vanilla ore detectors. The seismic surveying mod could also help.
Kev 9 月 26 日 上午 2:49 
Not played in quite a while and this mod looks awesome, so far though I've found an Iron patch and nothing else in about a 15km radius, do the shadow patches on the ground still work as vanilla to show ore patches and what sort of range should I expect patches to be? Thanks
michi84o  [作者] 9 月 24 日 下午 10:36 
I haven't updated the 1.0 version for the Apex Survival update. Please be aware that the ore patches on moons is on different locations in 1.1. I scaled them incorrectly in 1.0.
In this mod you will find the same ore as in the original game. There are no scarce patches of other ores.
[W] Wolfgang 9 月 22 日 下午 4:16 
Hi- sorry if I missed it . I used 1.0 and am updating. Does this (and 1.0) include platinum and uranium the way your "scarce" does, but less scarce? One of the screenshots shows more ores than vanilla, but I don't know if it's apples to apple or what royal blue indicates, etc. I would like to find the rare ores and build on just a planet / moon if I'd like, just realistically tricky (but not scarce). Thanks!
Re-Bot 9 月 21 日 上午 8:27 
i find this mod quite interesting

though i will note so far in testing I've only ever found cobalt and Iron (maybe a glitch OR bad luck idk yet)

its definitely working cause ive seen the ultra shallow deposits though i did notice that there were a bunch of errors being thrown by the mod in the background (thankfully appears to be minor ones that don't break the mod but probably worth looking into whats causing them)

overall good mod :steamthumbsup:
BooseOG 9 月 19 日 上午 7:50 
Sweet I thought so, smashed some out already - dropped links for on them for your mod so they can find the tool
michi84o  [作者] 9 月 19 日 上午 7:48 
Yes, the 2000 value says that a patch of ore is generated roughly every 2000 pixels.
If you create a small planet or moon, you should multiply that value by 2. Same for the typical size in the ore list.
The whole reason for the 1.1 version is that I forgot about the scaling in 1.0 ^^
BooseOG 9 月 18 日 下午 5:22 
Hi. Im making some RO1.1 versions of planets. In your tool which setting is the spreading out of the ore clusters? Is it the default 2000 setting at the bottom?

Is that what you used for the vanilla planets?
2late2die 9 月 13 日 上午 11:48 
Ahhhh, so it's not just my bad luck not running into any plants :) Oh well, I've managed so far. Looking forward to the fix.
BooseOG 9 月 13 日 上午 8:23 
great work