Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If I am not mistaken anything, it comes down if client side scripting is required.
@Revale08: You need to resize the planets resource image files to x2 to keep the same distance between ore patches. I have links to the how to in the other section in the description.
They're vastly different. it's tough to believe these changes were made by hand. why are these file SO far from their original?
which leaves
1. PlanetGeneratorDefinitions.sbc
2. VoxelMaterials_asteroids.sbc
Is there stuff I need inside those two to keep, for the ore spacing and grouping to remain the same?
Just going through the files with notepad and being a noob not too sure how far i'm in above my head here
-but- spending 4x longer drilling AND getting half the yield. (I'm talking about you ice) just NO.
if it's as easy as i suspect, i should be able to remove those effects and reupload. with your permission, and credit given in full of course.
Appreciate your work!
If anyone else would need help combining those two mods together I could type more detailed instructions or even try to upload to workshop (only with your permission and credits, of course)
Thanks :)
It actually functions in a similar fashion to what you describe. Just have to configure the ores you want on each planet, their frequency/shape/depth/etc and it'll spit out modified PlanetGeneratorDefinition and PlanetDataFiles for use in a mod.
I had a similar desire to make the ore less predictable so randomly generated some ore maps. Just in case you're interested: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1649218738
Changes will occur after reloading the savegame.
Also, would I need to make a new game for these changes to have an effect?
Thanks for your help.
<!--
<Ore Value="0" Type="Uraninite_01" Start="30" Depth="30" TargetColor="#000000" ColorInfluence="15"/>
<Ore Value="0" Type="Uraninite_01" Start="40" Depth="40" TargetColor="#000000" ColorInfluence="15"/>
<Ore Value="0" Type="Uraninite_01" Start="50" Depth="50" TargetColor="#000000" ColorInfluence="15"/>
-->
Everything between <!-- and --> will be ignored.
1. If I want to remove Uranium Ore from Earthlike should I change the script like below?
FROM: <!-- U 1-->
<Ore Value="144" Type="Uraninite_01" Start="30" Depth="30" TargetColor="#000000" ColorInfluence="15"/>
<Ore Value="148" Type="Uraninite_01" Start="40" Depth="40" TargetColor="#000000" ColorInfluence="15"/>
<Ore Value="152" Type="Uraninite_01" Start="50" Depth="50" TargetColor="#000000" ColorInfluence="15"/>
TO: <!-- U 1-->
<Ore Value="0" Type="Uraninite_01" Start="30" Depth="30" TargetColor="#000000" ColorInfluence="15"/>
<Ore Value="0" Type="Uraninite_01" Start="40" Depth="40" TargetColor="#000000" ColorInfluence="15"/>
<Ore Value="0" Type="Uraninite_01" Start="50" Depth="50" TargetColor="#000000" ColorInfluence="15"/>
2. Can I change an existing game's ore distribution? Or would I have to make a new world for the changes to occur in the game?
Thanks again @FateFighter
I'm finding Uranium on the Earthlike planet. Can I remove it using one of the sbc files in the mod?
I'd like to reduce the ore veins to one per patch. Thanks!
After the latest update the mods aren't in the mods folder anymore, as far as I can see. I found them under Steam\steamapps\workshop\content\244850\
This mod is in the subfolder /1529641714
You can extract the .bin file, I did it with 7zip. After that you have to copy the stuff to the classic mods folder, so SE recognizes it.
Then you can adjust the <OreMappings> in the PlanetGeneratorDefinitions.sbc file. Just comment out what you do not want to have an a specific moon or planet.
To use this with modded planets you have to edit the x_mat.png files, or copy them from my mod to a modded planets file structure, but planets sizes have to match. Then you have to edit the PlanetGeneratorDefinitions.sbc file for the modded planet so the ore definitions match...
I'm also a fan of scarce resources and would love to have the functionality of both that and this mod. I tried opening up your mod to edit it but I can't find it under my mods dir where all the other mods are saved. Would you happen to have the source for this mod available anywhere? Thanks!