Space Engineers

Space Engineers

Redistributed Ore 1.1
29 Comments
Re-Bot 21 Sep @ 8:27am 
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 19 Sep @ 7:50am 
Sweet I thought so, smashed some out already - dropped links for on them for your mod so they can find the tool
michi84o  [author] 19 Sep @ 7:48am 
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 18 Sep @ 5:22pm 
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 13 Sep @ 11:48am 
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 13 Sep @ 8:23am 
great work
michi84o  [author] 13 Sep @ 7:18am 
Currently in the process of fixing my mods. Update should be up within an hour.
Space Viking 11 Sep @ 6:04pm 
@michi84o,

Is there any plans on fixing this one? After the update for Apex all of the harvestable plants are broken if this mod is on. Would love to be able to use this as it adds soooooo much depth to the game. Pun intended of course :D
dskw 8 Sep @ 1:24pm 
Sadly the mod needs an update to work with the freshly released Apex Survival. We have just tested this: Loading into a world without the mod, standing in front of a plant. Then reload with the mod enabled and the harvestable plants are missing.
Resslebear 23 Jul @ 4:38pm 
perfect thanks!
michi84o  [author] 23 Jul @ 10:23am 
It works with existing saves. If you didn't use the mod before then the old ore locations will just disappear. Any voxels that have been altered will stay unless they're reset with the cleanup menu.
Better make a backup save before testing the mod.
Resslebear 23 Jul @ 7:51am 
Would this work with existing saves or will it need a new game to spawn ores properly?
michi84o  [author] 9 Jun @ 11:47am 
I screwed up the original version because I forgot to scale the ore patches for the small moons. When I reuploaded this version under a different name I added the first line so people knew the difference.
Since the original is now unlisted I guess it can be removed.
MqKosmos 9 Jun @ 2:59am 
Is the first line in the description your PatchNotes? It is confusing to me: makes it seem like your mod only changes the patches on moons. (Thats also all you see when hovering over your mod ingame)
Regardless: Great Work!
michi84o  [author] 18 May @ 7:00am 
Made a Better Resources Edition. Wasn't that easy after all, took 4 hours.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3483692263
michi84o  [author] 17 May @ 4:11pm 
If that mod only has the 12 ores from the description it should be easy to do. I can look into it if I find some time.
Renay Edor 17 May @ 2:57pm 
Do you think it'd be possible to make a version for Better Resources? (I don't know how to embed links, sorry) https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2841960221
michi84o  [author] 10 May @ 11:36am 
It should be pretty packet with ore. When I use the Ore Detector ++ mod the HUD is spammed with ore spots. So much that I wish I had used a lower densitiy. Are you using any other planet mod that might override the ore definitions?
Here is an Iron ore GPS point for testing:
GPS:Iron:110604.95:168684.83:5686795.37:#FF75C9F1:
The ore is placed fully random, including random depth, so if you have bad luck you might be in an area where the ore spots are very deep and can only be detected with large grid detectors.
geicosuave 9 May @ 9:00pm 
ive gone around Alien with a large grid x2 ore detector and found like 2 patches. is Alien wacked or something?
michi84o  [author] 9 Apr @ 1:48pm 
You can switch. Just be aware that existing mines on planets will become useless because the ore locations will change.
Tiger 2 Apr @ 10:21pm 
Can one switch to version 1.1 in a world created using version 1.0 if one has not visited a moon yet?
michi84o  [author] 17 Feb @ 10:41am 
This mod only changes the locations of ore. The ore definitions are not changed, so ore should spawn normallly. Just checked with a dedicated server and cobalt spawned for me.
Phospos 17 Feb @ 6:07am 
oh im using dedicated server btw
Phospos 17 Feb @ 6:02am 
It seems Cobalt vein is bugged? because when i try to dig it spew out stones, been trying in 2 different worlds
michi84o  [author] 6 Feb @ 11:43am 
No, I'm using different values for mapping the ore.
My scarce edition has every ore everywhere, but with a low spawn probability.
Peekofwar 6 Feb @ 10:45am 
I'm assuming this won't be compatible with Uranium And Platinum On Planets ...?
michi84o  [author] 21 Jan @ 1:06pm 
Scarce Edition is updated. Link in Description is updated.
michi84o  [author] 20 Jan @ 10:10am 
Yes, I can make a fixed version. I might have some time tomorrow. The Better Stone edition is also on my To-do list.
Supernerdje 19 Jan @ 6:45am 
Will there be a fixed version of the "scarce edition"? I love what you tried to do with that mod and would like to start a playthrough with it soon, but I'm a little hesitant if the moons are broken.