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I'd say you should be able to find it at like 11-1200 deep. If you scan unknown, it should pop up
However, I just now noticed the mod is configurable, so I can use that to rebalance it to make it more competitive than the geothermals are.
Great Mod! LOVE IT!!! Thanks...
Fact is, the mod just uses the built in interface to grab stuff out of hoppers.
What in the world would make all the work I went through to get those things stop the reactor from picking up the stuff in the hoppers???
I should note that a couple other mods have also run into a similar problem, the common thread being that they were written for (usually significantly) older versions of FCE.
FYI I'm running Linux, which may play a part. I didn't see anything funny in the log file, either, but it's entirely possible that I've missed something.
Provided it's not too difficult, I'd hugely appreciate a little help resolving the issue, or possibly pointing me in the right direction so I can try to patch it.
BLUF:
In UraniumTrencherMotor remove line 690, GameManager.AddOre(orecount)
(Optional) add in its place:
GameManager.mnTotalOre += oreCount;
GameManager.mnOresThisMin += oreCount;
Basically, he changed the GameManager.AddOre method with all the new ore tracking features. In UraniumTrencherMotor, line 690, the GameManager.AddOre(arg1) is depreciated; new AddOre requires two arguments (located in Assembly-CSharp.dll).
Unfortunately he hardcoded all the ore types and you can't pass in uranium as an argument. To get the stat tracking working, you will have to see if you can build that all yourself. (Not that it really matters)
Adding the two new lines should cause it to track Uranium in the total ores, but not individually using the base scanners. However, I have not verified that works.
I use the (dont remember name; Reinforced Plastic Window mod )