Space Engineers

Space Engineers

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Scarce Immersive Resources
   
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Type: Mod
Mod category: Asteroid, Planet
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31.127 MB
4.12.2018 klo 2.59
1 muutos ( näytä )

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Scarce Immersive Resources

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This is a combination of Scarce Resources and Immersive Mining v1.1. All I have done is mashed them together and tested a bit. All credit goes to their respective creators.

It has the same ore spawning rules for planets/moons/asteroids as Scarce Resources but with the larger, less frequent ore patches of Immersive Mining. The combinations in the ore patches have been adjusted from Immersive Mining to make use of the slots the removed ores took up.

I have omitted the ore mining/processing yield changes in Immersive mining for now because it's not clear if it would be too difficult in combination with the spawning restrictions.

Also, the spots on the surface indicating that there is an ore vein appear in this mod.
5 kommenttia
elole 2.7.2019 klo 6.08 
ah thanks that is exactly what I wanted
Lemmiwinks  [tekijä] 2.7.2019 klo 2.09 
@ole15
Thanks for the feedback :). I haven't updated this yet because it's a bit tedious managing manual ore configs. I made similar mod where I have made the change to make wind turbines work though: https://steamproxy.net/sharedfiles/filedetails/?id=1649218738

It's much the same save for the fact that the ores are procedurally spread across the planets, which I find a bit more interesting
elole 30.6.2019 klo 9.42 
The wind turbines don't work with this, so I haven't played much with this mod. The idea sounds great though!
Lemmiwinks  [tekijä] 4.12.2018 klo 4.07 
@Darian Stephens By ore spot distance do you mean the distance between the ore patches?

I ended up figuring out how the ore spawning system works with the help of this guide:https://steamproxy.net/sharedfiles/filedetails/?id=566387835 . Immersive mining has larger, less frequent patches marked in its PlanetDataFiles images. The patches in these images use a specific intensity of Blue to mark an area as a specific ore id. The OreMappings in PlanetGeneratorDefinitions refer those specific intensities of blue as their Value="" attribute.

I found it rather tricky to be honest.
Darian Stephens 4.12.2018 klo 3.09 
Have you figured out how to use Immersive Resources ore spot distance with Scarce Resources? I've been trying to understand how they did it with little success.