Space Engineers

Space Engineers

Immersive Mining v1.2 ( less ore / rare ore )
73 Comments
FateFighter  [author] 13 Apr, 2023 @ 6:11am 
@Into I guess it is compatible because no scripts are needed. The mod modifies the planet files, mainly for servers. So this should work. :-)
Into 13 Apr, 2023 @ 3:05am 
Is this mod crossplay compatible?
If I am not mistaken anything, it comes down if client side scripting is required.
Revale08 4 Feb, 2022 @ 11:02am 
Thanks for the info, but im too lazy to edit 6 textures per planet. I think i may just let my players suffer your default map on x2. On the plus side, the deposits will be bigger when found.
FateFighter  [author] 4 Feb, 2022 @ 10:31am 
@Marty McFly: Sadly no, Scarce Resources also modifies the planets ore texture and distribution so it would override my changes and vice versa.

@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.
Revale08 4 Feb, 2022 @ 8:38am 
Really wanna use this mod but on a x2 planet size start. How easy would it be to adjust the ore map distribution. If its already sparse a x2 planet also scales that that, so finding ores would be almost impossible early game.
Marty Mcfly 10 Jan, 2022 @ 8:38am 
Apologies if this has come up already, but does this mod work in conjunction with the Scarce Resources mod? Thanks!!
FateFighter  [author] 25 Sep, 2020 @ 12:05pm 
NP! 👌😊
SkippyMitch 25 Sep, 2020 @ 10:47am 
You are awesome @FateFighter thank you so much!
FateFighter  [author] 25 Sep, 2020 @ 2:53am 
@AdVill Here you go: https://steamproxy.net/sharedfiles/filedetails/?id=2238411372 😎 Couldn't test it enough but should work. I just deleted the files which changed yield and speed etc.
FateFighter  [author] 25 Sep, 2020 @ 12:37am 
@AdVill I'm on it 😊
SkippyMitch 24 Sep, 2020 @ 12:26pm 
I'd like to do this myself, but I'm having a real tough time understanding all the edits made in these files
SkippyMitch 24 Sep, 2020 @ 12:24pm 
How tough would it be for you to do this, just upload a version with the ore placement changes only?
SkippyMitch 24 Sep, 2020 @ 11:49am 
I'm comparing them with the original files found in SteamLibrary\steamapps\common\SpaceEngineers\Content\Data

They're vastly different. it's tough to believe these changes were made by hand. why are these file SO far from their original?
FateFighter  [author] 20 Sep, 2020 @ 9:38pm 
No problem Sir! 😃If you want to edit the speed of refineries and/or the yield of drills you have to reset/edit the files Blueprints.sbc and VoxelMaterials_asteroids.sbc. I would suggest to compare the mods files with the vanilla files. A good tool for that is WinMerge, wich is free and also portable. https://winmerge.org/downloads/?lang=en
SkippyMitch 20 Sep, 2020 @ 5:33pm 
Ah, can you help me a little bit? I'm sure i need the PlanetDataFiles folder and all that is in it
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 :steammocking:
FateFighter  [author] 20 Sep, 2020 @ 11:40am 
@AdVill Feel free to adjust as you like and reupload it! I'm glad that this can be used as a starting point for individual adjustments so everybody finds a solution for their own playstyle.
SkippyMitch 20 Sep, 2020 @ 10:16am 
I find the ore distribution/ rarity so perfect, like it's how it should have been all along.
-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!
FateFighter  [author] 16 Sep, 2019 @ 1:39am 
Hehe glad you figured out how to combine them. It's not that hard, as you saw. Everybody can use my mod and do what the hell they want :-D
Kathori 14 Sep, 2019 @ 11:40pm 
Found how to fix ore spawning when using your mod with Space Animals. Replaced SA'a "OreMapping" with yours for each planet and moon. Now both mods work as they should.
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)
Kathori 14 Sep, 2019 @ 11:03pm 
Space Animals is the mod that causing problems with ore. I recently found out that it interferes with ore spawning on Earth, but I though it wont cause any problems in space (asteroids, moons, etc) but it does. Could you look at this and if possible make compatibility patch?
Kathori 14 Sep, 2019 @ 10:41pm 
Nevermind, tried with your mod only - works fine. Trying now to find mod that interfere with ore spawning
Kathori 14 Sep, 2019 @ 10:13pm 
It seems that in patches with "Si U Mg" on the moon U replaced with Ice or Ni for some reason, also can't seem to find Pl at all. Using detector with 800m radius. Any ideas?
FateFighter  [author] 21 May, 2019 @ 1:39am 
Ok nice, have to look at it at some time. 🧐
Lemmiwinks 20 May, 2019 @ 6:03pm 
@FateFighter
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.
FateFighter  [author] 20 May, 2019 @ 2:03am 
@Lemmiwinks Oh jeah that's a nice tool you have there! I'm thinking now of a big tool where you configure your solar system and it spits out a mod complete mod with all the settings and planet files ready to go. That would be cool?!
Lemmiwinks 13 May, 2019 @ 12:13am 
@Whiskeyjack
I had a similar desire to make the ore less predictable so randomly generated some ore maps. Just in case you're interested: https://steamproxy.net/sharedfiles/filedetails/?id=1649218738
Talvi 9 May, 2019 @ 1:51am 
Good point
FateFighter  [author] 8 May, 2019 @ 11:23pm 
Hehe yah I know but you have to "draw" the ores on a graphics file, pixel by pixel, color by color for every depth definition (3 colors per ore). 6 files per planet. This is too tedious to make it more random, at least for me. 🤷‍♂️
Talvi 7 May, 2019 @ 3:22pm 
One suggestion I'd make for future development is to randomize a somewhat more the location of the ore spawns. As is, it is very easy to find new deposits. Once you find one all you have to do is travel directly east, west, north or south. Will run right in to another.
Talvi 5 May, 2019 @ 2:36am 
Thanks!!
FateFighter  [author] 5 May, 2019 @ 12:23am 
Sure!
Talvi 4 May, 2019 @ 7:05pm 
I love this mod and would like to incorporate it in to a solar system with a few changes to ore distribution - mainly adding Platinum to Mars and Gold to the moons while removing Gold from all planets and U/Platinum from moons). Is that ok with you?
FateFighter  [author] 25 Apr, 2019 @ 10:22pm 
Nope, that value just connects the color of all pixels on the heightmap (a simple png file) to the ore which will we placed. If you want more you can increase the depth of all patches (Depth="X").

Changes will occur after reloading the savegame.
Messy 25 Apr, 2019 @ 9:19am 
Just to make sure my understanding is correct, does lowering the ore value (for example changing Cobalt's ore value from 120 ---> 35) decrease the amount of Cobalt ore found?

Also, would I need to make a new game for these changes to have an effect?

Thanks for your help.
FateFighter  [author] 24 Apr, 2019 @ 2:17pm 
That would work I guess because the color black (0 = black, 255 = white) isn't in the heightmap, but better change it to:

<!--
<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.
Messy 24 Apr, 2019 @ 9:58am 
Thanks for the reply. Two questions.
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
FateFighter  [author] 24 Apr, 2019 @ 6:18am 
Yah I have to patch that uranium stuff, didn't know it has been removed from earthlike. You can edit the file PlanetGeneratorDefinitions.sbc... Search for Uraninite...
Messy 23 Apr, 2019 @ 9:41am 
Thanks for the mod FateFighter!
I'm finding Uranium on the Earthlike planet. Can I remove it using one of the sbc files in the mod?
DragonHeart 23 Apr, 2019 @ 9:16am 
Would it be possible to make a version of this for scarce resources?
Slepy 19 Mar, 2019 @ 2:24pm 
Ok thanks for quick response , no rush, take you time :P
FateFighter  [author] 16 Mar, 2019 @ 1:22am 
Unfortunately not but I can make such a version of this mod. Give me a few days, I'm one handed at the moment... -.-
Slepy 15 Mar, 2019 @ 10:16am 
Hi. Is there a version where there is no changes in drilling or refining and just ore based stuff ?
FateFighter  [author] 13 Mar, 2019 @ 7:00am 
This mod still works as intended.
FateFighter  [author] 5 Mar, 2019 @ 7:09am 
I have to look at it again... I have to repurpose a few things because you get all the basic resources out of stone now...
Chaos Legion 5 Mar, 2019 @ 5:21am 
Does it work properly with SE releaae ?
Lemmiwinks 3 Dec, 2018 @ 4:48pm 
@FateFighter Neverming, I figured it out.
Lemmiwinks 2 Dec, 2018 @ 4:21pm 
@FateFighter would you also happen to know what determines the grouping of ore veins in a given ore patch? I think I understand most of the OreMappings and PlanetDataFiles except for the Value id field which is presumably related.

I'd like to reduce the ore veins to one per patch. Thanks!
Lemmiwinks 1 Dec, 2018 @ 3:03pm 
I thought the workshop mods I was using as a reference seemed out of date haha. Totally missed that they moved the mod dir. Thanks for the help!
FateFighter  [author] 1 Dec, 2018 @ 5:14am 
Hi there. Thanks for the positive comment.

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...
Lemmiwinks 30 Nov, 2018 @ 12:50am 
Hi, this is a great mod. It gives a purpose to many of the previously pointless engineering possibilities in this game (scout vehicles, ore transports etc).

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!