This could be useful of you want to combine the ore changes from another mod with this one. Details of it can be found in the "Procedural Ore Generator Release" discussion thread on this mod. It's reasonably easy to use if you'd like to make your own generated ore mod. This mod was produced by a highly configurable ore spawning program I wrote in Java. Any mod which adds or modifies ore locations/distributions will likely conflict with this mod. If you still have no luck, there could be a conflict with another mod you are using so please test with a reduced set of mods. Please check thoroughly before reporting that there are no ores. You can easily get unlucky searching for them. It can be legitimately difficult to find ore veins sometimes. Note that errors complaining of missing ".dds" resources are expected because of a bug in Space Engineers: One unit here represents a 45x45 square meter patch on the EarthLike planet. The table below shows the occurrence of each ore on each planet. I found I had to weigh up whether to thoroughly scout the current planet for the rare ore I need or go to another planet where it is more plentiful. It will be difficult or impossibly to start anywhere but Earthlike. Early game will likely depend more on surface rocks and the survival stone to ingot recipe. You will have to spend some time finding the ore veins you need then how you'll get them back to your base etc. Scouting will also play an important role. You will no longer have everything you need within 800m of wherever you start on a planet. This will lead to a much more difficult resource mining loop. Note that ores will no longer spawn under ice lakes. The images show colour coded (red=iron, blue=cobalt, white=silicone etc) ore vein spawns and the vanilla ore spawn map for reference. Credit for the asteroid and surface rock spawning change goes to the creators of Scarce Resources. See the table below for ore spawns for each planet. Space Network research on tracking and navigation accuracy, communications, facility engineering and equipment, and multiple mission telemetry system. The asteroid ore spawning restrictions of Scarce Resources also applies in this mod. Ore are less frequent and typically occur in larger veins of only one ore. Hopefully there is still some interest from Keen on making a better impression on new players to the game, because as is, the first time experience is EXTREMELY rough, and just feels very slapdash like nobody bothered to go back and address those early game pain points.This mod replaces the ore spawning maps for all of the vanilla planets. Hopefully this doesn't turn into a semi-permanent stumbling block as I start in on a new save, but it seems like this topic, much like the Lightning topic, has been mostly abandoned by the community who just threw their hands up deciding that nothing would ever be done to address it. Maybe it is more common on the non-Earthlike planets, I don't know yet, and none of the conversation threads I've run across have made any comments one way or the other on that score. My world looks like it has been populated by gophers with my digging down to ore deposits all over the place looking for deeper deposits of Cobalt below the ones the mining drill scanner were picking up.Ĭobalt is the first gating material in the game, and from the perspective of a new player that has tried to do the relevant out-of-game research (don't get me started on the inappropriateness levels of this), the rarity of Cobalt is FAR too high. Even after watching a number of videos and tutorial content by creators like Splitsie and others, I knew the "trick" to locating ore deposits based on the surface markers, but it still took me 4 - 5 hours before I located my first deposit of Cobalt, and it ended up being a surface boulder, not even an underground deposit. Īs a new player that just picked up the game a couple of weeks ago, I have to agree with the first part of this suggestion to allow stone to generate small quantities of Cobalt, primarily due to its use in Thrusters more so than Cargo Containers. In this case the ideal solution would be to remove them from small & medium containers from small container but keep them on the large containers. But if Keen decides to remove metal grids, i wouldn't be mad or anything. But even so, i believe metal grids should remain in containers, because they use Co to produce, Co is a military strategic deposit. Good luck, my above answer was from my POV i did not consider the POV of a new commer. Also a good place to find help would be reddit r/spaceengineers! Unless you are on a lake / in a desert / savanah, on rocky hills. I recommend walking in zig zagz in an area till you get a ping from your drill / small grid ore detector or large grid ore detector. These are the most common ore deposits on planets. īut i still believe Grids should still be left in containers. And even vets have trouble noticing ore spots in tundra zones. In this regard you are 100% right! Space engineers should teach you how to find ores.
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