Space Engineers

Space Engineers

Redistributed Ore 1.0
54 Comments
michi84o  [author] 11 Jan @ 9:37am 
Uploaded a new version with correctly scaled moons. Link is in the description above.
michi84o  [author] 11 Jan @ 7:51am 
@Ben2space You are right. I just checked the files and the devs scaled the moon ore patches by a factor of 2. This means my ore on moons is too close and the patches are too small.

Since I don't want to break existing worlds I will have to reupload the mod under a different name. I will leave a note here when it is finished.
Ben2space 11 Jan @ 3:19am 
I did not read though all the comments so perhaps this came up already, but the ores are too close together on the moons. Comparing the ore maps they are closer together than vanilla. I have not looked at your tool but can you set minimum distances? They should be at least as far apart as vanilla if not further.

Overall I love the idea and this is the best ore map mod I've found so far for my requirements. Server players may have a different opinion but I'd take less overall ore if the deposits could be further apart.
michi84o  [author] 1 Jan @ 12:59pm 
No, "Better Resources" has a lot of new ore definitions. It won't work with this mod.
ksenev25 1 Jan @ 12:08pm 
This mod works with "Better resourses" mod ???
michi84o  [author] 28 Dec, 2024 @ 1:19am 
It should work with already spawned planets.
Ashes Vargrand 27 Dec, 2024 @ 12:13pm 
and works this mod allready with spawned planets on a generated system?

or only on new generated systems?
michi84o  [author] 27 Dec, 2024 @ 7:47am 
I prepared a scarce resources like version but my test audience didn't like the new distribution. Already have a new plan that should work better.
Now that Christmas is over I might have some time to finalize it and create the mod.
Ashes Vargrand 26 Dec, 2024 @ 1:07am 
Hi,

have you allready plans for another Ore sorting like Scarce Resources?
cptnoname 22 Dec, 2024 @ 8:40am 
all good, brother. my "fix" for the problem was pretty lazy, too. LOL
michi84o  [author] 22 Dec, 2024 @ 8:35am 
Sorry, hardcoding everything for 2048 was lazy on my part. I updated the description.
cptnoname 21 Dec, 2024 @ 11:14am 
Just found out the hard way that it doesn't support 4096 images...
Might want to add that to the description and github so noone else is surprised, unless I'm just blind and missed it notice somehow.
Official Zealiux 16 Dec, 2024 @ 3:26pm 
Love these tools, tho it would be really nice if we would get the ability to add/remove specific ore nodes manually in the ore redistributor tool.
=Duke= 2 Dec, 2024 @ 12:51pm 
Amazing mod. It let us set up our server just the way we like it with ore spawn locations deep under ground. Brilliant mod
sfoxdale 2 Dec, 2024 @ 7:46am 
This mod is... sexy. Brilliant mind.
triaxx3 22 Nov, 2024 @ 1:15pm 
Yup, very definitely seems to be working with the mod. Good work.
triaxx3 22 Nov, 2024 @ 12:56pm 
Thanks, it should work since it works on custom planets, but I'll give it a try and let you know myself.
michi84o  [author] 22 Nov, 2024 @ 10:33am 
Can't test it. When I add Seismic Surveying I get an error message that the mod download of the Seismic surveying landing gear failed. I don't see any hardcoded positions in the source code of Seismic Surveying, so it might work.
triaxx3 22 Nov, 2024 @ 6:22am 
I'm curious if this behaves well with Seismic Surveying?
michi84o  [author] 21 Nov, 2024 @ 5:43pm 
@Lord Skarra
Good point. Lots of voxel changes can slow down server. I wrote a script that remaps the ore to be closer to the surface. Link is in the description below the table above. Thanks for the idea.
ι3ξτ^н4ЖΣ0я 20 Nov, 2024 @ 2:00pm 
Great mod idea. "Zil's upgraded Ore detector" is a very underapprechiated mod which I think is perfectly suited for this
Lord Skarra 20 Nov, 2024 @ 11:18am 
Good idea of a mod, but it might hinder performance more on servers, as far as I was told, digging holes into the ground causes lag with the server, dropping performance. Is this still true, or has it been updated and not that big of an issue anymore?
Ruaidhri 19 Nov, 2024 @ 12:01pm 
oh damn, yeaht that's a fair amount of work to get it to work on modded planets ... Don't think I'll be doing that for a one time Survival World for myself haha
Falcon_Flyin_High 19 Nov, 2024 @ 10:26am 
Waiting for the Scarce Resources version..... :-)
Ronin Planetary Industries 19 Nov, 2024 @ 9:04am 
Keen should hire you for SE2. You're doing stuff in SE1 that I thought couldn't be done. The next thing I'd like to see would be procedural asteroids revamped. Being able to define select areas of the map that procedural asteroids will spawn in would be great. In vanilla we can only turn the feature on or off and they are everywhere.
michi84o  [author] 19 Nov, 2024 @ 8:00am 
For modded planets you have to create a new mod and copy the planet SBC file and PNGs, maybe also the textures. Then you can open the SBC with my tool and follow the instructions from the tutorial video.
Don't delete the height maps though. That only works for vanilla planets.
Ruaidhri 19 Nov, 2024 @ 7:10am 
mhhh, you've mentioned that modded planets won't have this distribution since it overrides just those that are in the base game.. How could one (you or I myself in a SP world) change that towards other specific modded planets?
michi84o  [author] 18 Nov, 2024 @ 5:40pm 
Added Better Stone Edition
DirtyPixel 18 Nov, 2024 @ 3:24am 
@michi84o Right, that makes sense. I don't know how I missed those options. Thank you.
michi84o  [author] 18 Nov, 2024 @ 2:24am 
@DirtyPixel If you want to remove one of the 10 predefined depths use the min and max depth options. To remove the 3 surface veins set min depth to 3.
That way the surface veins won't be drawn in the PNG and won't appear in the oremappings.xml
Desert Ice 18 Nov, 2024 @ 1:26am 
Beautiful work! Should at a minimum be an option within the vanilla settings for the game.
DirtyPixel 18 Nov, 2024 @ 12:08am 
@michi84o In the Ore Redistribution Tool, if I set for example Type="Gold_01" Value="-1" Start="178" for a surface vein I want to remove, will this work okay without effecting anything negatively?
Mindlessmrawesome 17 Nov, 2024 @ 3:12pm 
@patrick all seams fixed does is change the weird buggyness of vanilla planets where they have those awful disconnects in the voxels. It also changes the trees to feel a little more natural, nothing else. Essentially it's unnoticable unless you have an annoying voxel seam near your base.
Patrick 17 Nov, 2024 @ 10:16am 
I'd be interested in trying this. But I only like to change one thing at a time, and you've included the Seams fix in here, which seems unrelated.
michi84o  [author] 17 Nov, 2024 @ 9:50am 
As I explained in the description. The deeper ore will have neighboring veins that go up to 140m. Look at the example image.
The tool requires .NET 6. It can be downloaded from Microsoft.
Altsovy Zouve 17 Nov, 2024 @ 8:39am 
dude the ore detector cannot scan 450 m deep
Ashes Vargrand 17 Nov, 2024 @ 7:58am 
hm im blind, how can is tart that tool on windows?
Rooster 17 Nov, 2024 @ 7:52am 
+1 for Better Stone edition when it comes
michi84o  [author] 17 Nov, 2024 @ 1:16am 
I'm not sure what happens if the mod is applied on an existing save. I think ore voxels that already spawned near the player might stay but all other ore patches should be replaced. I haven't tested this.
Jeckle 16 Nov, 2024 @ 3:27pm 
I'm in the process of making a system with this included, using Patrick's Star System Generator, are the new distributions applied only at planet creation or will this overwrite the existing ore patches on vanilla planets?
Tiger 16 Nov, 2024 @ 6:00am 
Excellent! I look forward to trying it out soon.
michi84o  [author] 16 Nov, 2024 @ 3:53am 
Yes all vanilla planets are included, even Pertam.
Tiger 15 Nov, 2024 @ 6:40pm 
THANK YOU for keeping the vanilla ore ratios on planets. Far too many ore distribution mod-makers think it's "fun" to move ores to a specific planet to force players to travel to a single location to get something, forgetting that we already have to do that in vanilla for platinum & uranium. I also like that this includes Seams Fixed 2.0. Does this apply to all the vanilla planets?
DirtyPixel 15 Nov, 2024 @ 2:59am 
@michi84o Just to confirm the edge fixer tool has worked perfectly, I took the up_maps.png's from the misaligned lake fix, then merged my generated blue layer using Photoshop. Thanks for your help and your great SE tools.
michi84o  [author] 15 Nov, 2024 @ 12:48am 
Feel free to use my files. Jus be aware that the material maps in this mod and Seams Fixed 2.0 have custom climate zones which require a corresponding section in the SBC file. If you don't need those you can copy the material maps from my Misaligned Lake Fix mod or the old Seams Fixed 1.0.
DirtyPixel 15 Nov, 2024 @ 12:40am 
@michi84o Okay, thank you for the information, I'm glad I checked with you. I'll give your HeightMapEdgeFixer tool a try and then use the up_mat.png for Earth-like and Alien from your mod, if that's okay
michi84o  [author] 15 Nov, 2024 @ 12:16am 
In my tools on GitHub there is also height map edge fixer that can be run on the height maps in your mod folder.
michi84o  [author] 15 Nov, 2024 @ 12:05am 
The seams are caused by the height maps. If you want them fixed you can copy the height maps from this mod into yours. Check this GPS to see if it worked:
GPS:Wall near glitched lake:-41673.11:41666.3:-18950.74:#FFF17575:
If the lake is glitched you have to fix the red channel of the up_mat.png for Earth like and Alien which you could also copy from one of my mods.
DirtyPixel 14 Nov, 2024 @ 11:32pm 
@michi84o I have a version of my Scarce Resources (for Better Resources) mod with newly generated ore maps produced by your ore redistribution tool, am I right in thinking this will also fix the seams? If so, what is the best way to check this?
michi84o  [author] 14 Nov, 2024 @ 8:02am 
Yes you can use the tool for that. First you need the ore definitions for the new ore. Putting Better Stone in the mod list before your modded planet should work.
In your mod you need this folder structure:
/Data/MyPlanet.sbc
/Data/PlanetDataFiles/MyPlanet
Put all the planet png files into the "/Data/PlanetDataFiles/MyPlanet" folder. The *_mat.png files are important.
Then you can open the sbc file with my tool and should see the current ore map after selecting the planet in the planets list. Then click "Redistribute Ore". It will ask you to save a file to select the target folder. Choose the "/Data/PlanetDataFiles/MyPlanet" folder to override the _mat.png files directly at the end. Then you can define all ore that should spawn on that planet and configure the parameters. After pressing confirm the *_mat.png files are rewritten and a oremappings.xml is generated. Copy the oremappings node into your MyPlanet.sbc to replace the existing ore mappings.