Space Engineers

Space Engineers

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Redistributed Ore 1.1
   
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Type: Mod
Mod category: Planet
Tags: NoScripts
File Size
Posted
337.151 MB
Jan 11 @ 9:27am
1 Change Note ( view )

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Redistributed Ore 1.1

Description
This version correctly scales the ore patches for moons.

Introduction
In the unmodified version of Space Engineers all ore on planets is placed in a checkerboard like pattern that repeats every 5km. This is great for beginners because they will find all the available ores within their spawn zone.

As an experienced player this is quite boring. There is no real need to explore the map to find especially good ore veins. I wrote a program that analyses the original planet data files and modifies them to redistribute the ore on planets.

Depth Tiers
The original ratios between ores are preserved in this mod. The locations and shapes of the veins are completely random. The depth of the ore is split into 3 different tiers.
Tier 1
Flat veins close to the surface. Similar to vanilla. 3-15m
Tier 2
Medium depth long veins. 40-100m. These are barely detectable by small grid ore detectors.
Tier 3
Very deep very long veins. 140-372m. It is guaranteed that these start at 140m and then dive down up to Tier 4. Large grid detectors can detect these veins.
Tier 4
Very deep bonus tier. 370-450m. Is always connected to a Tier 3 vein.
Each tier contains 3 depth definitions. Tier 4 is an additional bonus depth that goes down to 450m.

These are too deep for you? Here is a script that makes them more flat:
https://steamcommunity.com/sharedfiles/filedetails/?id=3369846336

I did not assign specific ores to specific tiers. Which ore spawns at which depth is random for each location. The deeper and therefore harder to find veins are much larger which makes finding them very rewarding.

If a vein is supposed to start at a depth below 140m the ore patch will start at 140m and take a dive until it reaches the target depth. This ensures that players will be able to find all ore without ore detector mods. One example is shown in the picture gallery above.
For the most hardcore experience I recommend playing without modified detecters. If you want it a bit easier you can use my Ore Detector 2x mod or similar.

Shapes
I tried to keep the shapes similar sized to the original, only their vertical length can be much larger. Unlike some other ore mods the veins are not flat pancakes but can vary in depth within the same patch of ore. This makes them look more natural. The shapes are procedurally generated and random for each individual patch. Each patch only contains one type of ore.

Mod Compatibility
This mod does not work with other mods that replace the planet generator sbc files, height maps or material maps. It only modifies the planets that come with the game.
My Seams Fixed mod is already included and does not need to be added when this mod is used.
I use different pixel values as the vanilla game to implement the tiers. Scripts like "AQD - Vanilla Ore Distribution" will not work correctly since they expect vanilla values.
"Smooth Voxels" will work.

Miscellaneous
The tool I used to create the new ore mappings is available on my github page.
Only images with a size of 2048x2048 are supported.
https://github.com/michi84o/SpaceEngineersTools
Requires .NET 6 Desktop Runtime
Tutorial:
https://youtu.be/3Do1d0OU4Wg

Better Stone Edition is available here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3413169478

Better Resources Edition:
https://steamcommunity.com/sharedfiles/filedetails/?id=3483692263

Scarce Edition:
https://steamcommunity.com/sharedfiles/filedetails/?id=3412035274

I won't be doing any other versions like Industrial Overhaul. It's too much work. Feel free to make your own version

You are allowed to use any of my files in your own mods.

Error messages in the log about missing files can be ignored. The game will load these from the original files.
15 Comments
michi84o  [author] May 18 @ 7:00am 
Made a Better Resources Edition. Wasn't that easy after all, took 4 hours.
https://steamcommunity.com/sharedfiles/filedetails/?id=3483692263
michi84o  [author] May 17 @ 4:11pm 
If that mod only has the 12 ores from the description it should be easy to do. I can look into it if I find some time.
Renay Edor May 17 @ 2:57pm 
Do you think it'd be possible to make a version for Better Resources? (I don't know how to embed links, sorry) https://steamcommunity.com/sharedfiles/filedetails/?id=2841960221
michi84o  [author] May 10 @ 11:36am 
It should be pretty packet with ore. When I use the Ore Detector ++ mod the HUD is spammed with ore spots. So much that I wish I had used a lower densitiy. Are you using any other planet mod that might override the ore definitions?
Here is an Iron ore GPS point for testing:
GPS:Iron:110604.95:168684.83:5686795.37:#FF75C9F1:
The ore is placed fully random, including random depth, so if you have bad luck you might be in an area where the ore spots are very deep and can only be detected with large grid detectors.
geicosuave May 9 @ 9:00pm 
ive gone around Alien with a large grid x2 ore detector and found like 2 patches. is Alien wacked or something?
michi84o  [author] Apr 9 @ 1:48pm 
You can switch. Just be aware that existing mines on planets will become useless because the ore locations will change.
Tiger Apr 2 @ 10:21pm 
Can one switch to version 1.1 in a world created using version 1.0 if one has not visited a moon yet?
michi84o  [author] Feb 17 @ 10:41am 
This mod only changes the locations of ore. The ore definitions are not changed, so ore should spawn normallly. Just checked with a dedicated server and cobalt spawned for me.
Phospos Feb 17 @ 6:07am 
oh im using dedicated server btw
Phospos Feb 17 @ 6:02am 
It seems Cobalt vein is bugged? because when i try to dig it spew out stones, been trying in 2 different worlds