Space Engineers

Space Engineers

Better Stone v7.1.0
1,485 Comments
Kaito Dec 12 @ 2:07pm 
Yeah
max Dec 12 @ 2:03pm 
you can use it to put it on a server with worlds already made for 2 months?
Kaito Nov 28 @ 3:06am 
I assume you have an antenna, and both it and the ore detector are on and set to broadcast?
xanderarizona Nov 28 @ 12:20am 
ok so for some reason ore detectors find it just fine but the moment you leave your cockpit seat the ore stops being detected/displayed on hud...it may be a mod issue with ore detector 2k but it works with vanilla stone so idk.
DranKof  [author] Nov 3 @ 5:15pm 
Okay then yeah, modded planets will likely need to be updated to get the same updates that are necessary for food to work -- not because of anything this mod is doing, but because of the vanilla update for food -- I suppose if the planet were a volcanic planet or a moon that might not be affected though as possibly it won't be growing anything regardless.
MadMax Nov 3 @ 10:25am 
Apologies, but I was actually referring to mod planets that I pulled in from the workshop. They are sometimes required to update their mods because of Keen updates, which would then cause the planet definition to be overwritten when the workshop delivers those changes to my machine.

I've found the Keen Discord and their mod support. I'm going to look at a couple of script based options, including writing one myself, later this evening.

Thanks for responding.
DranKof  [author] Nov 3 @ 7:12am 
As the ore definitions themselves don't change, only the vanilla planets that also use them do, and because each SE update generally only requires updating the planets and not the ore definitions, I believe the answer is no.

If you use this mod's ore definitions and it's for a custom planet it should be fine and stable for basically forever.

I can't guarantee Keen will never change ore definitions but they have never changed them yet so it's about as safe as is possible.
MadMax Nov 2 @ 1:06pm 
If I change mod planets to use your ire definitions, then will my changes get wipe out every time any mod in the dependency chain is updated?
DranKof  [author] Nov 1 @ 12:55am 
@Kaito I know, right? And ... oh look, incoming somewhat big update!

https://store.steampowered.com/news/app/244850/view/549001115675396046

:~D
Kaito Oct 31 @ 11:08am 
Found a backup, made the ore gen work on Linux. Updated the mod. God save me if I have to do this ever again.
Kaito Oct 31 @ 6:54am 
Boot Windows for the first time in years and the first thing it does is nuke the drive it's installed on. I'm probably not updating my mod any time soon.
Kaito Oct 31 @ 6:16am 
Don't need a new save.
VioletMoonProject Oct 31 @ 6:15am 
Do i need to start a new save to see the changes or will this update unbork an already running save?
DranKof  [author] Oct 31 @ 12:35am 
Kaito Oct 30 @ 7:12am 
Messing with PlanetDefs really makes me look forward to partial mods in SE2. God only knows why we never got xpath mods or anything like that in SE1.

I'll update my mod over the weekend.
DranKof  [author] Oct 29 @ 10:36pm 
v7.1.0 was released! Please let me know in case I missed anything or broke anything.

I'm using a brand-new deployment process that should make future updates automatically pull in all changes from vanilla, only making the minimal changes required for this mod to work. As such it's a little bit experimental but it passed my 4-planet depth/content/skybox tests as well as the anti-regression "food now works" test.

Let me know, and thanks!
DranKof  [author] Oct 29 @ 8:55pm 
It works: https://steamcommunity.com/sharedfiles/filedetails/?id=3596053271

Finish initial testing on two original vanilla planets and Triton and Pertam (they have had "special" exceptions with how they work) and food is spawning and ores are deep and more varied, as expected.

My new vanilla-patching process now just takes the vanilla planet files and injects the ore modes into them.

Assuming they don't completely bork the shape of the data (and I notice the new updates when they come out) this should ensure much quicker turnaround on updates!

Will hopefully be able to publish tonight, just waiting on one more test: I noticed that they've changed the way they do planet loading with the new format of the planet files -- I'm going to hop back in to test whether or not we still need to include the skyboxes with Pertam and Triton, if not we can reduce the size of the mod again back down to a fraction of its original size back to what it was before those two planets were added.
DranKof  [author] Oct 28 @ 4:54am 
Okay I think I am reproducing the problem. Kind of hard to test because the fruit plants start out without fruit it seems and mushrooms are kind of hard to find... I have a release candidate, need to do some testing. Will try to test it some tomorrow but it's a huge change in how I manage the defs so I will need to test across multiple planets to make sure I didn't bork any of them.
DranKof  [author] Oct 28 @ 2:56am 
On recent code changes to the game...

There were a lot of housekeeping changes on their end, things that will have no impact on the gameplay, but it completely destroyed the diff-tracking I have on the planetary files.

- SpawnsFromMeteorites/SpecularShininess/IsIndestructible/ParticleEffect and a whole bunch of other items that were the same as their default settings were removed from the definitions files, that's a good thing, less to have to track.
- As usual, they changed the ordering of the fields too; this time I've updated my scripts to alphabetize everything so this should no longer be an issue like it's been in the past
tamagotchii2003 Oct 27 @ 10:05pm 
10 lines of code fixes earth. biomes are overwritten currently
DranKof  [author] Oct 27 @ 4:20am 
It looks like the Apex update added a "ModExample" of the Planet Defs file. I'm going to be studying it to see whether or not it's a way to actually "mod" the planet defs rather than overwriting it like has been the case -- that may mean there will be easier/better compatibility but still uncertain. In any case will need some time to try different things out, no patch probably today or tomorrow.
DranKof  [author] Oct 26 @ 10:51am 
Hey just seeing this, my subscription to the thread seems to have expired. Sorry about that, will log in right now and see what new defs are missing from the planets.
tamagotchii2003 Oct 16 @ 12:35pm 
+1 Apex update please
Kaito Oct 5 @ 2:23pm 
Probably. DranKof is usually quite active here. Probably just busy.
Aquila27 Oct 5 @ 6:34am 
any idea from anyone if this mod will be updated with the Apex? Im still using it, only like stated before foraging for food is not possible. can only get those seeds from npc and unknown
Kaito Sep 29 @ 2:15am 
Yeah I find ice all the time
T-san Sep 28 @ 10:21pm 
Can anyone find any ice veins using this mod? I can no longer find any ice except for the lakes on earth planets.
Kaito Sep 15 @ 4:52am 
Gonna have to wait for DranKof. My mod just loads the defs from this one instead of duplicating them.
michi84o Sep 14 @ 11:08am 
Any planet mod that wasn't updated after September 8th 2025 will not work correctly with the new Apex Survival update.
I fixed the planet definitions for the Better Stone Edition of my Seams Fixed 2.0 mod.
https://steamcommunity.com/sharedfiles/filedetails/?id=3208490885
drey2112 Sep 14 @ 12:07am 
Not spawning for me either..
Ali Sep 13 @ 10:01pm 
this mod breaks the new apex survival update. causes planet plants unable to spawn
Nirrtix Aug 20 @ 7:25pm 
does anyone know of any real orbits maps that work well with better stone?
Kaito May 29 @ 11:36am 
Yeah some of the textures can be a little funny. Pyrite is my personal pet peeve. I just got used to it. Half the time I'm just pointing a PAM brick at it anyway.
Firefli May 29 @ 11:13am 
still working and been using this mod for years, only one complaint.. a few of the ores are hard to tell difference of say stone, like porphyry would be lovely in the future if you would add more colors to them or a way to make them pop a bit, but overall love the mod wont play se without it.
Mionikoi May 26 @ 10:37am 
Would love to see this work alongside some of AceTech's stuff. Still getting use to this along with Industrial Overhaul. Surviving alright (until the drones get me). Thank you for everything you have done!
DranKof  [author] Apr 12 @ 8:21pm 
@KailIzzraham Hi, just saw this,
- I haven't made any changes to the mod in over a year -- nothing ore-related in I think multiple years
- AFAIK Keen hasn't added any new resources
- If it's just one resource Keen probably hasn't changed anything else that could be related
- Not seeing any other reports of Galena being broken for anyone else

Yes I'm guessing it's something to do with the compatibility patch.
KailIzzraham Mar 29 @ 2:26pm 
@DranKof I messaged the maker of Better Resources and he was not sure if the patch for Better Stone and Better Resources had been updated lately. Could this be the reason that Galena no longer functions in game? When I rezzed in some Galena it was a round ball when dropped. It did not look like a boulder like all the other ores in game. Please let me know. I love using both mods together. Thanks. :)
Kaito Mar 29 @ 8:52am 
My gut tells me the compat patch is doing something funny with the blueprints.
KailIzzraham Mar 29 @ 2:29am 
@DranKof - I am not sure what my issue is, but for some reason I can not get Galena to go into any of the refineries (Basic, Regular or Industrial). I am using Better Resources, Better Stone and the patch for BR and BS to play nice with each other. Galena is the only one I am having problems with, and suggestions?
DranKof  [author] Mar 15 @ 10:24am 
@wayneofwilson If we're talking about modding vanilla planets to have lava, then yes that sounds like FAQ item #2 -- planet definition mods are incompatible between mods. If you're referring to custom planets then I'm not sure this mod is causing the conflict.
wayneofwilson Mar 10 @ 4:50pm 
It seems that this mod hates planet mods that add lava.
DranKof  [author] Mar 7 @ 4:47pm 
Yes, I think I did that for a newline-related reason...maybe...can't recall...

@Шёпот ануса
Probably no more updates (unless fixing something that's very broken)
Gunner76th Mar 5 @ 11:31pm 
Figured out the issue, there is an errant space in the name of the ores on this page in the list of what ores are under each name. Ingame it is (Fe,Ni) not (Fe, Ni)
Gunner76th Mar 5 @ 11:23pm 
what is the registered name of the ores in the game? I am trying to use a script that controls my nanobot drill to seek out and find ores, however I cannot get it to locate any ores using the names listed on this page (with and without the prefix and suffix parts).
stormzel Mar 1 @ 12:43pm 
Hi
good work with mod - "Better Resources" ?
and "Space Engineers 2125" ?

ps - some mod in my mod pack(~55mods) crashed game
Дрочегодный Feb 19 @ 6:01am 
@DranKof Hi! Will there be more updates for the mod?
jarhead Feb 12 @ 4:21pm 
missing resources (set to null)
jarhead Feb 12 @ 12:32pm 
CTD error

can't load crushed ore (and several other things of similar nature)
frank Dec 30, 2024 @ 2:31pm 
@tntingram88 if only people read the descriptions...
tntingram88 Dec 22, 2024 @ 3:10pm 
Does this work with Industrial Overhaul?