Space Engineers

Space Engineers

Better Stone v7.1.0
1,481 条留言
DranKof  [作者] 11 月 3 日 下午 5:15 
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 11 月 3 日 上午 10:25 
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  [作者] 11 月 3 日 上午 7:12 
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 11 月 2 日 下午 1:06 
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  [作者] 11 月 1 日 上午 12:55 
@Kaito I know, right? And ... oh look, incoming somewhat big update!

https://proxy.yuanyoumao.com/news/app/244850/view/549001115675396046

:~D
Kaito 10 月 31 日 上午 11:08 
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 10 月 31 日 上午 6:54 
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 10 月 31 日 上午 6:16 
Don't need a new save.
VioletMoonProject 10 月 31 日 上午 6:15 
Do i need to start a new save to see the changes or will this update unbork an already running save?
DranKof  [作者] 10 月 31 日 上午 12:35 
Kaito 10 月 30 日 上午 7:12 
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  [作者] 10 月 29 日 下午 10:36 
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  [作者] 10 月 29 日 下午 8:55 
It works: https://steamcommunity.yuanyoumao.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  [作者] 10 月 28 日 上午 4:54 
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  [作者] 10 月 28 日 上午 2:56 
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 10 月 27 日 下午 10:05 
10 lines of code fixes earth. biomes are overwritten currently
DranKof  [作者] 10 月 27 日 上午 4:20 
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  [作者] 10 月 26 日 上午 10:51 
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 10 月 16 日 下午 12:35 
+1 Apex update please
Kaito 10 月 5 日 下午 2:23 
Probably. DranKof is usually quite active here. Probably just busy.
Aquila27 10 月 5 日 上午 6:34 
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 9 月 29 日 上午 2:15 
Yeah I find ice all the time
T-san 9 月 28 日 下午 10:21 
Can anyone find any ice veins using this mod? I can no longer find any ice except for the lakes on earth planets.
Kaito 9 月 15 日 上午 4:52 
Gonna have to wait for DranKof. My mod just loads the defs from this one instead of duplicating them.
michi84o 9 月 14 日 上午 11:08 
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.yuanyoumao.com/sharedfiles/filedetails/?id=3208490885
drey2112 9 月 14 日 上午 12:07 
Not spawning for me either..
Ali 9 月 13 日 下午 10:01 
this mod breaks the new apex survival update. causes planet plants unable to spawn
Nirrtix 8 月 20 日 下午 7:25 
does anyone know of any real orbits maps that work well with better stone?
Kaito 5 月 29 日 上午 11:36 
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 5 月 29 日 上午 11:13 
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 5 月 26 日 上午 10:37 
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  [作者] 4 月 12 日 下午 8:21 
@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 3 月 29 日 下午 2:26 
@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 3 月 29 日 上午 8:52 
My gut tells me the compat patch is doing something funny with the blueprints.
KailIzzraham 3 月 29 日 上午 2:29 
@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  [作者] 3 月 15 日 上午 10:24 
@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 3 月 10 日 下午 4:50 
It seems that this mod hates planet mods that add lava.
DranKof  [作者] 3 月 7 日 下午 4:47 
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 3 月 5 日 下午 11:31 
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 3 月 5 日 下午 11:23 
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 3 月 1 日 下午 12:43 
Hi
good work with mod - "Better Resources" ?
and "Space Engineers 2125" ?

ps - some mod in my mod pack(~55mods) crashed game
JR45 -> Jack 3.5 2 月 19 日 上午 6:01 
@DranKof Hi! Will there be more updates for the mod?
jarhead 2 月 12 日 下午 4:21 
missing resources (set to null)
jarhead 2 月 12 日 下午 12:32 
CTD error

can't load crushed ore (and several other things of similar nature)
frank 2024 年 12 月 30 日 下午 2:31 
@tntingram88 if only people read the descriptions...
tntingram88 2024 年 12 月 22 日 下午 3:10 
Does this work with Industrial Overhaul?
PapaDarkz 2024 年 12 月 8 日 下午 1:08 
ore spawn can mine them but Refinery isn't accepting ores added it to the top of list still no change any way to fix this as really wanna keep it in my server
DranKof  [作者] 2024 年 11 月 23 日 上午 8:43 
Cool! Yeah, awesome work! Added a link into the "spinoff mods" section!
michi84o 2024 年 11 月 18 日 下午 5:31 
Done! That took way longer than expected. I hope I did this mod justice and didn't screw up the balancing. That linked Excel spreadsheet looks like a lot of work went into Better Stone.
https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3368343385
Tarax00 2024 年 11 月 17 日 下午 12:55 
Awesome, keep up the good work!!