Yeah sorry. The game only supports 12 texture slots for terrain and 4 for resources. 0-11 ... ground textures 12-15 ... resource textures. /jmc
Looks like this: edited in savegame templates / planet / playfield.yaml ### Resource Deposits RandomResources: - Name: IronResource IsScalingCount: True CountMinMax: [ 3, 5 ] SizeMinMax: [ 8, 13 ] DepthMinMax: [ 5, 10 ] DroneProb: 0.3 MaxDroneCount: 1 - Name: SiliconResource IsScalingCount: True CountMinMax: [ 3, 5 ] SizeMinMax: [ 8, 9 ] DepthMinMax: [ 5, 10 ] DroneProb: 0.4 - Name: CobaltResource IsScalingCount: True CountMinMax: [ 2, 3 ] SizeMinMax: [ 5, 6 ] DepthMinMax: [ 5, 10 ] DroneProb: 0.7 MaxDroneCount: 1 - Name: MagnesiumResource IsScalingCount: True CountMinMax: [ 2, 3 ] SizeMinMax: [ 3, 4 ] DepthMinMax: [ 5, 10 ] DroneProb: 0.7 MaxDroneCount: 1 - Name: PromethiumResource IsScalingCount: True CountMinMax: [ 2, 4 ] SizeMinMax: [ 3, 6 ] DepthMinMax: [ 5, 10 ] DroneProb: 0.7 MaxDroneCount: 1 DistTypeCylinder: MaxRadius: 8 YVariance: 10 - Name: PentaxidResource IsScalingCount: True CountMinMax: [ 4, 5 ] SizeMinMax: [ 2, 3 ] DepthMinMax: [ 5, 10 ] DroneProb: 0.6 MaxDroneCount: 2 DistTypeCylinder: MaxRadius: 5 YVariance: 10 - Name: NeodymiumResource CountMinMax: [ 4, 6 ] IsScalingCount: True SizeMinMax: [ 7, 9 ] DepthMinMax: [ 10, 15 ] DroneProb: 0.6 - Name: SathiumResource CountMinMax: [ 3, 4 ] IsScalingCount: True SizeMinMax: [ 3, 6 ] DepthMinMax: [ 15, 20 ] DroneProb: 0.3 - Name: ErestrumResource IsScalingCount: True CountMinMax: [ 5, 6 ] SizeMinMax: [ 8, 11 ] DepthMinMax: [ 0, 5 ] DroneProb: 1 MaxDroneCount: 4 DistTypeCylinder: MaxRadius: 10 YVariance: 15 - Name: ZascosiumResource IsScalingCount: True CountMinMax: [ 2, 3 ] SizeMinMax: [ 5, 6 ] DepthMinMax: [ 0, 5 ] DroneProb: 0.9 MaxDroneCount: 4 DistTypeCylinder: MaxRadius: 15 YVariance: 10 - Name: GoldResource IsScalingCount: True CountMinMax: [ 1, 3 ] SizeMinMax: [ 7, 11 ] DepthMinMax: [ 5, 10 ] DroneProb: 1 MaxDroneCount: 3 DistTypeCylinder: MaxRadius: 13 YVariance: 10
TY I will give it a try..and make sure to back up the file before doing so cause my luck = bad and all that.
No, I tested with 'Lava', that should be the planet as far as i know. MoonLava is further below. But the principle stays the same anyway. SelectionCriteria and TextureSetup can make it really hard to integrate multiple biomes from very different planets into one. /jmc
Maybe you should also add the associated asteroids, like this : ### Resource Asteroids AsteroidResources: - Name: IronResource Threshold: 0.2 Amount: 0.2 - Name: SiliconResource Threshold: 0.2 Amount: 0.2 - Name: CobaltResource Threshold: 0.2 Amount: 0.2 - Name: MagnesiumResource Threshold: 0.2 Amount: 0.2 - Name: PromethiumResource Threshold: 0.2 Amount: 0.2 - Name: PentaxidResource Threshold: 0.2 Amount: 0.2 - Name: NeodymiumResource Threshold: 0.2 Amount: 0.2 - Name: SathiumResource Threshold: 0.2 Amount: 0.2 - Name: ErestrumResource Threshold: 0.2 Amount: 0.2 - Name: ZascosiumResource Threshold: 0.2 Amount: 0.2 - Name: GoldResource Threshold: 0.1 Amount: 0.2
but why it works with more than 4 resources on a planet? They should definitely change the number of useable textures
For clarity, I am not getting anything under "Biome Occurence" when adding something new to the random resources on the starter planet. Is this normal? The main resources allows to choose the biomes you want them to spawn in.
You can decide if resources appear in certain biome or randomly somewhere if you copy paste my Settings, then you use randomly somewhere and the amount is normal or just look at other planets playfield.yaml how they are edited
If you add more than 4 different resources, the game applias a 'generic' resource texture to the other resources. /jmc
It still looks like a resource texture, but grey-blueish veins similar to iron, if i remember correctly. I had that happen to me for Erestrum once, I guess. Wondered why it was that way, until I asked the devs. /jmc
Is that is the TemperateStarter.yaml? mine is blank, same with all the fields under General Characteristics and Biomes. the Ressources (the biome section is empty), POIs and Creature tabs are filled with info.
I tried that first, it did nothing for a new game. I created a separate thread when it failed then came here hoping someone would answer.
Imagine each ground voxel as a cube, you can apply two top texture slots and two side texture slots max, and occurence probability / mix. And here you can mix two textures. The third one is if a POI get's placed on that texure slot, you can assign it an extra/different texture below the POI. /jmc