Dredgeworks

by Kubius

Ore patches now spill over into the sea as submerged variants. Dredge them up with new floating hardware, and build deeper into the blue with water-placeable refined concrete.

Content
a day ago
1.1 - 2.0
7.37K
Logistics Environment Mining

g [Added] Disabling a specific underwater ore

2 months ago

Hey!

I'm prototyping something and had dredgeworks enabled, but it spawned an underwater version for an ore where the concept does not work under water, because it would just dissolve. Can I add compat by blacklisting this one planet from your generation from my side?

2 months ago

There isn't currently support for this; I'll be adding it as quickly as possible.

2 months ago

Added. You can now individually exclude resources from the submersion process with their name string, i.e.

do_not_submerge["copper-ore"] = true

When set in the data phase, the ore submersion in data-updates should skip specified ores.

2 months ago

That was fast. I'm not that good with modding yet, can you give me a full example on what I'm supposed to write and where?

2 months ago

The simplest way is putting the line

do_not_submerge["name-of-your-ore"] = true

in the data.lua file in the top level of your mod, with name-of-your-ore substituted with the actual name you set in code.

do_not_submerge is a table created by Dredgeworks; when Dredgeworks starts creating the submerged version of an ore, it checks if there's any nonzero value (like 'true') in the key ('name', seen above in the [] brackets) that corresponds to the name of the ore being considered for submersion, and skips it if that's the case.

Additionally, it's probably best to add add "? dredgeworks >= 0.7.4" to make it an optional dependency in your mod info file (info.json, also in that same folder) to ensure that do_not_submerge exists at the time you modify it.

2 months ago

Thank you very much.

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