Space Exploration - Mod Resource Spawner


Resources added by mods don't spawn on Space Exploration's planets. This fixes that... but at what cost?

Tweaks
23 days ago
2.0
30
Environment

g Implimenting on populated surfaces

a month ago

It seems impractical to remove the multiple rockets full of stuff I have sent to planets, and the much more I've made since I got there. And SE doesn't let you delete surfaces unless they are completely empty - I'm not even sure I have the tech to suicide the last structures.

Are you aware of any mods which override the achievements voiding when going into console? Blueprint and paste in editor mode would be sufficient for me - I'd lose contents of chests but not the bases.

a month ago
(updated a month ago)

Or, is there some way that I could use this to manually update 4 surfaces?

This would be ideal actually.

If you could talk me through how I could do this - I can extract the surface names from the editor if you can give me a command line I can use to trigger a manual update on just those surfaces.

a month ago

It looks like adding a way to update existing surfaces might be easier than I expected, so... well, still no guarantees, but I'm looking into it.

a month ago

Thank you. For trying, and for the mod. I'll always critique things I think are broken/unbalanced etc. but never let that overshadow that I know you are doing all this as a favor for us, and I am grateful for your efforts.

30 days ago

There you go.

29 days ago
(updated 29 days ago)

Thank you.

It is mostly working. There is a problem with it but I can't exactly tell you how I made it happen. The most probable triggers were either

1) Running the command on multiple surfaces in quick succession.

2) Trimming the surface and re scanning it.

The symptom is that one of my moons has only generated new resources on approximate the right half (not exactly half).

Is there any danger in re-running the command? If so I can load my safety save after blueprinting my progress and run the commands again with a larger gap between them.

29 days ago

1) Running the command on multiple surfaces in quick succession.

Shouldn't really make a difference other than increasing lag. There's no maintained state involved that having multiple going at once would impact; each chunk ends up handled the same way no matter what. Unless one usage of the command interrupts another when it's doing the chunk request loop, but I wouldn't have thought they would do that. (Also, that part runs very fast.)

2) Trimming the surface and re scanning it.

This, on the other hand... did you trim the surface before or after running the command? Because if you trim a surface after the new resources are generated, it's expected that they won't come back (and mentioned in the mod description). Trimming the surface before running the command should not have any negative impact.

Is there any danger in re-running the command? If so I can load my safety save after blueprinting my progress and run the commands again with a larger gap between them.

Nothing it does carries between saves, so if your safety save is before running it then it should work just fine. If it's after running it, then it won't let you run it again.

29 days ago

it's expected that they won't come back (and mentioned in the mod description). Trimming the surface before running the command should not have any negative impact.

So I did read the page in its entirety, yet I somehow missed this. I can only assume that I somehow trimmed it while it was in the process of adding the new resources, deleting some of them and found the rest when I rescanned it.

Either way, I blueprinted my 6 hours of base construction, loaded my safety save, and trimmed AND THEN ran the command on the existing surfaces. Seems to be all good.

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