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-I am not aware of any changes that have happened that would make this mod no longer function.
-The mod just adds more options for the game to choose from when spawning ores; it does not increase the number or frequency of ores.
Sure thing, go ahead
This mod does not touch missions in any way. So, I can only assume your crash is caused by some other mod.
Starting a new round...
Mission: Mining Langbeinite
There's been talk of deposits of Langbeinite along the way from Arid Troma Fields to Arid Troma Beacon. Bring back 6 samples of Langbeinite to verify these claims. You are expected to hand over 33%.
Mission: Activate beacon
According to the onboard navigation system, there should be a run-down beacon station nearby. Getting it back online will make the passage easier for other vessels to traverse, and help colonies to spread further.
Game mode: Campaign
Submarine: Herring
Level seed: Arid Troma112Arid Troma130
Mission: Mining [resourcename1]
Mission: Activate beacon
Round started.
Saving banlist
Shutting down the server...
Could you please provide the previous version of the mod?
Anomalous ore spawning in ruins is intended. I'll fix the sulphurite typo next update.
error popped up when deconstructin anomalous ore, i assume because "sulputire shard" is mistyped?
As far as I know, the amount of minerals you find is unchanged.
There are some materials you couldn't get before in some biomes that you can get with this mod (e.g. titanium in the first biome), though these materials are generally rare in these biomes.
In vanilla, the vast majority of materials are obtainable in every biome; some materials just become a bit more common in some biomes with this mod.
So yes, the balance of the campaign is altered by this mod, but not in any extreme way.
As far as I know it should be absolutely fine to add mid-campaign.
At least that's what I did with my mod.
I also tried to make the ore item as <ItemContainer> that would give you oxygenite shards on interaction (like Alien generator gives you power cell without opening its interface). Don't exactly remember why I felt this solution unsufficient to me.
Yep, the OnImpact part of oxygenite/sulphurite shards indeed does not work anymore with this.
I'll try to see if there's any way to fix it, but chances are slim that I'll find one.
For me personally the loss of them exploding when thrown is a worthy sacrifice for being able to actually obtain them in reasonable amounts, but it is still definitely a shame.
I have to ask, what did you do with oxygenite shards? The problem is, if you make them attachable (that's how <LevelResource> work), they can no longer be thrown to make an explosion (status effect "OnImpact" stops working). Have you just ignored it, or there's solution for this that I've missed? Or that was simply fixed by the devs themselves?