Open Starstrider42 opened 10 years ago
This can be accomplished with the current version of Kethane, but it's a bit roundabout.
Kethane uses a plugin system for placing resource deposits on planets. The built-in generator (which places big polygonal blotches) is called LegacyResourceGenerator
and can be swapped out for any other generator type. The generator system is very flexible, which can make it a little tough to work with sometimes, but it definitely would support a plugin which places resources based on biomes.
If you're not a coder, you might try bringing this to the Add-on Requests and Support forum. It's a fairly simple undertaking compared to most modding projects. I don't currently have the time to attend to it myself, but I'll leave this issue open in case I find myself working on generators again.
Posted on the forums. Thanks for the advice!
FYI: Kethane now has CellularResourceGenerator
which makes it much, much easier to write something like this.
I'm surprised I wasn't able to find an existing issue on this, but here goes:
The one feature I feel is really missing from Kethane (even more so than scanning on inactive vessels) is letting the density/richness of resource deposits be configurable on a per-biome basis rather than just a per-planet basis. This may not be so important for mining kethane itself, with its universal geology, but it would add a nice element to other mods that use the Kethane interface. For example, the Kethane extension that adds water could be made much more likely to find ice at the Mun's poles than at the equator.
Compatibility with Custom Biomes would, of course, be a plus.