Why this mod?
When I place ore miners, I have to avoid poor tiles because they deplete too early and mining setup will not be able to keep blue belts compressed. Long story short, I want to grant ore delivery for X hours to test my megabase. I calculate how much ore I need and what ore richness is required. Of course, I could add some miners for redundancy, but again: where and how much? I don’t want to examine thousands of tiles manually, just want to plop down a blueprint and go further. If I knew what part of ore field is suitable for me, I could move way faster.
What’s important:
- Simple way to turn on/off poor zone visualization, e.g. by shortcut or by button (it’s not necessary to be on the screen all the time).
- Threshold value can be changed in the middle of the game. Standard mod settings are ok.
- Poor zones should be clearly visible regardless of ore color, brightness, facture, sand/grass color and so on. There can be non-Vanilla ore fields.
- Mod should not restrict to place miners on the poor zone if player wants to.
What would be nice but not important:
- Different threshold levels for different ores.
Mod used for illustration: AAI Zones