Resources ReSourced

    Resources ReSourced 0.9.2c - Bussard

    In order to attempt to alleviate issues with persistence/matching failures on unloaded harvesting, passive resource harvesters (Magmatic Extractors and Vapor Siphons) now function on a per-entity basis. Hopefully this update marks the end of the persistence issues that have plagued the mod since the beginning, but... I don't have much hope at this point, to be honest. If it's not... well, I will keep on with trying to fix it in the next builds.

    Per these new changes, adding more Magmatic Extractors or Vapor Siphons to a single entity does not boost output, it simply splits the output per extractor by dividing by the number of extractors of the same type on the entity (including disabled ones). This is not advised. For the foreseeable future I will be designing the mod with the expectation of only one extractor block per station or planet plate, and later versions of RRS may directly purge excess extractor blocks from entities completely, leaving only one. For these reasons, I'd advise only using one to begin with.

    Other features and fixes:
    • RRS extractors should now be automatically removed from ships upon placement or loading.
      -While I understand the appeal of extractors on ships, the internal mechanics of passive extractors simply did not accommodate moving entities properly and would've created orphaned 'phantom' extractor records that couldn't be easily removed or prevented. In later update, there may be alternative, active harvesting options for ships to draw resources from passive sources.
    • The faction Mining Bonus mechanics now apply to passive resource harvesting.
      - This bonus is applied the same as in vanilla mining, on a per-extractor basis. It does not affect the base output of resource sources themselves, only the amount of items generated by extractor blocks.
    • Capsule Refineries now refine passively-obtained resources Anbaric, Thermyn, and Parsyne at lower efficiency (to compensate)
      -May be changed in the future.
    • Passive resource sources now generate significantly less resources. (This is also to compensate for the dramatic increase offered by mining bonus)
    • RRS blocks should have basic shop prices now.
      -I added these by seemingly the same method before, but reverted it as there was no apparent effect... not sure why this didn't work previously.
    • RRS resource capsules and resources should no longer look super janky when placed.
      -They now copy the properties of vanilla capsules, and look identical to them. Textures may change eventually...
    • Fixed gas giants spawning in the same sector as terrestrial planets (may inadvertently relocate some or all gas giants in a few systems)
      EDIT: Did not actually fix. Had to revert change.
    • Fixed RRS factories not being accessible in build mode
    • "Fix" for unspawnable blueprint issue. I now suspect that this is StarLoader related and not something I can practically fix, but at the very least there is a semi-fix provided in RRS now. If you encounter a blueprint that is completely full but the "spawn" button is still disabled, simply exit and rejoin the game, and you should at least be able to attempt a blueprint spawn and get most of your items back.
      -
    • Added a bit of code to migrate unloaded extractors in case a resource source (gas giant, star, planet, etc.) gets its internal data changed by some RRS generation update. Should reduce the need to reload/unload extractors under odd circumstances to get them to generate materials again.
    No new content/features with this patch. Just another attempt to fix desynch bugs by removing global state variables (i.e. recorded information that may accidentally get "stuck" and pass between galaxies or other procedural constructs depending on load order) from the mod's galaxy generation tech and replacing them with per-galaxy/per-system/per-zone information. Hopefully scanners and multiplayer generation inconsistency should be fixed, but unfortunately there are likely more issues to sort out.

    Also, clients that were getting ArrayOutOfBoundsExceptions on join may no longer encounter those issues. Other problems will probably appear though, as StarLoader does not appear to properly maintain block configuration consistency. I'll have to look into this more as well.

    As always, report any new bugs.

    WARNING: Your galaxies' zone names will be changed, and RRS features (zones, gas giants, etc.) may be rearranged. I attempted to avoid this and I apologize if it does happen, but I can't guarantee that it won't.
    This version introduces a new map system. Rather than a spiderweb of lines, Resource Zones are displayed as rings around their principal star. Mousing over the star or focusing on any contained system on the map will display an indicator around all star systems in the Zone. Clicking on a zone ring will "pin" the zone. Clicking elsewhere will unpin it.

    This map system is made possible by IR0NSIGHT's MapMarkerUtils library. Thanks a lot!



    🐞BUG: NPC territory boxes will prevent gas giant icons within them from being visible. This seems to be an issue inherent to StarLoader map drawer systems. To see gas giants in NPC territory, simply disable faction territory display in the map GUI panel.

    OTHER CHANGES:
    • Added a few more zone adjectives/name possibilities
    • Potentially fixed some generation determinism issues
    • Fixed a persistence bug wherein any resource sources in use would be reset upon loading/generation (sources will now only reset if resource types at that sector change)
    • Fixed issue with overtaxed passive resource sources never assigning resources to extractor profiles
    After this (and any associated hotfixes) I hope to finally begin work on getting shop prices and inventory in line with RRS's zones. The plan is for things made with local resources to be cheaper and more plentiful, while things made with foreign resources are more expensive and uncommon.

    In the farther future, the positioning of shops (and other non-player stations) may be changed as well, as part of another planned mechanic wherein each star system gains a 'subtype', such as "local trade hub", "mining center", "industrial center", "undeveloped", and more.
    Old factories and manufacturing materials (Paints, hardeners) will now appear properly in shops and the Creative Mode inventory. Costs may need balancing, but that's a story for another day...
    Reverted most of previous build's changes, except for the mod recipe and circuitry recipe fix. Unknown and nigh-untraceable map error on the Skies of Eden server forced this temporary revert in order to maintain a functional gameplay experience.
    • Recipe translator now properly pulls other mods' blocks for recipe addition
    • Standard circuitry is no longer insanely expensive
    • Added error logging to help track down the infamous "Asteroid machine broke" error
    • Fixed some sus static variables that could theoretically cause inconsistent behavior
    Fixed an issue where blueprint metaitems didn't work and would instead spit out all of their contained Components as dropped items.

    Anti-exploit blueprint metaitem validation would try to compare the component list in the blueprint with the block list in the catalog, which caused problems. Blueprints in catalog will now be updated to list Components whenever a BP metaitem is received, so spawn attempts will pass the validation step.
    Fix for asteroid type selection being heavily skewed towards random off-types. Asteroid types outside of certain zone classes should make more sense now.
    Having a live testing environment on SoE feeding me information live has been extremely valuable. Big thanks to everyone involved with the project, also go check out the server if you get the chance. It's where all the cool people are! Anyhow, another set of emergency fixes:
    • As it turns out, previous hotfix DID accidentally disable asteroids, and for no reason - the problem it was designed to prevent was impossible anyway (also it may or may not have partially been the result of a typo)
    • Blueprint ingredient lists no longer "decay" down the manufacturing chain every time they get reloaded; no more raw resources or capsules or removed vanilla items or other nonsense in your blueprint reqs
    • Another attempt to fix NPC-shop prices. Didn't work on my end, but your mileage may vary.
    • Contrary to the name, version 0.3c does NOT fix the bug wherein gas giants can occasionally catapult you at 0.3 times the speed of light. That physics bug will elude me until the end of time, I think. :P