Resources ReSourced

    Resources ReSourced 0.9.2c - Bussard

    • Integrated IR0NSIGHT 's Glossar library for an in-game glossary containing basic info on RRS. Information may be incomplete or contain typos/formatting errors for now; will add/fix things in later patches.
    • Implemented temporary workaround that may fix issues with extractors "capping out" and ceasing to collect resources while having plenty of storage space remaining. Still unsure as to root cause.
    • some internal cleanup; should not affect functionality
    Further patches will very probably be necessary after testing; please inform me ( Ithirahad ) of any new issues.
    • Fixed a dangling record issue that made it really annoying to try to read the persistence file manually for debugging
    • Covered some strange edge cases in extractor logic
    • Some internal cleanup
    • (hopefully?) Fixed extractors not updating their capacity correctly once running
    • Placeholder blocks for extractor recipes are no longer placeable
    • Extractors now work properly with factory enhancers again, sorry about that!
    • Reworked some recipes to reduce metal/crystal needs somewhat
    • Removed refinery recipes to break down crystal blocks (use the Block Disassembler on these if you need their constituent materials)
    Rearranged a bit of extractor code to get better logging on an error with resource well reloads, and maybe even fixed it already
    • Fixed invisible(?) far LoD on RRS capsules
    • Significantly increased Macetine byproduct yield from refining rare resources
    • Significantly reduced Metal Mesh costs for Metal Mesh and Metal Frame due to extremely widespread use in recipes
    Note: An unfortunate consequence of updating block recipes is that old blueprints will fail to spawn, and instead release their stored resources into space. Picking up these resources will allow you to put them in a new blueprint, which will match modern recipes and spawn successfully. This is not a 'bug' per se, but an unintended result of how RRS creates component-based blueprints.
    🛈 This version was built on StarMade version v0.203.106 and later. As of the time of release, that is a development build. It is unknown if this version will work on previous release builds.

    Good(?) news everyone: The Trading Guild just got greedier. yaaaaay...

    Resources ReSourced v0.5 introduces new pricing mechanics. The prices of each item will vary throughout the universe based on resource availability.
    • Shops in the "Galactic Barrens" - that is, outside of any resource zone - will have higher sale prices to players, and lower sell prices to the shop. There is comparatively little demand in these celestial backwaters, and moving inventory out there is a great expense to the Guild. Therefore that cost must be passed on to clients, or so they claim.
    • Shops in the Galactic Core will charge a moderate premium, and give somewhat lower offers than 'fair market value' for player-sold goods - not nearly as bad as in the barrens, though.
    • Shops in other resource zones will have discounted prices based on how much of the native special resource is included in the manufacture of that block. They also have the lowest overall markup on sale prices. However, they will charge a premium per capsule of "foreign" resource required. Consequently, you will find that you can sell items which require large amounts of foreign rare resources at shops in resource zones for a considerable profit.
    TL;DR: All blocks and items are more expensive in the galactic barrens. They are somewhat less expensive in the core region. They are especially cheap in resource zones that contain the stuff used to manufacture them.

    Also, the trading guild are greedy bastards and set massive 50% markups over the standard value on their sale price out in the barrens. It's not as bad in resource zones, though. (10% plus import fees, minus local discount)


    The new shop pricing should make freighters and cargo-hauling gameplay more viable, as any manufactured resources you want to sell will likely be most profitable in specific parts of the galaxy. You also have the option of simply buying in one region and selling in another (or in the galactic core) to turn a profit without running your own manufacturing base.

    ...Just watch out for those pesky player pirates!

    🛈 Unfortunately, these changes are only guaranteed to work with stick shops. NPCs, the Trade Network system, and random Trading Guild stations' pricing will likely be unaffected. I will work on this for subsequent patches.

    The v0.5 release also includes an internal rework of extractor functionality. Rather than independent virtual objects representing each extractor station or planet plate, passive resource sources now simply keep a list of extractor records that can be updated over time and then matched back up to physical entities on load. This system should not be as liable to random unloaded extractor disconnections, and should also be easier to maintain and diagnose should more problems and bugs arise.

    You will need to load all of your extractor stations/planets/etc. in order to subscribe them to the new system and let them start collecting resources again (provided the new version didn't accidentally turn them into some other block), but otherwise the gameplay functionality should be unchanged.

    -

    The location-based shop pricing system was the final major core feature for Resources ReSourced.

    Consequently, I will likely be adding proper block icons and the personal weapons factory in minor patches to come, and then slowing development on the mod. Any further updates before v1.0 will be focused primarily on bug fixing, balance, stability, and polishing the existing feature set. The other major goal for RRS moving forward is to create a proper wiki for the mod that explains all of its features in detail.

    This is primarily because I have now checked all of the major boxes I had set internally for basic RRS features. All of the non-completed major features that remain, such as advanced fog-of-war and exploration mechanics, per-system generation variation within zones, AI faction resource management revamps, and better VFX for gas giants and extractors, are relatively low-value for long term gameplay and also push the boundaries of StarMade as a game far more than what I have already implemented in the mod as of today.
    While I plan to work on all of those features as time goes on, it will be lower-priority as I also have another StarMade project of far greater gameplay value on the horizon...

    In the meantime, thanks once again for testing Resources ReSourced. Developing this thing has been, and continues to be, a journey and a learning experience for me as a player and as a programmer. I hope you all enjoy the mod and what it brings to StarMade.

    -Ithirahad Ivrar'kiim

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    Minor Fixes/Changes:
    • (Hopefully) Prevented extractors from overflowing. Make sure that your Vapor Siphons and Magmatic Extractors have enough cargo attached to THEM (not linked storages; RRS can't detect those) in order to not lose the resources they gained when unloaded.
    • Disabled factories on asteroids due to StarMade error (will reenable in the future if fixed)
    • Disabled extractors on ships (fundamental technical problems; may create active extractor rays later)
    • Fixed capsules being placed into the 'Decorative non-cubic' category as opposed to manufacturing
    • Fixed extractor placeholder items having negative volumes (normally unobtainable, but still can create problems)
    • Fixed an internal function bug that may have been causing numerous universe issues, including inconsistent galaxy generation and server universe desync under certain circumstances
    Coloured rocks and their carved counterparts should now be fully compatible with RRS factories. Also a bit of internal cleanup on extractor logic, but unless that by chance fixes the mysterious issues with extractor persistence, it shouldn't have any actual effect ingame.
    Capsules will no longer be craftable in the Block Assembler from basic resources. Also reverted gas-planet placement fix that didn't actually fix gas planet placement (in some cases creating worse issues). Will explore this further at a later date.

    There is also some debug information for a mysterious bug that was plaguing the SoE server. If either of those debug messages shows up, please notify me (Ithirahad) of the occurrence and the context/situation which triggered it.
    I somehow managed to confuse an inventory icon ID with a block ID. Nice job, me. :|