The prices of items for purchase in zones now vary depending on the system's resource score. The higher the score, the lower the price. This does not affect the price at which the shops will buy items from players.
Updated versioning scheme to something that actually makes sense \o/
Updated extractors to event-based system rather than constant updating on an interval. (experimental change)
Nerfed extractor base rate (and rate addition per enhancer) to 0.01 resource per second.
Added 24 Macetine Magnetic Rails to Factory Enhancer recipe. One per piston on the texture! :D
Doubled capsule cost of Ferron Resonant Circuitry.
(Recipe changes will cause existing blueprint metaitems to be invalid and return all your resources when spawning is attempted - sorry for the inconvenience!)
Fixed Astrometric Scanner tool icon being the wrong chamber type
Added a number of internal events for interoperability with other mods, including a RecipeAddEvent for adding custom RRS recipes to modded blocks. (Can provide more details upon request.
Passive resource harvesting locations will now recalculate their production:harvest ratio before every save to disk. This should resolve situations where bugs can cause phantom extraction power to be applied permanently and reduce the real resource output of extractors.
Asteroid generation now respects star system resource density scores. Provided all spawning conditions (distance from star, zone type, etc) are met, an asteroid is more likely to spawn as a rare resource type if the resource density score of the system is higher.
Recalibrated zone sizing mechanics
Tweaked some default config numbers and value names
Extractors now take Mining Bonus chambers into account
Base passive extraction rate is now 0.1 resource items per second, making enhancers more useful
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