Resources ReSourced

    Resources ReSourced 0.9.7 - Bussard

    Some quick tweaks before servers and people start using this...
    • Fixed major resource zones being too large
    • Fixed zones not respecting internal size modifiers
    • adjusted some config defaults (recommend deleting moddata and letting the configs regenerate)
    The "Microcosm" update brings a community-requested feature along with various tweaks.
    • Added Minor Resource Zones. These small pockets of stars host rare resources just like their larger cousins, making more areas of the galaxy valuable to control. Minor Zones and indicated on your galaxy map by smaller circles around their principal star.
    • Vapor Siphons and Magmatic Extractors now require 2k Factory Enhancers per resource per second. This change is made so that fully-capable extractor stations are no longer "free" throwaway assets throughout all gameplay levels, and have a tangible cost associated with them.
    • Changed Astrometric Scanner information display to show resources available per hour rather than per second
    • Adjusted Astrometric Scanner hotbar tool to use the correct chamber icon
    • Improved some zone and system flavour text in Astrometric Scanner
    • Internally reorganized zone generation systems.
      (Unfortunately, the restructuring and internal changes to add minor zones also change how RRS's RNG system works, meaning that the "Microcosm" update reshuffles the location of existing resource sources in the galaxy. This should be the last time this has to happen for a long time.)
    • Added configurable limit for the maximum number of stars in a zone
    • Added Y-axis limits to the zone generation star gathering routine. Zones will no longer be full columns in the vertical axis, but rather different parts of a zone have height limits. This improves the shape and size of the new mini-zones as well as provides forwards compatibility with things such as galaxy shape mods.
    • Resource zones now encompass void systems as well as stars. No zone type includes actual resources in voids (yet), but this makes map navigation easier and paves the way for future features...

    As always, thank you all for playing with - and putting up with all the changes in - Resources ReSourced. It's been a bit of a rough ride, but there probably won't be any more major zone-shifting changes for the foreseeable future.

    Instead, be on the lookout for interesting new features coming to resource zones near you, soon(tm). I need to focus my efforts on the Bastion Initiative and other projects for now, but there is much work yet to be done making the RRS galaxy a more varied and interesting place to play StarMade.

    NOTE: THIS VERSION WILL WIPE PERSISTENCE. You will need to visit your extractor sectors so that they begin extracting again. My apologies for this, but the persistence format needed some changes in order to be able to fix the long-running bug wherein extractors do not gather as much as intended for unknown and inconsistent reasons.

    • Improved debugging/admin tools
    • Patched a potential source of nullpointer errors associated with extractor sites
    • Improved persistence -> current game session merger and fixed some potential bugs
    • Backend improvements
    There will likely be a minor feature and balance update later today or tomorrow. (Not all nerfs this time!) Thanks for your patience.
    • 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.
    • Fixed Factory Enhancer recipe issue
    • probably fixed an extractor calculation bug
    • 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.
    • Fixed ice not having a recipe like other terrain blocks
    • Altered recipes for plant-based terrain blocks to use Floral Protomaterial
    • Based on findings on the SoE server, total resource costs have been increased across the board.
      • Thermyn now refines to capsules at a 1:1 ratio (down from 1:2)
      • Aegium and Ferron now refine to capsules at a 1:5 ratio (down from 1:10)
      • Special resource capsule costs for components have been increased somewhat (may be further increased in the future)
      • Aegium Field Emitters now use Crystal Composite rather than Metal Mesh, offsetting the extreme disparity in common resource requirements somewhat
      • Crystal asteroids are less common, reflecting the higher need for Metal Mesh than Crystal Composite
    • Potentially fixed a minor bug where frozen asteroid colours were unintentionally locked with their ore type
    • A bug that caused the mining chamber bonus to be ignored by extractors has been fixed.
    • 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.
    • Potential nullpointer fix