- 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.
- Improved Glossar in-game wiki info
- 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
- Eliminated several sources of game log spamming
Smaller update, mostly housekeeping and balancing plus some minor features.
- Updated particle system to support new versions (thanks JakeV )
- Overhauled passive extraction system backend (thanks IR0NSIGHT )
- Prospecting Scanner information is now "per second" rather than "per cycle", as the new extraction system's resource generation tracking is update cycle-independent.
- Implemented star system-wide "resource density score" modifier for passive resource sources. This information is available via the Astrometric Scanner and affects passive sources only for now. (will apply to asteroids & shops later)
- Added more variation to passive source yields (configurable)
- Rebalanced default values (reduced zone size, updated base passive resource output ranges to account for new systems)
- Modified some recipes to utilize underused resources
- Reduced refining ratio of Anbaric and Parsyne resources due to high availability and relatively low demand (configurable)
- Added more config values to customize these functions