Resources ReSourced

    Resources ReSourced 0.9.3 - Bussard

    • 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
    • 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
    • Fixed a very silly config parsing issue
    • Fixed log spam from passive resource update cycle.