Resources ReSourced

    Resources ReSourced 0.9.2c - Bussard

    • 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.
    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