Resources ReSourced

    Resources ReSourced 0.9.7 - Bussard

    • 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
    • Integrated IR0NSIGHT 's Glossar library for an in-game glossary containing basic info on RRS. Information may be incomplete or contain typos/formatting errors for now; will add/fix things in later patches.
    • Implemented temporary workaround that may fix issues with extractors "capping out" and ceasing to collect resources while having plenty of storage space remaining. Still unsure as to root cause.
    • some internal cleanup; should not affect functionality
    Further patches will very probably be necessary after testing; please inform me ( Ithirahad ) of any new issues.
    • Fixed a dangling record issue that made it really annoying to try to read the persistence file manually for debugging
    • Covered some strange edge cases in extractor logic
    • Some internal cleanup
    • (hopefully?) Fixed extractors not updating their capacity correctly once running
    • Placeholder blocks for extractor recipes are no longer placeable
    • Extractors now work properly with factory enhancers again, sorry about that!
    • Reworked some recipes to reduce metal/crystal needs somewhat
    • Removed refinery recipes to break down crystal blocks (use the Block Disassembler on these if you need their constituent materials)
    Rearranged a bit of extractor code to get better logging on an error with resource well reloads, and maybe even fixed it already
    • Fixed invisible(?) far LoD on RRS capsules
    • Significantly increased Macetine byproduct yield from refining rare resources
    • Significantly reduced Metal Mesh costs for Metal Mesh and Metal Frame due to extremely widespread use in recipes
    Note: An unfortunate consequence of updating block recipes is that old blueprints will fail to spawn, and instead release their stored resources into space. Picking up these resources will allow you to put them in a new blueprint, which will match modern recipes and spawn successfully. This is not a 'bug' per se, but an unintended result of how RRS creates component-based blueprints.