RRS does not modify the frequency of planet spawns. This might be a corruption glitch rather than a design problem or mod bug. I once got a crazy glitch where nearly all newly-visited systems were empty of planets, and the only thing that fixed it was a full reinstall of the game.
Fixed RRS's new generation algorithm being inconsistent between machines due to bad assumptions about how Java works. This unfortunately means that some users will experience another zone reshuffling - this's the ACTUAL last one, though, unless another similarly critical bug is found.
I...
RRS will now export differently-named configs for each world or server you join. This probably doesn't fix any issues, but it makes it easier to diagnose problems.
Fixed a packaging issue that caused the mod to not run without certain other mods installed. This is what I get for running highly unsanitary testing environments!
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...
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...
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
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...
Correct. There were several patches without any gameplay changes and thus without any patch notes. These just contained internal changes for debugging purposes.
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...
For each non deprecated ElementInformation, you'd want to access the "consistence" property, which is the factory recipe, and make a new entry in your custom refinery's recipes that is just the literal inverse of that recipe - taking a FactoryResource containing one of the block and outputting...
As for the uncrafting factory specifics - every block type is internally called an ElementInformation and the ElementInformation for every block type is stored in something called ElementKeyMap.
General mod information exists on the StarLoader repository wiki here: Setting up & Basic Mod · Wiki · Jake / StarLoader
And for custom refineries (as an uncrafter would be treated as a refinery): Custom Refineries · Wiki · Jake / StarLoader
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