This is a StarMade-scope error that doesn't appear to have direct association with RRS. I have no clue how to fix it. Your game installation or world file may simply be broken somehow.
It wouldn't be especially difficult, but I don't think I want to maintain a ton of small mods like this. At this point, i'm mainly focused on major overhauls (RRS, Bastion Initiative, etc.) and the support mods required.
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...
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...
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...
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
Added some experimental config commands and set the config system to save on first mod load. Default asteroid spawn count cap is now 15, if it wasn't already.
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)
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...
🛈 This version was built on StarMade version v0.203.106 and later. As of the time of release, that is a development build. It is unknown if this version will work on previous release builds.
Good(?) news everyone: The Trading Guild just got greedier. yaaaaay...
Resources ReSourced v0.5...
Coloured rocks and their carved counterparts should now be fully compatible with RRS factories. Also a bit of internal cleanup on extractor logic, but unless that by chance fixes the mysterious issues with extractor persistence, it shouldn't have any actual effect ingame.
Capsules will no longer be craftable in the Block Assembler from basic resources. Also reverted gas-planet placement fix that didn't actually fix gas planet placement (in some cases creating worse issues). Will explore this further at a later date.
There is also some debug information for a...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.