In order to attempt to alleviate issues with persistence/matching failures on unloaded harvesting, passive resource harvesters (Magmatic Extractors and Vapor Siphons) now function on a per-entity basis. Hopefully this update marks the end of the persistence issues that have plagued the mod since...
Yet another attempt to fix determinism issues/server-client desynch. Seed generation method has changed, so all system names will be regenerated. Apologies for this.
"Fix" for unspawnable blueprint issue. I now suspect that this is StarLoader related and not something I can practically fix, but at the very least there is a semi-fix provided in RRS now. If you encounter a blueprint that is completely full but the "spawn" button is still disabled, simply exit...
Probably not in the near future. Extractor unloaded functionality relies on per-sector tracking; dynamically adding and removing extractor profiles on sector crossings sounds like a minefield of bugs. But I will consider how to do this, and might add a special extractor beam system that can go...
I didn't change Moar Void, so this was probably a very bizarre RRS bug that affected Moar Void's generation procedure. I have no clue how that would work (Moar Void and RRS execute their galaxy generation modifications in separate sequences) but either way I'm happy it's fixed :D
No new content/features with this patch. Just another attempt to fix desynch bugs by removing global state variables (i.e. recorded information that may accidentally get "stuck" and pass between galaxies or other procedural constructs depending on load order) from the mod's galaxy generation...
This version introduces a new map system. Rather than a spiderweb of lines, Resource Zones are displayed as rings around their principal star. Mousing over the star or focusing on any contained system on the map will display an indicator around all star systems in the Zone. Clicking on a zone...
Old factories and manufacturing materials (Paints, hardeners) will now appear properly in shops and the Creative Mode inventory. Costs may need balancing, but that's a story for another day...
Reverted most of previous build's changes, except for the mod recipe and circuitry recipe fix. Unknown and nigh-untraceable map error on the Skies of Eden server forced this temporary revert in order to maintain a functional gameplay experience.
Recipe translator now properly pulls other mods' blocks for recipe addition
Standard circuitry is no longer insanely expensive
Added error logging to help track down the infamous "Asteroid machine broke" error
Fixed some sus static variables that could theoretically cause inconsistent behavior
Fixed an issue where blueprint metaitems didn't work and would instead spit out all of their contained Components as dropped items.
Anti-exploit blueprint metaitem validation would try to compare the component list in the blueprint with the block list in the catalog, which caused problems...
Fix for asteroid type selection being heavily skewed towards random off-types. Asteroid types outside of certain zone classes should make more sense now.
Having a live testing environment on SoE feeding me information live has been extremely valuable. Big thanks to everyone involved with the project, also go check out the server if you get the chance. It's where all the cool people are! Anyhow, another set of emergency fixes:
As it turns out...
Minor stability patch. Still some fires to put out, but it's getting there slowly.
Fixed ClassCastException spam when messing around with asteroids
(result of StarMade/StarLoader bug with internal function)
Temporarily "fixed" (really, duct taped) safety checking nullpointer for asteroid...
Mod should work again now.
Fixed mod commands + registration (ported from deprecated system)
Fixed potential determinism issue with naming; this will change all unsaved names
Minor patch.
RRS resources are buyable/sellable in shops. no guarantee about restock though
Potential fix for gas giant gravity nullpointer(? could not replicate myself; cannot verify fix)
Removed stupid, pointless, annoying message notifying admins of persistence autosave
Removed unnecessary...
0.3 "Prospect" brings Resources ReSourced very close to feature completion. RRS is now only missing shop cost localization, the Threns resource and factory system for player weapons manufacturing, and polishing steps such as block inventory icons, more gas giant textures, planetary...
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