I've tested this mod in 7.0 beta and it actually works in existed saves. The newly added asteroids and resources are added no problem. But still, you have to wait some time for the resources to replenish. And also, the data of resource probes and sector encyclopedia will be inaccurate.
Well, for example, Heart of Acrimony II doesnt have a single rock. Neither by probes and pedia, nor visually. Note that i used your standard version with some tweaks for quite a while before switching to OP version . Rocks suddenly appeared shortly after i visited this sector personally. Miners, though, cant mine them. They stack around the system center and doing nothing except mining ice, which is listed in pedia by default. Also, new yields appeared in pedia.
Updated with solution to resource overflow! Reducing the density while increasing replenish rate does the trick. Been wondering why I didn't figured this out earlier. The resource yield for standard version has been lowered for a more balanced gameplay.
just gonna leave this here as a handy nugget of info: for those who are insane enough to be playing this game on LINUX (very nice native port btw, well done) you gotta rename the folder this mod is living in and replace the capital letters with lower case ones and the mod just shows up great on the list.
spent way too much time figuring that out.
clear as day change to be made: More Resources [Flavor] --> more resources [flavor]
I don't think you have quite fixed the resource overflow yet. Just ran this mod on the standard version and Ice was at -1600M, before going down as I explored more, and Ore/Silicon were about to hit overflow too. May need to turn it down a tad bit more.
Would OP fix this (kinda trying to avoid that since it feels a little too cheaty)
Hello! I really love the concept of your mod. I was wondering if you could create an overpowered version that enriches only a single sector, like Nopileo's Fortune. My goal is to have exclusive control over the resources without boosting the power of NPC factions. I’ve tried the Nopileo's True Fortune mod before, but it didn’t increase the sunlight levels there, which limited its utility. It would be amazing if your version could address that as well. Thank you for your hard work and consideration!
Is there any online source to get a list or mapping of region_cluster_xx_sector_001 to map name? I would like to modify this to choose different sectors to 'enhance' to a 'medium' or level (mod is kind of over-powered for what it does).
Sadly I haven't found anything like that. What I did is looking for them in mapdefaults.xml and region_definitions.xml. It's not the best way to do it, but it's the only way I know
Is this mod causing mineral auto miners and station mineral miners to not find any ore and get stuck searching for resources with anyone else as well? For some reason, mineral auto miners cannot find any minerals at all in the sectors affected by this mod and get stuck "searching for resources" indefinitely despite the resource probe showing 5 stars of ore, silicon, and nividium. They know there are resources in the sector because the auto miner/station AI sends them to the sector, but then they just do nothing. Gas auto miners work fine, it is just mineral auto miners.
I'm having this problem as well, but sometimes it just solves itself ,and sometimes not. The resource over flow happens in some vanilla sectors, too. Mookye's Revenge for example, the minerals there have negative values. I'll do more tests to decide the best yield values, and hopefully that could solve the problem. I'll update the mod as soon as I find the solution to this problem
Holy hell. I was losing my mind. Couldn’t figure out why my miners would either: mine and not collect resources or: fly from asteroid to asteroid not mining at all.
This problem wreaks havoc on new games where you use miners to auto mine for money. No automine = no money. Idk why this would cause problems with the mining but if you figure it out I’d love to know when so I can update and keep using this mod.
I had the same thing happen to me. Had a station in the asteroid blet that had the ore miners just sitting in the same place. I ended up having to remove the resource probe there to have them go mine in other sectors. Anyone ever find out a fix?
I was tinkering with this mod quite as while ago. I dont know how to make mods (that will work at least), but i know how to edit stuff. So, there is an odd thing going on with resource reserves in systems. Seems like there is a hard limit of how much resources given sector can have. But when it reaches the limit, spawn doesnt stop- it overflows into negative numbers and you need to wait until things reach positive values. The only thing that moderates this behaviour is massive resource consumption. I, for example, have a supercomplex that prints ships non stop and huge fleet of modded XL miners to sustain it, so, sometimes im even managing to almost deplete nearby gas fields with customized version of this mod with insane spawn rate. I guess, this is kind of application such mods are designed for.
65 comments
Well, for example, Heart of Acrimony II doesnt have a single rock. Neither by probes and pedia, nor visually. Note that i used your standard version with some tweaks for quite a while before switching to OP version .
Rocks suddenly appeared shortly after i visited this sector personally. Miners, though, cant mine them. They stack around the system center and doing nothing except mining ice, which is listed in pedia by default. Also, new yields appeared in pedia.spent way too much time figuring that out.
clear as day change to be made: More Resources [Flavor] --> more resources [flavor]
Would OP fix this (kinda trying to avoid that since it feels a little too cheaty)
Only fix I have found that has worked is to disable the mod, start a fresh game and then save & quit the game, load the mod and then load the save.
我期末周完了就测试一下调低资源丰度,也许能解决问题