Drybreeze -> RE: Colony created resources (4/21/2016 3:16:37 AM)
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Okie dokey, So after a lot of line-by-line adding to resource.txt, launch game, close game, rinse and repeat I have come to the problem area but I can't quite figure out what the problem is. I've made the pop quota 100, and the Prevalence Value 1.0 on all lux resources for now, and I'll edit them 1 at a time later to varied amounts, if I can get the full list of resources to function with those values first. I've managed to add strategic resources as listed below, no problem: 0, Bauxite
1, Biomass
2, Diamond
3, Energy
4, Gold
5, Gravel
6, Hydrocarbons
7, Hydrogen
8, Iron
9, Limestone
10, Methane
11, Nitrogen
12, Oxygen
13, Pelts
14, Silicon
15, Silver
16, Uranium
17, Water ... and I've managed to add Colony Manufactured Resources 17 to 25 as listed below no problem: 18, Advanced Chips
19, Aesthetics
20, Aluminium
21, Awesome Aesthetics
22, Biofilm
23, Concrete
24, Electronic Chips
25, Explosive
26, Engineered Biomass
27, Fine Aesthetics
28, Glass
29, Glorious Aesthetics ...but the next colony manufactured resource brings on the error:
30, Hosing, 30, 15.0, 2, 10, N, N, 0.5, 100, 0, 0, 1.0, 0.1, 1.0, 0, 1, 1.0, 0.1, 1.0, 0, 2, 1.0, 0.1, 1.0, 0, 3, 1.0, 0.1, 1.0, 0, 4, 1.0, 0.1, 1.0, 0, 5, 1.0, 0.6, 1.0, For the life of me I can't see how this is any different to the first colony manufactured resources... for example: 18, Advanced Chips, 18, 10.0, 2, 10, N, N, 0.5, 100, 0, 0, 1.0, 0.5, 1.0, 0, 1, 1.0, 0.5, 1.0, 0, 2, 1.0, 0.5, 1.0, 0, 3, 1.0, 0.5, 1.0, 0, 4, 1.0, 0.5, 1.0, 0, 5, 1.0, 0.5, 1.0, 25, Explosive, 25, 6.0, 2, 2, N, N, 0.2, 100, 0, 0, 1.0, 0.1, 1.0, 0, 1, 1.0, 0.1, 1.0, 0, 2, 1.0, 0.1, 1.0, 0, 3, 1.0, 0.1, 1.0, 0, 2, 1.0, 0.1, 1.0, 0, 2, 1.0, 0.6, 1.0, 0, 2, 1, 0.1, 1.0, It also gives me the same error if I put resource #30 back to default "Caguar Fur" and edit resource #31... so perhaps there's a limit to the number of colony-manufactured resources? To test this theory I edited #30 back to my custom "Hosing" and edited #19 back to the game's default "Loros Fruit"... (#19 has been successfully customised for a bunch of launches now). This still gave me the error, so the issue is definitely with my custom #30 and #31. Next I tried #32, #33, and #34 one at a time (with #30 and #31 default Caguar Fur and Terallion Down, plus the previous 29 successfully modified resources). #32 - customised resource "Petroleum" = FAIL #33 - customised resource "Polymers" = FAIL #34 - customised resource "Plutonium" = FAIL So finally I tested the theory that there's a limit by having resources #18 - #29 the default ones, and editing #30 to #34 to be my custom resources and relaunch... this will test if #30 - #34 entries are the failure, or if they've somehow tripped some kind of hard coded maximum or something. Launching this game works fine, with everything as default resources, but my own custom resources #30 - #34... bearing in mind that I'm cutting and pasting these from different files, so there's zero risk of it being typed wrongly sometimes and correctly other times. So this conclusively proves that there's some kind of maximum being reached here... my best theory so far is that there is a maximum number of super-luxury resources of 12. Now I'll test to see if I can make these resources into raw resources instead of super-luxury... I'm still a bit confused about the difference between super-luxury and colony-manufactured... they seem to be the same thing except for the variable ColonyManufacturingLevel. It seems if this is set to zero then the resource is a Super-Luxury that can be found anywhere, and if it's higher than zero (above a [to be confirmed] minimum of 100) that it only appears once a colony reaches a population of [ColonyManufacturingLevel x 100,000,000].
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