Distant Worlds 2

Distant Worlds 2

Resources Overhaul
24 条留言
JohnnyBravo40 11 月 13 日 下午 3:58 
It does not work properly, I checked the code and compared construction resources on home planet at start. They are supposed to be between 4-10%, most on the home planet were over 90%. When I tried with XL mod my home planet only had 2 resources. So with vanilla you will have massive res excess or with XL you are basically playing harsh start regardless of settings, and if you don't find all the construction resources in home system asap you cannot build at all.
AVNlover67 10 月 5 日 下午 6:50 
Still works for anyone wondering. Very useful.
ShadosTiger 9 月 21 日 下午 5:44 
Would it be feasible for you to create a mod that makes resources rarer without the bonuses for the planets? Only if it is feasible for you in terms of time. :galelove:
Le pp baguette De wewe 5 月 4 日 上午 3:30 
Please update daddy
SEMTEX 4 月 16 日 上午 5:20 
Best mod for DW2 so far. With this the economy makes in part sense now. Maybe it needs a little bit of tweaking in some parts e.g. i always have issues with Calson but on the other hand you have to worry about steel now. Good Idea and good work. thank you
AVNlover67 3 月 20 日 下午 6:00 
This might not be needed. This was in the new update " Home System Critical Resources allows setting whether all critical construction resources are ensured to be available in your home system"
Apastron  [作者] 3 月 1 日 下午 2:13 
Oh yea definitely no guarantees that this will work for now. I generally only have time to do 1-2 playthroughs every time a new update comes out. So for now probably second week of April is when I'll do a new version of this, and hopefully sort out the issues of too many resources with some planning.
AVNlover67 2 月 4 日 下午 3:52 
Not updated anymore.
PvtPlumpkit 2024 年 12 月 9 日 下午 1:43 
Figuring out which planets are valuable is hard. Is there any way to have the game list resources by Highest first? Then in descending order? That would really help. I'm spending too much time trying to figure out and not enjoying the game.
Big Sneezy 2024 年 11 月 8 日 下午 9:37 
Another thing - having so many resources on each planet makes the resources list visually overflow, so it's harder to figure out which planets have rare resources. I have to tab back and forth to see which luxuries I need and have an unused source for, and then filter the mining locations list by those luxuries in order to find the right locations to mine.
Big Sneezy 2024 年 11 月 8 日 下午 9:35 
Playing with XL and it seems like I almost immediately run out of critical resources on my starting planet, often to the point where I can't build more than a scout or two. Had it happen with Mebnar, Silicon, and a few other resources. Eventually just edited the planet to increase the resource output, but that feels bad. I'm sure this isn't intended.

This mod loads after XL.
Fosnez 2024 年 11 月 5 日 上午 8:22 
If I could make a suggestion: Perhaps create a cheap / free building that can be plopped down on a colony to start consuming construction resources for development? Having a bunch of resources on each planet sort of creates "noise" i suppose? And you don't (easily) get the endorphin rush when you find that *great* planet with that resource you really needed.

That way, you could hold off having the homeworld eating all the starting resources until you plop down the new building, and still have individual planets having 1-4 resource types on them
Apastron  [作者] 2024 年 11 月 5 日 上午 5:31 
Personally with the amount of AI "deficiencies" when it comes to interacting with the game logic, I just play it more towards the RP-Space-Ant-Farm side of things with self-imposed restrictions, so seeing the planets actually use up resources and having shortages actually be a thing is worth adding another checkbox to the "Just-Dumb-AI-Things" list for me. I can totally see how this mod wouldn't be viable though in a more traditional 4X gameplay setting.
Apastron  [作者] 2024 年 11 月 5 日 上午 5:20 
In vanilla the problem doesn't show itself as much since the mining rate is so high, there's so much resources in circulation that eventually it adds up to a usable amount everywhere, and building ships that cost like 500 steel isn't a problem when there's 500k just sitting in your empire with no persistent sink for it. When planets do eat up the resources, for example like in this mod, you'd see the freighters piling like 200k of everything into the capital, while other planets are sitting around 2-5k, and your large freighters that have 6k capacity would rather sit around than actually shifting that around :lunar2019deadpanpig:
Apastron  [作者] 2024 年 11 月 5 日 上午 5:20 
Resources in fact rarely even get transported between spaceports, anything that your non-capital planets get is more due to chance, as it seems mostly random when the game decides to send a freighter to other planets vs the capital. Which in itself is pretty odd, because with the way how the game generates the dotted lines, the game logic to determine logistic routes is already there and implemented, it's just a problem of the freighter selection not following it for some reason.
Apastron  [作者] 2024 年 11 月 5 日 上午 5:20 
@Yaguus
Yea I totally get it, when I was testing the mod myself I noticed a LOT of issues with how vanilla game logic handles the whole resources thing.
Like station stockpiles can sometimes get weirdly set to 0 or negative for no reason, and then all resources delivered just gets deleted out of thin air until the AI somehow fixes itself; The freighter assignments are all over the place, instead of picking the closest freighter, the game likes to send the small freighters to the complete opposite end of your empire, while the medium/large freighters that are supposed to function as the inter-spaceport hub-and-spoke connections don't actually do that.
Apastron  [作者] 2024 年 11 月 5 日 上午 4:30 
@WariousGaming
No not yet, I haven't checked if they accept bug reports from modded games. It would be greatly appreciated if you could help me drop a word in :2018bestcoffee:
Yaguus 2024 年 11 月 3 日 下午 1:04 
It's a shame that vanilla is so MEEGH. I really like the idea of ​​your mod, but unfortunately I had to remove it, it didn't make any progress in a new game. I hope that in the future it becomes a great mod.
WariousGaming 2024 年 11 月 3 日 上午 8:51 
Hi Apastron, did you reported this issue with mining ships on DW2 discord? I ask coz I can write this issue in their channel in your name as mod creator.
Apastron  [作者] 2024 年 11 月 2 日 下午 7:23 
I'm still doing some more testing with how the resource spawns work right now, to see if there's a way to reduce the number of resources on each planet so miners are less likely to get stuck, but still keep things balanced. Preferably I'd like to keep the number of sources high so losing a planet or a mining station wouldn't be as disruptive, but as it stands with how the vanilla game logic is with the freighters it might not be possible.
Apastron  [作者] 2024 年 11 月 2 日 下午 7:23 
@Yaguus
The miners getting stuck is a vanilla bug, as far as I can tell from testing it seems to happen when a new resource is discovered on the planet while the mining ships are mining. It's happening more often in this mod since there's more resources on each planet, and that increases the chances of it happening.One way to get them unstuck is to set the ships' tactics to escape if an enemy ship is in the same system, and hope some pirates jump in. This is why it's best to give the AI a slightly more advanced start so it'll have more mining ships.

The game itself is quite buggy in terms of how freighters and resources work as is, with the AI sending freighters really far away and dumping resources left and right. In vanilla mid-late game you can see the system really struggles to get things moved to where they should be, so this mod giving it even more to handle definitely does exacerbate the issues.
Yaguus 2024 年 11 月 1 日 上午 9:07 
I don't understand how this mod works, the 4 miners that my private sector has manufactured, fill the load and remain stranded without doing anything with the full load, the action they have all the time is mining, but I don't see any movement of resources, Yes, one of them did go to download once...do I have to choose the Refugee Fleet government to make this work or what? and continually send my miners to unload?? The resource mechanic is fine, but I think it works something wrong here.
tolstyj 2024 年 10 月 28 日 上午 3:20 
Спасибо за обновление!
Barracuda 2024 年 10 月 26 日 下午 12:57 
Return of the KING