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This mod loads after XL.
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
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.
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
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.