Separate three tasks#
| File | Inspect in 9.00 |
|---|---|
libraries/regionyields.xml |
Resource area definitions |
libraries/mapdefaults.xml |
Sector area counts and resourcebounds |
libraries/region_definitions.xml |
Visible regions/fields and their content |
An old recipe placing <resources> directly under a region is not a 9.00 procedure. Visible asteroids and mineable stock need separate checks.
Read a reference#
sphere_small_ore_low_fast combines shape/size, ware, yield and gathering speed. low and fast describe different properties: a small total can be collected quickly.
Independent inspection plan:
test sector
resource definition -> ore, known size/yield
resourceareas -> one area for the first experiment
resourcebounds -> covers the intended asteroid field
region -> compatible ore asteroidsExpect consistent references, not a created area or log output.
First experiment#
Use a separate new game and one resource. Record the original sector and a working analogue. Change one parameter, then verify placement, actual ware entering a hold and save/load.
A solid-resource area needs overlap with compatible asteroids. Check the log for overlap failures. A visible map change alone does not establish a mining effect.
Source boundary#
The primary author's mining/respawn observations are their results; this article has not repeated them in game. Older region generators require separate format checks. Continue with wares and production and map structure.