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:

TEXT
test sector
  resource definition -> ore, known size/yield
  resourceareas       -> one area for the first experiment
  resourcebounds      -> covers the intended asteroid field
  region              -> compatible ore asteroids

Expect 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.