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When loading the save -> the mod is not listed.
Does it work when loading a save of a game created with this mod enabled?
@Thendar @Germanic
BBG overwrites my SQL edits due to higher load order value. I'll take a look on what it introduces and if it's safe to overwrite, I'll release the update with bumped load order value.
~ To improve spawned resource you'll have to remove Meteor Site with Builder.
Basically, deterministic spawner algo I've coded makes every given turn to always spawn same resource (to prevent multiplayer game desyncs), and it's completely fine for default max 1 Meteor Shower per turn, different turn numbers will result in different outcomes. But when you load the game, it runs same "spawning event" under the hood for all existing Meteor Sites, and if Real Meteors wasn't active before (which means there are no spawned resources under existing Meteor Sites), exactly same resource will be spawned for every site, but that's not a behavior I'd like to see.
So I find the description correct.
Don't you mean it CAN affect existing saves?
Just a quick question; I'm way deep into a game with both RMB and RM. RMB are also with "Affects Save Games", and can't be removed from existing game.
Will RM just overwrite, and nothing else happens, or will there be issues in the long run?
Of course I'll disable RMB in my next game.
1. Meteor Site now behaves like tile improvement and provides +2 Science if worked by citizen.
2. Non-spawnable resources like wheat or horses no longer survive Meteor Shower and getting replaced with some spawnable resource like stone or iron.
3. Mines can now be built on floodplains with mineable resource. Please give me a shout if you notice any issues.
4. Real Meteors is no longer compatible with Random Meteor Bonuses.
P.S. I think 2 Science yield should do it. One will face the choice between using its bonus science or removing it to replace with resource improvement.
@Sidewinder Fang - I'm glad you like it!
@conorbebe - You're welcome! I felt the same way when finished RM. :)
BTW spawn rates are not final yet, I need to gather some log data to get average Meteor Showers count per game. At the moment I'm aiming for 0.3-0.5 uranium spawns per game for gameplay reasons. I would like to see some rare late game uranium spawn in uninhabited location which will make players who are low on it to take some emergency actions.
So yeah, I definitely won't make it more then 11%, and most likely lower to 8% or so.
Maybe lower the uranium chance a little more though? Apparently uranium is very rare in meteorites.