Resource Node Randomizer conflicts with Ficsit Farming
Portable miners and miners disappear on (Ficsit Farming) dirt nodes.
I believe this is a mod conflict with Resource Node Randomizer. @Marshall
I believe I have a fix and will submit a PR to your Github if it works...
3 Replies
Hmm, the solution appears to be simpler than I originally thought. I will submit the PR and test in the meantime
PR submitted
During world initialization and on a timer (every 1.5 seconds), the mod checks for Miners within range of Custom (shuffled) Resource Nodes. If a Miner is near a Custom Resource Node (only Custom ones), it remains. In all other cases, including near standard Nodes (they deleted and replaced by custom), it gets removed.
Currently, the mod doesn't support custom resources and simply ignores them. Since you're placing a Miner on a your custom node that's not part of the game's default setup (and not explicitly recognized by the mod), the mod assumes there's no resource node and removes the Miner.
I really like how you've grouped similar resources together by the way.
For the mod, I don't see the logic of why miners and portable miners are removed though - you're already not able to place miners and portable miners where there's not a resource node. Removing this logic makes it operate properly with Ficsit Farming / Refined Power in my testing so far.
Anyways, I submitted a PR to your github you can look at and see - Up to you whether you'd like to implement it or not, it's just commenting out that logic. I am only testing in Singleplayer so there may be a case in multiplayer where its necessary.