Soulash 2

Soulash 2

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Resources: Mutually Inclusive
   
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27 Nov, 2024 @ 11:28am
27 Nov, 2024 @ 11:34am
2 Change Notes ( view )

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Resources: Mutually Inclusive

Description
Simply removes mutually exclusive natural resources, while maintaining identical odds. This means that resources which normally will not appear on the same tile (i.e. adamantite and diamond) will now have a small chance of both appearing (or not appearing). This includes different categories like leather, berries, logs, etc. Tiles will on average be about the same, though a few tiles may be extremely bountiful or completely barren. This mod replaces natural_resources.json, so is not compatible with any other mods that alter natural resource distribution.
3 Comments
Nixal 20 Feb @ 6:13pm 
I had the problems of plant resources (trees mostly) spawning inside of hills where ores were and more paths in random settlements were interrupted for a resource to populate the same space.
King Lore 30 Jan @ 1:20pm 
Just a friendly warning, if you are exploring a abundant biome, make sure to go to the world map when you discover new tings in the biome, I waited until i had discovered 5+ things, and it crashes me to desktop, leaving the map by walking out instead of hitting M, "reset" the discoveries for me, so it didnt brick my save, thanks for this mod btw, i think this should have been in the game from the start so.
Lawrence  [author] 27 Nov, 2024 @ 11:45am 
This does not change the odds at which any individual resource appears, it simply adjusts resources so they are no longer mutually exclusive. This makes some tiles very bountiful, and provides an extra bonus to players that spend time searching for that perfect place to build.

It looks like there might be some logic when the world is generated that places NPC civilizations on tiles with dense resources. So as a side effect some NPC cities may become much more wealthy.