Update: The system has been patched onto live and applied to the current universe, resulting in the following amount of resources added to the buildable territories in the universe.
Wildspace
metal: 8850
oats: 2776
baob: 1154
nuke: 1795
silicon: 1951
earthforce:
metal: 1378
oats: 447
baob: 210
nuke: 260
silicon: 348
As we increased rather dramatically the number of planets in the universe by adding a minimum number of planets per galaxy, this resulted in a greatly thinned out resource spread. The resource distribution system attempted to keep a similar amount of resources available in the uni but this resulted in a lot of rounded down 0, all in all less lower tier commodities (metal, oat, nuke etc) all around.
To improve on the situation, all the while adding a bit of “style?” to the universe generation, we are adding a resource explosion pass to the universe generation (and will be also done on the currently running universe). This pass is designed to increase the number of valuable t0 planets all the while create a bit of separations in the resource distribution. The goal is for some resources to be more present in different regions of the universe without completely segregating the resources.
Each resources explosion come with method to control how likely/strongly and what type of planet they may impact. How quickly they degrade over distance and some other details. This way we can ensure no oat end up on a blistering and more oat can occur on high suitability planet for instance (since oat is a plant). This is used for all resources type with varied settings but is kept pretty lax on common stuff like metal and silicon
Each explosion are positioned randomly and if in the same pass, explosion must be at a minimum of 3 quarter the size away from other explosion. This ensure that no region end up with tons of explosions bringing more resources in a single point than intended.
Each resources added from an explosion are scaled by the df/200 (so df400 would get twice the gain compared to a df 0), pass in earthforce layer see the resource divided by 2 on top of it.
Currently there are four explosion passes applied on both earthforce and wildspace separatly (so total of 8 pass but 4 per layer)
1. A single very large spaceoat explosion covering the whole layer adding a very small amount of oat randomly, add between 2 and 1 oat to random planets in the layer, the closer to the center of the explosion, the more likely planet matching conditions get oats.
This is to compensate directly for the multiple galaxies with 0 oat even tho they have perfectly habitable planets and for all intent and purpose should have at least 1 oat.
2. 8 smaller explosion adding between 4 and 1 spaceoat to matching planets in its area. The amount scale down from 4 to 1 linearly according to the distance from the center of the explosion, each matching planet have an identical chance of being affected. This add a rather large number of “bit” and “little” amount of spaceoats in a variety of locations, helping colony and base network to develop in those area.
3. 4 large sized explosion adding between 12 and 1 metal to matching planets in its area. This also scale linearly. This should add a lot of metal to some random regions of space, without adding it all on a single planet/galaxy. Like everything else, rng is involved but this could mean regions of 3-4 galaxies seeing an increase in 180 metal resources in high df.
4. 10 small explosion of either silicon, metal, nuke, baobabs. Adding between 60 and 8 of said resources onto matching planets in the area. Also scaling linearly from the center of the explosion. This is where the actual “good t0″ galaxies get added. The area are small enough that only the galaxy on which the explosion happen will get a large amount of resources, the neighboring galaxies will also see an significant increase but not as much.
Those images are provided only as an example. The actual distribution is done randomly following the set of rules described in this post.