Mining EXP is FAR too high for how easy it is. Getting some money from mining and getting a decent fleet going nets you 8-15k exp per day. I'd recommend some form of diminishing returns and have the cap of exp somewhere around 5-6k.
Also, all types of mining aside from asteroid mining seem... non-viable. Perhaps i'm missing something, but the risk related seems to nearly guarantee you won't make money from planet mining, and then coupled with resource exhaustion, you get to do it once for marginally better gains than an asteroid gives you.
Honestly tho i think mining would best do with a rework to increase player engagement and make it a bit more interesting. Like, exploration and salvaging are pretty engaging.
I can make mining XP scale less with mining power/output, and make the mining danger scale more slowly with planet hazard rating (current plan is to make the danger be 0.5x (hazard-100%), instead of the current 1.0x).
For making it more interesting, modder MesoTroniK helpfully provided the idea of attracting certain
unfriendly parties when mining in one place for a while. It won't be in the next version, but I think I'll move it up my todo list a bit
EDIT: There also seems to be an issue with the Derelict Empire start. The Derelict worlds, even size 7 military worlds, produce very small fleets and are generally crushed by even the smallest of colonies.
They're small in part because of their faction doctrine (3-1-1 officer quality - ship quality - more ships). I'm not sure I currently want to create a new faction for them just for this, though, especially since the idea is for the normal factions to quickly displace the derelicts. Well, if other people want their fleets to be bigger, I'll see what I can do.
Is it possible to add a configuration for the mod to not overwriting the core sector system file?
I tried to add some planets to the core sector by adding codes to the java files in script/world/system (forgive me my coding knowledge limit myself to these simple 'modding')
But it got overwritten by the same files in NerexelinCore.jar and since I don't know how to work with .jar file, I'm kind of at the end of the road here.
It would be great for the mod to not overwriting these system files or maybe move the scripts out from the .jar for better accessing?
PS: Nerexelin is one of the best mod I have ever played with! Great Work!
Hello and thanks!
It's not currently possible for me to use the base game scripts instead of the ones in the .jar, but I'll see what I can do to fix this.