Node issues (running list):
Snap point on node not centered. ✅ Fixed (1.2.0) — rock now centered on the node.
Collision box on nodes are rising up. Yup, learn to jump at times. ✅ Fixed (1.2.0) — nodes are solid like vanilla; the rock no longer protrudes oddly and miner placement was reworked (Mk1 sits naturally, portable miners sit on the rock surface).
Shuffled node coloring a flat color. ✅ Fixed (1.2.0) — proper two-tone (outer + core) coloring restored.
Known issues (to look at later):
- Third-party node-manager mods list/ping original node locations after a shuffle or re-roll. Example: the
ResourceNodesManager mod still shows the old vanilla locations (e.g. the 3 vanilla oil spots ping). NodeShuffle hides original nodes rather than destroying them (so the world stays save-safe and restorable if the mod is disabled), and such mods scan every resource-node actor — including hidden ones — so they still see the originals. The vanilla map / compass / handheld scanner are clean. Possible future options: a "fully remove originals" toggle (destroys instead of hides; loses restore-on-disable), or documenting it as a compatibility note.
1.4.0:
Ghost rocks at old node locations — a rock that streamed in after its node was hidden arrived visible and stayed. ✅ Fixed (1.4.0) — hidden on arrival; covers other mods' nodes too.
A re-rolled SAM node could wear quartz rocks for the rest of the session. ✅ Fixed (1.4.0) — the look re-resolves on the spot.
Periodic stutter during play from the mod's upkeep pass. ✅ Fixed (1.4.0).
A flood of warnings when a node type refused to spawn. ✅ Fixed (1.4.0) — such nodes fall back to a working type with the same resource and balance.
- Known (1.4.0): a relocated resource well can appear as bare ground with no rock geometry until the game has loaded a fracking well somewhere in the world that session. The node works the whole time — extractors on it keep running. Fly near any fracking well (or the well's original spot, marked by its leftover geyser), then reload; the rocks appear and stay.
Node issues (running list):
Snap point on node not centered.✅ Fixed (1.2.0) — rock now centered on the node.Collision box on nodes are rising up. Yup, learn to jump at times.✅ Fixed (1.2.0) — nodes are solid like vanilla; the rock no longer protrudes oddly and miner placement was reworked (Mk1 sits naturally, portable miners sit on the rock surface).Shuffled node coloring a flat color.✅ Fixed (1.2.0) — proper two-tone (outer + core) coloring restored.Known issues (to look at later):
ResourceNodesManagermod still shows the old vanilla locations (e.g. the 3 vanilla oil spots ping). NodeShuffle hides original nodes rather than destroying them (so the world stays save-safe and restorable if the mod is disabled), and such mods scan every resource-node actor — including hidden ones — so they still see the originals. The vanilla map / compass / handheld scanner are clean. Possible future options: a "fully remove originals" toggle (destroys instead of hides; loses restore-on-disable), or documenting it as a compatibility note.1.4.0:
Ghost rocks at old node locations — a rock that streamed in after its node was hidden arrived visible and stayed.✅ Fixed (1.4.0) — hidden on arrival; covers other mods' nodes too.A re-rolled SAM node could wear quartz rocks for the rest of the session.✅ Fixed (1.4.0) — the look re-resolves on the spot.Periodic stutter during play from the mod's upkeep pass.✅ Fixed (1.4.0).A flood of warnings when a node type refused to spawn.✅ Fixed (1.4.0) — such nodes fall back to a working type with the same resource and balance.