Search found 3922 matches

by orzelek
Tue Nov 12, 2024 3:10 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 342
Views: 105759

Re: Friday Facts #378 - Trains on another level

"But one day, kovarex said "Why doesn't the rail planner just snap to the rail you're pointing at?" And since that day it does, rail planner "just connects" to any rail you pick, including between ground and elevated levels. This also massively helps mitigate issues related...
by orzelek
Sun Nov 10, 2024 1:42 pm
Forum: Resource Spawner Overhaul
Topic: Bugged enemy generation 2.016?
Replies: 2
Views: 150

Re: Bugged enemy generation 2.016?

Can you check if you have enemy geneartion enabled in mod settings?
RSO can use base game generation or it's own - both are in the settings (one is a startup setting other is a map setting).
by orzelek
Tue Nov 05, 2024 8:54 pm
Forum: General discussion
Topic: Bot "Minimum Operation Time"
Replies: 4
Views: 633

Re: Bot "Minimum Operation Time"

It might be in reference to Aquilo where bots will not work as long due to heavily increased energy costs for operation.
It still sounds weird when you read it.
by orzelek
Mon Oct 28, 2024 5:12 pm
Forum: General discussion
Topic: Fulgora Problem
Replies: 15
Views: 8989

Re: Fulgora Problem

I think looking for a good starting point is key there. I got an island with a good size and around 260k scrap, after resettling two times. That got me startet and i only have around 20% covered in accumulators (basic). with the whole production + recycling chain on the island. After that i startet...
by orzelek
Sun Oct 27, 2024 4:09 pm
Forum: News
Topic: Friday Facts #434 - Galaxy of Fame
Replies: 46
Views: 9544

Re: Friday Facts #434 - Galaxy of Fame

Aggrobauer wrote: Sun Oct 27, 2024 8:04 am Hi.
Is it possible to reach the Galaxy of Fame with using mods or is it only possible in vanilla play?
The best to all of you.
There are no limitations atm.
Quite a few entries there now are from editor and/or mods right now.
by orzelek
Sun Oct 27, 2024 4:08 pm
Forum: Not a bug
Topic: (2.0.9) Combinator 2.0 Logic - Can't do X AND (Y OR Z).
Replies: 3
Views: 191

Re: (2.0.9) Combinator 2.0 Logic - Can't do X AND (Y OR Z).

Ohh so it's by design that only AND merges.
I had to do (X AND Z) OR (Y AND Z) to make this work as intended.
by orzelek
Fri Oct 25, 2024 11:54 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 196439

Re: Friday Facts #375 - Quality

You missed one bit in your test - you are using basic T3 quality modules. One of first things you need to do is to make legendary (or highest tier you can) Q3 module. That will reduce the amount of needed cycles significantly (it will still be a lot without modding and I think thats by design). Ther...
by orzelek
Wed Oct 23, 2024 7:19 pm
Forum: Not a bug
Topic: [2.0.9] All requests satisfied condition doesn't work correctly with platforms
Replies: 1
Views: 210

[2.0.9] All requests satisfied condition doesn't work correctly with platforms

Schedule condition all requests satisfied ignores a lot of requests if there are many of them and considers it's conditions fullfilled. In attached save platform named Personal is otw to Gleba. There is a landing pad there with a lot of requests. When platform arrives it will fire one cargo pod &quo...
by orzelek
Wed Oct 23, 2024 6:56 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.9] Off by one bug on platform request execution
Replies: 6
Views: 6167

[Genhis][2.0.9] Off by one bug on platform request execution

Automated platform requests will sometimes deliver one more rocket of stuff. Attached save has a platform Transport 1 flying to Fulgora. After it docks it will start ordering things from it's request list. Last executed request (should be for science packs) will receive 1 more rocket (1k of them) mo...
by orzelek
Fri Sep 27, 2024 1:30 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 318
Views: 41618

Re: Friday Facts #430 - Drowning in Fluids

Who TF thought limiting pumps by 10x would be a good idea??!?! Now my nuclear reactors (who still falsely say they consume nuclear fuel (that stuff to power vehicles) instead of nuclear fuel cells... and they say that's correct... anyways...) Now my nuclear reactors will need 5x to 10x as many pipe...
by orzelek
Sat Feb 24, 2024 11:44 am
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 295
Views: 65859

Re: Friday Facts #399 - Trash to Treasure

So the recycler can't output more than 100% of its input but I can take that 100% output and use it to make something with a productivity bonus, which does give >100% outpit. Recycle again for 100% output and I now have a loop that produces slightly more material than it consumes, granting infinite...
by orzelek
Mon Oct 02, 2023 10:26 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 196439

Re: Friday Facts #375 - Quality

What I really do not like about this feature is that it is completely dependent on UI (overly) information. Apparently you cannot identify the quality of an item in the game world on a belt without these UI elements (dots). I find this extremely unimmersive. Now you aren't observing how fancy items...
by orzelek
Mon Sep 11, 2023 3:47 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 196439

Re: Friday Facts #375 - Quality

Well what I certainly like is that there is life and discussion again on the forums :D It's almost like this FF was meant to provoke this? ;) I agree that quality needs different naming since usual RPG terms look strange. But mechanics overall doesn't seem problematic to me. And if I understood cor...
by orzelek
Fri May 26, 2023 3:28 pm
Forum: Resource Spawner Overhaul
Topic: RSO Extra large starting area option
Replies: 3
Views: 1439

Re: RSO Extra large starting area option

Starting area size is now taken from map settings. There is a resource multiplier for starting resources that you have changed already. You can increase that multiplier to get more of those. I'm not sure what extra large starting area would be - I can see that there was an additional multiplier to s...
by orzelek
Wed Mar 29, 2023 10:25 pm
Forum: Resource Spawner Overhaul
Topic: No non-starter resources near spawn in 1.0
Replies: 12
Views: 6630

Re: No non-starter resources near spawn in 1.0

The issue is even more pressing in case of using the overhaul mods like A+B or IR3. Especially IR3. The main goal of RSO is to push players to use trains but in IR3 you need iron to research and build trains and iron is not a basic resource. So in case of big starting area you will always face the ...
by orzelek
Tue Feb 07, 2023 10:35 pm
Forum: Resource Spawner Overhaul
Topic: Chlorine mod (salt resource)
Replies: 1
Views: 1194

Re: Chlorine mod (salt resource)

Added the config and released 6.2.23.
by orzelek
Mon Jan 09, 2023 10:40 pm
Forum: Mod portal Discussion
Topic: Error: Failed to upload mod: Unknown error. (code: 500)
Replies: 14
Views: 4947

Re: Error: Failed to upload mod: Unknown error. (code: 500)

Same result with new version of my mod.
by orzelek
Thu Dec 08, 2022 11:52 pm
Forum: Resource Spawner Overhaul
Topic: No non-starter resources near spawn in 1.0
Replies: 12
Views: 6630

Re: No non-starter resources near spawn in 1.0

Bumping because the issue mentioned just above came up again : https://www.twitch.tv/videos/1626861552?t=5h20m3s (Not sure about biters starting much closer for you, did you check multiple maps against just bad luck ? Did you disable RSO biter generation and enable vanilla biter generation ??) It w...
by orzelek
Thu Sep 15, 2022 12:51 am
Forum: Resource Spawner Overhaul
Topic: Can I limit where ores can spawn? Or hook into on_chunk_generated handler?
Replies: 6
Views: 2840

Re: Can I limit where ores can spawn? Or hook into on_chunk_generated handler?

I've looked at the code a bit. RSO already has a concept of regions but they are simply squares and a region is identified by {floor(x / size), floor(y / size)}. When a chunk for a new region is generated ROS rolls the dice and places some amount of ores at some locations inside the region. If it h...

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