[MOD 0.12.0] endless resources
- CorrettoSambuca
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Re: [0.11.1] endless resources
Awesome, I'll check it out!
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Re: [0.11.1] endless resources
having that error with the newest factorio release.
hope the screen is some sort of help.
chronosfear
Re: [0.11.1] endless resources
rename the zip file. new name: endless-resources_0.3.0.zipChronosfear wrote:
having that error with the newest factorio release.
hope the screen is some sort of help.
chronosfear
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Re: [0.11.1] endless resources
So easy.
Will try.
Thank you very much.
Will try.
Thank you very much.
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Re: [0.11.1] endless resources
Sorry check wasn't there before and I didn't notice will fix it in the evening
Re: [0.11.1] endless resources
I suggest post links with more variables, example, i use thisLoSboccacc wrote:Sorry check wasn't there before and I didn't notice will fix it in the evening
Code: Select all
data.raw.resource[k].minimum = 50
data.raw.resource[k].normal = 350
Re: [0.11.1] endless resources
HI.
So........
Just to make sure, all this mod does is make it so the spots that you can mine for ores will never run out?
So........
Just to make sure, all this mod does is make it so the spots that you can mine for ores will never run out?
Re: [0.11.1] endless resources
It goes down to a minimum amount, like oil fields. The output will be less over time, until it's very slow output. It's kind of nice, means you can sort of limp along on an ore patch till you find a new one and your base doesn't grind to a complete halt like it would otherwise.HarryNews wrote:HI.
So........
Just to make sure, all this mod does is make it so the spots that you can mine for ores will never run out?
Re: [0.11.1] endless resources
But the ore patches will never stop giving ore, even if it is super slow, right?kyranzor wrote:It goes down to a minimum amount, like oil fields. The output will be less over time, until it's very slow output. It's kind of nice, means you can sort of limp along on an ore patch till you find a new one and your base doesn't grind to a complete halt like it would otherwise.HarryNews wrote:HI.
So........
Just to make sure, all this mod does is make it so the spots that you can mine for ores will never run out?
Also, will this work on a world that is created before I download the mod?
I didn't even know that oil would slow down! I thought they would give me oil at ~4 per second forever! Ugg..... I'm such a noob. Why don't the tutorials tell you that sort of thing?
Re: [0.11.1] endless resources
Clearly you've never played Dwarf Fortress.
The wiki is your friend, in this game. Even when half of it is probably out of date.
The wiki is your friend, in this game. Even when half of it is probably out of date.
Re: [0.11.1] endless resources
Ah, good old DF. I still play Masterwork mod! It's sick.Degraine wrote:Clearly you've never played Dwarf Fortress.
The wiki is your friend, in this game. Even when half of it is probably out of date.
And yes HarryNews the ore stays there and instead of disappearing when it reaches 0, it stays at a low value and gives less yield "forever".
Re: [0.11.1] endless resources
I don't quite understand this bit. If the UI shows 0.3, and the yield is 50%, wouldn't that make it 0.15? and then if the mining time is 2, wouldn't you multiply it by the mining time to make it 0.3/sec again?LoSboccacc wrote:minimum resources are 0.25 instead of 0.1, makes for one ore mined every 4 mining cycles on average (ui shows 0.3 sec, but yeld is 50% and mining time is 2, so you get 0.25sec).
Am I missing something?
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Re: [0.11.1] endless resources
Ui shows 0.3 because of rounding, real yield is 0.25, What I meant it's ignore the UI because this rounding in planning
Re: [0.11.1] endless resources
I have few suggestions for you.
1) Rename data.lua to data-final-fixes.lua. This solve the issue with other mods, that are adding new resources. Like here https://forums.factorio.com/forum/vie ... =25&t=8554
2) You code is too complicated, you can simply write this:
No need to access in data.raw.resource three times, when you are iterating thru it.
3) Most of the mod size is caused by .DS_Store, which seems to be some OS X system file. This isn't much problem, but only let you know that maybe unwanted file is there.
1) Rename data.lua to data-final-fixes.lua. This solve the issue with other mods, that are adding new resources. Like here https://forums.factorio.com/forum/vie ... =25&t=8554
2) You code is too complicated, you can simply write this:
Code: Select all
for k, v in pairs(data.raw.resource) do
v.infinite = true
v.minimum = 175
v.normal = 350
end
3) Most of the mod size is caused by .DS_Store, which seems to be some OS X system file. This isn't much problem, but only let you know that maybe unwanted file is there.
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Re: [0.11.1] endless resources
1 will do
2 that doesn't work, tried in all combinations of lua iterators. No idea why
3 crap, didn't notice. will fix.
Thanks!!
2 that doesn't work, tried in all combinations of lua iterators. No idea why
3 crap, didn't notice. will fix.
Thanks!!
Re: [0.11.1] endless resources
ad 2) What exactly isn't working? I tried it and seems to be working. Maybe you tried it with ipairs instead of pairs.
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Re: [0.11.1] endless resources
doesn't give any error, but then resources deplete normally
Re: [0.11.1] endless resources
works for me.LoSboccacc wrote:doesn't give any error, but then resources deplete normally
btw, ipairs wouldn't have caused an error if you did accidentally use it, it simply wouldn't work
If nothing else (though it shouldn't be necessary) you could use
Code: Select all
for k, v in pairs(data.raw.resource) do
v=data.raw.resource[k]
v.infinite = true
v.minimum = 175
v.normal = 350
end
Re: [0.11.1] endless resources
Hi,
I really like the mod, but I may have some issue with it or I do not fully understand how it works:
As a test setup, I created a new game, and spawned two 2x2 patches of iron ore, one patch with amount=300 and the other patch with amount=20000.
Now that creates two patches with vastly differing yield (98% vs. ~2800%). I then put two burner drills on top of the patches, put their output into a chest and added coal to them.
The problem that I have is that the miners produce at exactly the same rate. When I hover over the miners, the one on the 98%-patch displays 0.7 ore/second, the other one 32 ore / second. But that number is wrong.
A second issue that I have is that the miner on the small patch soon drops to 0 ore per second. I am using the latest version (0.11.16), so not sure if that might cause the behavior. Any explanation/help is appreciated.
I really like the mod, but I may have some issue with it or I do not fully understand how it works:
As a test setup, I created a new game, and spawned two 2x2 patches of iron ore, one patch with amount=300 and the other patch with amount=20000.
Now that creates two patches with vastly differing yield (98% vs. ~2800%). I then put two burner drills on top of the patches, put their output into a chest and added coal to them.
The problem that I have is that the miners produce at exactly the same rate. When I hover over the miners, the one on the 98%-patch displays 0.7 ore/second, the other one 32 ore / second. But that number is wrong.
A second issue that I have is that the miner on the small patch soon drops to 0 ore per second. I am using the latest version (0.11.16), so not sure if that might cause the behavior. Any explanation/help is appreciated.
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Re: [0.11.1] endless resources
Heya, got a question aswell.
Ive just tested a bit around and it seems it is irrelevant for a miner how many ressource patches are in its area in terms of output. But clearly a ressource miner with 25 exhausted tiles in its area should produce a lot more than a miner with just 1 tile in its area. Obv. that would mean every tile would produce far less output compared to the current version.
And its probably a lot harder to code, but is there any way to implement this?
Ive just tested a bit around and it seems it is irrelevant for a miner how many ressource patches are in its area in terms of output. But clearly a ressource miner with 25 exhausted tiles in its area should produce a lot more than a miner with just 1 tile in its area. Obv. that would mean every tile would produce far less output compared to the current version.
And its probably a lot harder to code, but is there any way to implement this?