Resource Spawner Overhaul - Old discussion thread
Re: Resource Spawner Overhaul - Discussion thread
Hope he dosen't had planned to play that with Dytech or bob ores or something like that.
If i think about my average ore distirbution, at least one or to will be far far away ...
For most times i found at least one not nearer as 2000 tiles ... with the additional starting emptyness ... well happy hunting
Should be thinking about a mod that raises trainspeed, they will also take their time
If i think about my average ore distirbution, at least one or to will be far far away ...
For most times i found at least one not nearer as 2000 tiles ... with the additional starting emptyness ... well happy hunting
Should be thinking about a mod that raises trainspeed, they will also take their time
Re: Resource Spawner Overhaul - Discussion thread
Not sure which but bob's set has faster trains I think. As for rng... I have currently at least few k tiles to nearest rutile. Rng did a number on me.. first gold then this.
Re: Resource Spawner Overhaul - Discussion thread
Logistics has the MK2 and MK3 Disel, MK2 needs Nickel and Zinc due to brass gears and invar, MK needs Titanium iirc. Which wouldn't be of much help regarding your rutile.
Well i think i've scoutet somewhat around 2500 tiles north east and south (west is a Huge and i mean really Huge lake), i'm aiting on my first sings of silver this time ... and nickel is besids the starting nickel only a patch fitting 4 mines ><. Long live the RNG
Well i think i've scoutet somewhat around 2500 tiles north east and south (west is a Huge and i mean really Huge lake), i'm aiting on my first sings of silver this time ... and nickel is besids the starting nickel only a patch fitting 4 mines ><. Long live the RNG
Re: Resource Spawner Overhaul - Discussion thread
Having dytech radars helps a lot - they are a bit power hogs but they scan faster and significantly further.
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Re: Resource Spawner Overhaul - Discussion thread
If you're stuck and don't want to run around to find the ore patches, use
/c game.forces.player.chart({lefttop = {x = -1024, y = -1024}, rightbottom = {x = 1024, y = 1024}})
It reveals the map once like the radar does progressively, but doesn't keep it revealed like localised radar area.
And Takezu, I'm unfortunately playing with bob's ores.
/c game.forces.player.chart({lefttop = {x = -1024, y = -1024}, rightbottom = {x = 1024, y = 1024}})
It reveals the map once like the radar does progressively, but doesn't keep it revealed like localised radar area.
And Takezu, I'm unfortunately playing with bob's ores.
Re: Resource Spawner Overhaul - Discussion thread
It takes a rather long time (several minutes) to generate all the tiles though. In addition, you will only see the ores for about half the distance (~512 in each direction) on the map. All other ores are there, but will only show up on the map once you have wandered into their vincinity.PiggyWhiskey wrote:If you're stuck and don't want to run around to find the ore patches, use
/c game.forces.player.chart({lefttop = {x = -1024, y = -1024}, rightbottom = {x = 1024, y = 1024}})
It reveals the map once like the radar does progressively, but doesn't keep it revealed like localised radar area.
Apart from that I think that good game(mod) design should not rely onl console commands...
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Re: Resource Spawner Overhaul - Discussion thread
SirRichie wrote:It takes a rather long time (several minutes) to generate all the tiles though. In addition, you will only see the ores for about half the distance (~512 in each direction) on the map. All other ores are there, but will only show up on the map once you have wandered into their vincinity.PiggyWhiskey wrote:If you're stuck and don't want to run around to find the ore patches, use
/c game.forces.player.chart({lefttop = {x = -1024, y = -1024}, rightbottom = {x = 1024, y = 1024}})
It reveals the map once like the radar does progressively, but doesn't keep it revealed like localised radar area.
Apart from that I think that good game(mod) design should not rely onl console commands...
The speed depends on your computer. It takes mine 1-2 minutes. But you're right that its not fast. But it is faster than travelling manually.
Also, as it it loading the chunk/generating the terrain, its exactly as if the player walked each and every step. I can confirm (with screenshots if needed) that it displays all available ores/bases/forests throughout the entire area.
Re: Resource Spawner Overhaul - Discussion thread
Well it's not ecxatly like that. True it generates the chunks, but it was mentioned earlier in this thread, the generatet ores, especially at the border on the generatet section aren't shown as what they really are until you examine them.
Usually that means the field gets a bit bigger than whats on the map, but i've also seen secodary ores show up and in atleast one case shrinking.
The generation is not complete untill you move to the field.
Usually that means the field gets a bit bigger than whats on the map, but i've also seen secodary ores show up and in atleast one case shrinking.
The generation is not complete untill you move to the field.
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Re: Resource Spawner Overhaul - Discussion thread
I'm sure I've overlooked something obvious...where do I find the latest version?
Re: Resource Spawner Overhaul - Discussion thread
In the releases and changelog announcement.Marasambala wrote:I'm sure I've overlooked something obvious...where do I find the latest version?
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Re: Resource Spawner Overhaul - Discussion thread
Thanks, I haven't played in awhile and I've always used a bookmarked link so never saw the announcement.
Re: Resource Spawner Overhaul - Discussion thread
Anybody else finding this is giving you too many resources???
Re: Resource Spawner Overhaul - Discussion thread
It's a bit to generous atm.
That will be fixed with next version - it's planned after 0.12 release.
That will be fixed with next version - it's planned after 0.12 release.
Re: Resource Spawner Overhaul - Discussion thread
Subjectiv. I'm pretty good in running out of Iron and Copper continual.
Extra ores from other mods are another thing. They aren'T of continuose use as copper and iron generally.
So you tend to have "more" from them. But for an average use of 2,5K to 3K Iron and Copper per minute,
you have some hours fun with a mine but more or less seeking the next while setting up the first is a good idea.
And to that end, i could use more per min, if my laptop could handel it
Extra ores from other mods are another thing. They aren'T of continuose use as copper and iron generally.
So you tend to have "more" from them. But for an average use of 2,5K to 3K Iron and Copper per minute,
you have some hours fun with a mine but more or less seeking the next while setting up the first is a good idea.
And to that end, i could use more per min, if my laptop could handel it
Re: Resource Spawner Overhaul - Discussion thread
Actually - could you elaborate a bit?Yolan wrote:Anybody else finding this is giving you too many resources???
You mean that resources last to long and/or to big. Or maybe to dense ?
A lot of things can be configured in config file.
Re: Resource Spawner Overhaul - Discussion thread
For some reason I was getting large clumps of highly dense resources, with 3-4k per square! I went into the config file and turned the numbers down though, which seemed to fix the issue.
Re: Resource Spawner Overhaul - Discussion thread
It's because it's trying to put certain amount of resources into whole field. And it might be a bit to much of ore atm - I'll cut it down by half for 0.12 release I think.Yolan wrote:For some reason I was getting large clumps of highly dense resources, with 3-4k per square! I went into the config file and turned the numbers down though, which seemed to fix the issue.
Small but dense resources do provide different challenge for mining
Re: Resource Spawner Overhaul - Discussion thread
Like this? http://i.imgur.com/DP7PYWk.pngorzelek wrote: Small but dense resources do provide different challenge for mining
I get stuff like this a lot. Hardly any big patches.
Re: Resource Spawner Overhaul - Discussion thread
Small but dense? Well not a change i'm looking forward to. i thought the goal of the mod was to expand per train, not to surpress the progress of the factory by ristricting the income of ore, or rather slowing it down significantly. Building a train line for mini orefields, doesn't sound challenging nor fun, just tedios to stump instead of one big mine 5 little ones and having thus monsters of stations to handel the arriving trains.
Re: Resource Spawner Overhaul - Discussion thread
It's been forth and back recently on both size and amount of resources.
I'm starting to think there is no balance possible where everyone will be satisfied;)
I see that I overdid a bit with size decrease and relating size to total amount of resources in patch.
I'll try to reduce it or maybe remove total amount control totally to go back to way it was before.
I'm starting to think there is no balance possible where everyone will be satisfied;)
I see that I overdid a bit with size decrease and relating size to total amount of resources in patch.
I'll try to reduce it or maybe remove total amount control totally to go back to way it was before.