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Re: [0.12.x] RSO Discussion thread

Posted: Sun Sep 20, 2015 10:59 am
by orzelek
There is one main difference I know about - older version was rolling ore randomly per spawn location and not looking at whole ore field at all. This lead to very big fields that contained millions of ore. Sometimes quite close to starting point. Current version attempts to balance ore per whole field so total amounts are lower. They are increasing with distance to starting location tho - not sure if it's enough or not.

In 1.3.4 I modified spawning rules to be closer to what was in older versions - bigger resource fields and no donuts by default. Distance resource scaling might need further work.

Re: [0.12.x] RSO Discussion thread

Posted: Mon Sep 21, 2015 7:14 am
by Kane
Looking for advice to help prevent Ores from spawning in that squarish area. it's a Custom map (starting) for 4 players that I made. I like to just prevent ores from spawning within spawn like you can do with biters. There not spawning in the center and that is perfect but I like them to spawn further then they are in the picture so for example the iron / oil top left is not something I want.

Image

Re: [0.12.x] RSO Discussion thread

Posted: Mon Sep 21, 2015 9:26 am
by orzelek
Kane wrote:Looking for advice to help prevent Ores from spawning in that squarish area. it's a Custom map (starting) for 4 players that I made. I like to just prevent ores from spawning within spawn like you can do with biters. There not spawning in the center and that is perfect but I like them to spawn further then they are in the picture so for example the iron / oil top left is not something I want.

**Image cut**
If this area is around starting area then you can simply increase starting_area_size in config file to bigger value so that spawning starts further out from center. This won't prevent starting area spawn from RSO - that one can't be disabled currently by config - it will auto-disable itself if RSO is added to ongoing game.

Re: [0.12.x] RSO Discussion thread

Posted: Mon Sep 21, 2015 2:57 pm
by Kane
Thanks for the info. I thought just do biters only but seems to work well :)

Re: [0.12.x] RSO Discussion thread

Posted: Sat Sep 26, 2015 8:25 pm
by Kane
How do I disable RSO Bitters but use vanilla spawns / settings only. There use to be a option on the old one like that long time ago.

Re: [0.12.x] RSO Discussion thread

Posted: Sun Sep 27, 2015 12:38 am
by orzelek
Kane wrote:How do I disable RSO Bitters but use vanilla spawns / settings only. There use to be a option on the old one like that long time ago.
There is no option for it now. It was based on separation of map settings and RSO and those are now integrated so it wouldn't work.
Enemy spawns on highest settings not dense enough with RSO spawning?

Re: [0.12.x] RSO Discussion thread

Posted: Sun Sep 27, 2015 1:45 am
by Kane
orzelek wrote:
Kane wrote:How do I disable RSO Bitters but use vanilla spawns / settings only. There use to be a option on the old one like that long time ago.
There is no option for it now. It was based on separation of map settings and RSO and those are now integrated so it wouldn't work.
Enemy spawns on highest settings not dense enough with RSO spawning?
I can tweak RSO clearly more through the config etc. But using the Map Generation settings it's ugly as hell very square patches odly enough and this is what it looks like with maxed out bitter settings:

http://i.imgur.com/MttqTWo.png (Settings: http://i.imgur.com/yFvFFWd.jpg )

Now compare that square blotchy patches with vanilla bitters:
http://i.imgur.com/fEMF7vX.png

Re: [0.12.x] RSO Discussion thread

Posted: Sun Sep 27, 2015 2:50 am
by Kane
Found a workaround:
override_normal_spawn = false
disable_RSO_biter_spawning = true
ignoreMapGenSettings = true

Then in game none to all ores and then biters are vanilla using RSO ore generation.

Re: [0.12.x] RSO Discussion thread

Posted: Mon Sep 28, 2015 11:46 pm
by TheSAguy
So I just started a new game for testing, and got the below message:
Warning
I set the bob's ores to true in the config file:
Bobs Config
I'm using 1.4.1.
So should I not set these to true in Bob's?

Thanks.

Re: [0.12.x] RSO Discussion thread

Posted: Tue Sep 29, 2015 7:02 am
by orzelek
Looking at the warnings - you have some other mod that added new set of ores with __tm suffix.
I'd need to add those ores or suppress the messages if they are not supposed to be actually spawned.

Re: [0.12.x] RSO Discussion thread

Posted: Tue Sep 29, 2015 5:18 pm
by TheSAguy
orzelek wrote:Looking at the warnings - you have some other mod that added new set of ores with __tm suffix.
I'd need to add those ores or suppress the messages if they are not supposed to be actually spawned.
I think it's something I messed up!! Let me check what on earth I did.
Thanks.

Re: [0.12.x] RSO Discussion thread

Posted: Wed Sep 30, 2015 4:08 pm
by TheSAguy
TheSAguy wrote:
orzelek wrote:Looking at the warnings - you have some other mod that added new set of ores with __tm suffix.
I'd need to add those ores or suppress the messages if they are not supposed to be actually spawned.
I think it's something I messed up!! Let me check what on earth I did.
Thanks.
This was caused by the latest version of the Test Mode Mod: test-mode_0.12.8
So I don't think it's anything to worry about.

Re: [0.12.x] RSO Discussion thread

Posted: Thu Oct 01, 2015 6:35 pm
by TiTaN_3000
hey,

is there a way to reduce the amount of worms spawned?
i would like to have more spawners.

Re: [0.12.x] RSO Discussion thread

Posted: Fri Oct 09, 2015 7:09 pm
by Airat9000
2 how to increase the number?
instead let's say 20,000 to 2 million units as an example.

reduce field code ..
2. connect my mods natural gas and acid.
3. and not crude oil and spring water
4. not sand in homeworld mod

Re: [0.12.x] RSO Discussion thread

Posted: Fri Oct 09, 2015 11:15 pm
by orzelek
TiTaN_3000 wrote:hey,

is there a way to reduce the amount of worms spawned?
i would like to have more spawners.
Ops sorry I didn't notice the post earlier.
You would need to modify configuration of enemy spawning in resourceconfigs/vanilla_enemies.lua.
There is no config option for this currently.

Re: [0.12.x] RSO Discussion thread

Posted: Fri Oct 09, 2015 11:20 pm
by orzelek
Airat9000 wrote:2 how to increase the number?
instead let's say 20,000 to 2 million units as an example.

reduce field code ..
2. connect my mods natural gas and acid.
3. and not crude oil and spring water
4. not sand in homeworld mod
I'm not sure I understand all the points.
To increase amount of resources per node you need to increase global_richness_mult in config file.
I'm not sure what you mean by reducing field code.

2. I'd need to know the mod name to add it's resources.
3. They should be spawning - those huge ore fields might be blocking them. Should still spawn somewhere - how far did you look?
4. No error message for sand - might mean something gone wrong in config - I would need mods and setup to investigate.

Re: [0.12.x] RSO Discussion thread

Posted: Sat Oct 10, 2015 12:22 am
by Airat9000
orzelek wrote:
Airat9000 wrote:2 how to increase the number?
instead let's say 20,000 to 2 million units as an example.

reduce field code ..
2. connect my mods natural gas and acid.
3. and not crude oil and spring water
4. not sand in homeworld mod
I'm not sure I understand all the points.
To increase amount of resources per node you need to increase global_richness_mult in config file.
I'm not sure what you mean by reducing field code.

2. I'd need to know the mod name to add it's resources.
3. They should be spawning - those huge ore fields might be blocking them. Should still spawn somewhere - how far did you look?
4. No error message for sand - might mean something gone wrong in config - I would need mods and setup to investigate.
2 link
nat
https://forums.factorio.com/forum/vie ... 97&t=16788
sul ac
https://forums.factorio.com/forum/vie ... 97&t=16790
4/ add to mods
https://www.dropbox.com/s/1wkekg2re4bd2 ... 5.rar?dl=0

Re: [0.12.x] RSO Discussion thread

Posted: Sat Oct 10, 2015 3:35 pm
by orzelek
Airat9000 wrote:
orzelek wrote:
Airat9000 wrote:2 how to increase the number?
instead let's say 20,000 to 2 million units as an example.

reduce field code ..
2. connect my mods natural gas and acid.
3. and not crude oil and spring water
4. not sand in homeworld mod
I'm not sure I understand all the points.
To increase amount of resources per node you need to increase global_richness_mult in config file.
I'm not sure what you mean by reducing field code.

2. I'd need to know the mod name to add it's resources.
3. They should be spawning - those huge ore fields might be blocking them. Should still spawn somewhere - how far did you look?
4. No error message for sand - might mean something gone wrong in config - I would need mods and setup to investigate.
2 link
nat
https://forums.factorio.com/forum/vie ... 97&t=16788
sul ac
https://forums.factorio.com/forum/vie ... 97&t=16790
4/ add to mods
https://www.dropbox.com/s/1wkekg2re4bd2 ... 5.rar?dl=0
Thanks for the files and links.

Please take a look at new version - should fix problems with sand and adds mods support.

As for oil and water not spawning - I can't reproduce this. But with default settings in config my ore fields are much smaller then what you have on screenshot. It's possible I'm not traveling far enough - checked 300 chunks from start.

Re: [0.12.x] RSO Discussion thread

Posted: Sat Oct 10, 2015 7:36 pm
by Airat9000
orzelek wrote:
Airat9000 wrote:
orzelek wrote:
Airat9000 wrote:2 how to increase the number?
instead let's say 20,000 to 2 million units as an example.

reduce field code ..
2. connect my mods natural gas and acid.
3. and not crude oil and spring water
4. not sand in homeworld mod
I'm not sure I understand all the points.
To increase amount of resources per node you need to increase global_richness_mult in config file.
I'm not sure what you mean by reducing field code.

2. I'd need to know the mod name to add it's resources.
3. They should be spawning - those huge ore fields might be blocking them. Should still spawn somewhere - how far did you look?
4. No error message for sand - might mean something gone wrong in config - I would need mods and setup to investigate.
2 link
nat
https://forums.factorio.com/forum/vie ... 97&t=16788
sul ac
https://forums.factorio.com/forum/vie ... 97&t=16790
4/ add to mods
https://www.dropbox.com/s/1wkekg2re4bd2 ... 5.rar?dl=0
Thanks for the files and links.

Please take a look at new version - should fix problems with sand and adds mods support.

As for oil and water not spawning - I can't reproduce this. But with default settings in config my ore fields are much smaller then what you have on screenshot. It's possible I'm not traveling far enough - checked 300 chunks from start.
and questions
2 How do I change the number of permissible resource of 666 in the example of 6,000,000

3. not sand

Re: [0.12.x] RSO Discussion thread

Posted: Sat Oct 10, 2015 7:45 pm
by orzelek
The resource error is game itself not the mod. Can you tell me what multipliers you set up in config file?