[0.12.x] RSO Discussion thread
Re: [0.12.x] RSO Discussion thread
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.
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.
- StoneLegion
- Filter Inserter
- Posts: 687
- Joined: Fri Sep 05, 2014 7:34 pm
- Contact:
Re: [0.12.x] RSO Discussion thread
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.
Re: [0.12.x] RSO Discussion thread
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.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**
- StoneLegion
- Filter Inserter
- Posts: 687
- Joined: Fri Sep 05, 2014 7:34 pm
- Contact:
Re: [0.12.x] RSO Discussion thread
Thanks for the info. I thought just do biters only but seems to work well
- StoneLegion
- Filter Inserter
- Posts: 687
- Joined: Fri Sep 05, 2014 7:34 pm
- Contact:
Re: [0.12.x] RSO Discussion thread
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
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.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.
Enemy spawns on highest settings not dense enough with RSO spawning?
- StoneLegion
- Filter Inserter
- Posts: 687
- Joined: Fri Sep 05, 2014 7:34 pm
- Contact:
Re: [0.12.x] RSO Discussion thread
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:orzelek wrote: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.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.
Enemy spawns on highest settings not dense enough with RSO spawning?
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
- StoneLegion
- Filter Inserter
- Posts: 687
- Joined: Fri Sep 05, 2014 7:34 pm
- Contact:
Re: [0.12.x] RSO Discussion thread
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.
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
So I just started a new game for testing, and got the below message:
So should I not set these to true in Bob's?
Thanks.
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
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'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
I think it's something I messed up!! Let me check what on earth I did.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.
Thanks.
Re: [0.12.x] RSO Discussion thread
This was caused by the latest version of the Test Mode Mod: test-mode_0.12.8TheSAguy wrote:I think it's something I messed up!! Let me check what on earth I did.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.
Thanks.
So I don't think it's anything to worry about.
-
- Inserter
- Posts: 45
- Joined: Wed Dec 24, 2014 10:18 am
- Contact:
Re: [0.12.x] RSO Discussion thread
hey,
is there a way to reduce the amount of worms spawned?
i would like to have more spawners.
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
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
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
- Attachments
-
- 2015-10-09_22-07-23.png (432.05 KiB) Viewed 6944 times
-
- 2015-10-09_22-05-49.png (1.37 MiB) Viewed 6944 times
Re: [0.12.x] RSO Discussion thread
Ops sorry I didn't notice the post earlier.TiTaN_3000 wrote:hey,
is there a way to reduce the amount of worms spawned?
i would like to have more spawners.
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
I'm not sure I understand all the points.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
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
2 linkorzelek wrote:I'm not sure I understand all the points.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
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.
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
Thanks for the files and links.Airat9000 wrote:2 linkorzelek wrote:I'm not sure I understand all the points.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
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.
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
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
and questionsorzelek wrote:Thanks for the files and links.Airat9000 wrote:2 linkorzelek wrote:I'm not sure I understand all the points.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
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.
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
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.
2 How do I change the number of permissible resource of 666 in the example of 6,000,000
3. not sand
- Attachments
-
- 2015-10-10_22-41-34.png (780.52 KiB) Viewed 6885 times
-
- 2015-10-10_22-41-08.png (374.16 KiB) Viewed 6885 times
-
- 2015-10-10_22-35-50.png (467.9 KiB) Viewed 6887 times
Re: [0.12.x] RSO Discussion thread
The resource error is game itself not the mod. Can you tell me what multipliers you set up in config file?