Resource balancing

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Phakx
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Resource balancing

Post by Phakx »

Yeah guys.
I'm currently develope a nice mod but i have a big problem with my recource balancing.
I added one new type of ore and i wanted to spawn it at the same rate as stone but every time i generate a new map there is always one resource missing or so tiny that they don't really count.
Did i do something wrong?
Please I need help :|
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ssilk
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Re: Resource balancing

Post by ssilk »

Turned your starting area to zero?
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Re: Resource balancing

Post by Phakx »

No. i leave everything on default. This is the code i use for the new resource:

Code: Select all

  {
    type = "resource",
    name = "resin",
    icon = "__TrueBuildings__/graphics/icons/resin.png",
    flags = {"placeable-neutral"},
    order="a-b-e",
    minable =
    {
      hardness = 0.4,
      mining_particle = "sticky-particle",
      mining_time = 2,
      result = "resin"
    },
    collision_box = {{ -0.1, -0.1}, {0.1, 0.1}},
    selection_box = {{ -0.5, -0.5}, {0.5, 0.5}},
    autoplace =
    {
      control = "resin",
      sharpness = 1,
      richness_multiplier = 11000,
      richness_base = 250,
      size_control_multiplier = 0.06,
      peaks = {
        {
          influence = 0.20,
          starting_area_weight_optimal = 0,
          starting_area_weight_range = 0,
          starting_area_weight_max_range = 2,
        },
        {
          influence = 0.25,
          starting_area_weight_optimal = 1,
          starting_area_weight_range = 0,
          starting_area_weight_max_range = 2,
        },
        {
          influence = 0.6,
          noise_layer = "resin",
          noise_octaves_difference = -4,
          noise_persistence = 0.45,
          starting_area_weight_optimal = 1,
          starting_area_weight_range = 0,
          starting_area_weight_max_range = 2,
        },
        {
          influence = -0.2,
          max_influence = 0,
          noise_layer = "copper-ore",
          noise_octaves_difference = -2.3,
          noise_persistence = 0.45,
        },
        {
          influence = -0.2,
          max_influence = 0,
          noise_layer = "iron-ore",
          noise_octaves_difference = -2.3,
          noise_persistence = 0.45,
        },
        {
          influence = -0.2,
          max_influence = 0,
          noise_layer = "coal",
          noise_octaves_difference = -2.3,
          noise_persistence = 0.45,
        }
      },
    },
    stage_counts = {1000, 600, 400, 200, 100, 50, 20, 1},
    stages =
    {
      filename = "__TrueBuildings__/graphics/entity/sticky/sticky.png",
      priority = "extra-high",
      frame_width = 38,
      frame_height = 38,
      frame_count = 4,
      direction_count = 8
    },
    map_color = {r=0.80, g=0.60, b=0.20}
  },
I copied the code from Stone and changed the picture paths. thats all

EDIT: The most weird thing is the fact that if coal spawn in a larger amount there is no resin. same for resin.
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Re: Resource balancing

Post by ssilk »

Moved from balancing to modding help
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Phakx
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Re: Resource balancing

Post by Phakx »

Sorry for the wrong area to post my problem ;)

Btw. i ran into another tiny problem. I added a new production building. I called it "Part Factory". It is used to build special parts that i also created. now for my problem. if i oben the interface of it, it's like from an assembling machine, i can choose which item i want to build. but there is every item listed. so i thought i could add a new inventory group tab. but this won't work.
This is only for optical purpose but is there a way to add new tabs? i found the .lua file for the groups but nothing happend after i added a new one
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Re: Resource balancing

Post by ssilk »

Just a guess, but other mods do also add new groups. Looked into them?
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Re: Resource balancing

Post by Phakx »

no not yet. but i can do this.

EDIT: i changed some rates. now i'm happy with it. everything spawns normal




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