Credits for this mod are still Dark's, all blame over the 0.11 changes is mine

after playing a little bit with the mod, i think the spawning for biter spawners is disabled.Align wrote:I've been thinking that what the mod needs is to make biters expand and spawn new nests more aggressively. It's good that they can be wiped out and get some peace and quiet for a while, but it being so permanent makes defensive structures unnecessary.
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-- disiable spawners regardless
add_peak(data.raw["unit-spawner"]["biter-spawner"],{influence=-1000})
add_peak(data.raw["unit-spawner"]["spitter-spawner"],{influence=-1000})
add_peak(data.raw["turret"]["small-worm-turret"],{influence=-1000})
add_peak(data.raw["turret"]["medium-worm-turret"],{influence=-1000})
add_peak(data.raw["turret"]["big-worm-turret"],{influence=-1000})
And then, you put "NONE" for the size of every ressources in the vanilla settings of the map (when you create it), so only RSO will spawn ressources.override_normal_spawn = true -- if false then the standard spawner can also spawn full grown resources/entities,
-- set resources you want to control through this config to "None" in worldgen "Size" settings when starting a new game
-- changing of this setting requires game restart, i.e. close game and start it again, not actally a new game
Thanks iGi! I never liked the fact that RSO placed all the Dytech rare elements in the starting area. I'll give RSO another shot now.iGi wrote:I made some changes to RSO to better fit my playstyle and thought i would share it with you guys.
As there is already an unofficial release, I thought it would not hurt.
Unchanged as far as I can tell, but that's not what the "richness" setting does for alien nests; you get just as many Alien Artifacts per spawner (random number from 2-9 I think), and instead it controls how many spawners are in each nest. So raising richness means more spawners, meaning more biters and spitters.TheSAguy wrote:EDIT: Does RSO affect the richness of Alien nests? (The amount of pink balls you get, don't remember what they are called)
You might want to reduce the default richness settings for resource fields if you want to be forced to constantly expand, but that of course depends on how much your typical factories consume. For me I'm starting to think about making modules for rocket defense and am only halfway through the first iron and copper fields I ever expanded to, but I'm keen on high efficiency and don't build more than I need.TheSAguy wrote:I like to play a game where you have to constantly expand to find new resources. I like to play with high terrain segmentation and big water, that creates a maze map. I do have a modified land-fill mod that makes it much more expensive to use and my own "Natural Evolution" mod so you can kill a lot of nests without having the evolution factor go crazy,
Current Game MapWhat settings do you guys find work best to accomplish this? What additional edits to RSO would help out?
Thanks.
RSO divides the map into regions. A region is 8 chunks by default. (you can change this in the config.lua)How does RSO change the spawner nests placement and new spawners from vanilla?
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global_richness_mult = 1.0
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-override_type = 'partially'
+override_type = 'full'
-starting_area_size=1 -- starting area in regions, safe from random nonsense
+starting_area_size=0.5 -- starting area in regions, safe from random nonsense
-absolute_resource_chance=0.30 -- chance to spawn an resource in a region
+absolute_resource_chance=0.10 -- chance to spawn an resource in a region
-multi_resource_size_factor=0.60
+multi_resource_size_factor=2
-min_amount=350 -- default value for minimum amount of resource in single pile
+min_amount=1000 -- default value for minimum amount of resource in single pile
["iron-ore"]
- starting={richness=2000, size=17},
+ starting={richness=1000, size=8},
["copper-ore"]
- starting={richness=1800, size=10},
+ starting={richness=800, size=5},
["coal"]
- starting={richness=2500, size=12},
+ starting={richness=1500, size=6},
["stone"]
- starting={richness=1000, size=8},
+ starting={richness=500, size=4},
- spawns_per_region={min=2,max=5},
+ spawns_per_region={min=4,max=8},
["biter-spawner"]
- size_per_region_factor=1.05,
+ size_per_region_factor=1.15,
- absolute_probability=0.15, -- chance to spawn in region
+ absolute_probability=0.25, -- chance to spawn in region
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-- BobOres
-- up the stone at start. Not Dytech levels but still higher than vanilla?
if remote.interfaces["bobores"] then
config["stone"].allotment = 30
config["stone"].richness = 200
config["stone"].starting.richness = 100
end
if remote.interfaces["bobores"] then
-- bobores
config["gold-ore"] = {
type="resource-ore",
allotment=25,
spawns_per_region={min=2, max=5},
richness=175,
size={min=2, max=5},
min_amount = 15,
starting={richness=50, size=3, probability=0},
multi_resource_chance=0.60,
multi_resource={
["lead-ore"] = 3,
["silver-ore"] = 3,
["tin-ore"] = 3,
["tungsten-ore"] = 3,
["zinc-ore"] = 3,
}
}
config["silver-ore"] = {
type="resource-ore",
allotment=25,
spawns_per_region={min=2, max=5},
richness=220,
size={min=2, max=5},
min_amount = 15,
starting={richness=50, size=3, probability=0},
multi_resource_chance=0.60,
multi_resource={
["lead-ore"] = 3,
["gold-ore"] = 3,
["tin-ore"] = 3,
["tungsten-ore"] = 3,
["zinc-ore"] = 3,
}
}
config["lead-ore"] = {
type="resource-ore",
allotment=25,
spawns_per_region={min=2, max=5},
richness=220,
size={min=2, max=5},
min_amount = 15,
starting={richness=50, size=3, probability=0.2},
multi_resource_chance=0.60,
multi_resource={
["silver-ore"] = 3,
["gold-ore"] = 3,
["tin-ore"] = 3,
["tungsten-ore"] = 3,
["zinc-ore"] = 3,
}
}
config["tin-ore"] = {
type="resource-ore",
allotment=25,
spawns_per_region={min=2, max=5},
richness=220,
size={min=2, max=5},
min_amount = 15,
starting={richness=50, size=3, probability=0},
multi_resource_chance=0.60,
multi_resource={
["lead-ore"] = 3,
["silver-ore"] = 3,
["gold-ore"] = 3,
["tungsten-ore"] = 3,
["zinc-ore"] = 3,
["copper-ore"] = 2,
}
}
config["tungsten-ore"] = {
type="resource-ore",
allotment=25,
spawns_per_region={min=2, max=5},
richness=220,
size={min=2, max=5},
min_amount = 15,
starting={richness=50, size=3, probability=0},
multi_resource_chance=0.60,
multi_resource={
["lead-ore"] = 3,
["silver-ore"] = 3,
["gold-ore"] = 3,
["tin-ore"] = 3,
["zinc-ore"] = 3
}
}
config["bauxite-ore"] = {
type="resource-ore",
allotment=25,
spawns_per_region={min=2, max=5},
richness=220,
size={min=2, max=5},
min_amount = 15,
starting={richness=50, size=3, probability=0},
multi_resource_chance=0.0,
multi_resource={
["lead-ore"] = 3,
["silver-ore"] = 3,
["gold-ore"] = 3,
["tin-ore"] = 3,
["zinc-ore"] = 3,
}
}
config["rutile-ore"] = {
type="resource-ore",
allotment=25,
spawns_per_region={min=2, max=5},
richness=220,
size={min=2, max=5},
min_amount = 15,
starting={richness=50, size=3, probability=0},
multi_resource_chance=0.0,
multi_resource={
["lead-ore"] = 3,
["silver-ore"] = 3,
["gold-ore"] = 3,
["tin-ore"] = 3,
["zinc-ore"] = 3,
}
}
config["quartz"] = {
type="resource-ore",
allotment=25,
spawns_per_region={min=2, max=5},
richness=220,
size={min=2, max=5},
min_amount = 15,
starting={richness=50, size=3, probability=0},
multi_resource_chance=0.0,
multi_resource={
["lead-ore"] = 3,
["silver-ore"] = 3,
["gold-ore"] = 3,
["tin-ore"] = 3,
["zinc-ore"] = 3,
}
}
config["zinc-ore"] = {
type="resource-ore",
allotment=25,
spawns_per_region={min=2, max=5},
richness=220,
size={min=2, max=5},
min_amount = 15,
starting={richness=50, size=3, probability=0},
multi_resource_chance=0.60,
multi_resource={
["lead-ore"] = 3,
["silver-ore"] = 3,
["gold-ore"] = 3,
["tin-ore"] = 3,
["tungsten-ore"] = 3,
}
}
end
I set myself to the problem of no spitter spawners being generated with this mod. iGi's solution was to add spitter spawners as "sub-spawns" when entire bases are generated. While this gets the job done, in my opinion, a perhaps more elegant solution could be to spawn 50% biter spawners and 50% spitter spawners when the spawners are generated, similar to how the game handles them in vanilla.If you read this post a few hours ago, you would have seen a bunch a text describing how I was going about this. Well, whatever. I decided to whitewash it all and integrate my changes into AnodeCathodes' 1.0.5 version. No you're not going crazy.![]()