Credits for this mod are still Dark's, all blame over the 0.11 changes is mine
[MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
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Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Ok, I haven't heard back from Dark yet, but I suppose it can't hurt to provide a user-fixed release.
Credits for this mod are still Dark's, all blame over the 0.11 changes is mine
Credits for this mod are still Dark's, all blame over the 0.11 changes is mine
Changelog for unofficial 1.0.3
- Attachments
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- rso-mod_1.0.3.zip
- (15.41 KiB) Downloaded 440 times
I don't have OCD, I have CDO. It's the same, but with the letters in the correct order.
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Hi there.
So i tryed the 1.0.3 in multiplayer this night, and my feelings are pretty good !
We played it 2 players only, because with this mod the map is every time getting bigger and bigger and we can't handle it with 3 or 4 players atm (btw i can't handle 4 players even in classic maps, it crashs often)
We managed to explore around us to find some ores and oil. We had like 1 little crude oil deposit of 59% at the start so we planed to rush the trains before going too far int he techs because we had not enought oil anyway.
After 4 hours we accomplished a train system to get iron ores from a far place, and some coal too, next plan was to grab some oil .
So this mod seems to work fine with 11.1 as far as we could see, but the main problem is the size of the maps, making every map download very long.
It's a bit sad because it's what i love in this mod, playing big maps with big spaces, making it much more realistic.
Also, because we still have some desync and crashs, we have to reload it quite often, making it a bit anoying.
I think people shouldn't plan to play it 4+ people or they may use lot of time trying to reconnect and download hudge map :p, but its only the start of the MP, and we managed to make it work, so i won't complain anyway!
PS: Is there a way to add some bitters in this mod? with a command or something? I think it perfect about ressources, but a bit too much easy about bitters. I had to clean 1 nest to get a hudge iron deposit, that's not enought challenge in my opinion.
And changing the vanilla settings doesn't seem to affect this mod
So i tryed the 1.0.3 in multiplayer this night, and my feelings are pretty good !
We played it 2 players only, because with this mod the map is every time getting bigger and bigger and we can't handle it with 3 or 4 players atm (btw i can't handle 4 players even in classic maps, it crashs often)
We managed to explore around us to find some ores and oil. We had like 1 little crude oil deposit of 59% at the start so we planed to rush the trains before going too far int he techs because we had not enought oil anyway.
After 4 hours we accomplished a train system to get iron ores from a far place, and some coal too, next plan was to grab some oil .
So this mod seems to work fine with 11.1 as far as we could see, but the main problem is the size of the maps, making every map download very long.
It's a bit sad because it's what i love in this mod, playing big maps with big spaces, making it much more realistic.
Also, because we still have some desync and crashs, we have to reload it quite often, making it a bit anoying.
I think people shouldn't plan to play it 4+ people or they may use lot of time trying to reconnect and download hudge map :p, but its only the start of the MP, and we managed to make it work, so i won't complain anyway!
PS: Is there a way to add some bitters in this mod? with a command or something? I think it perfect about ressources, but a bit too much easy about bitters. I had to clean 1 nest to get a hudge iron deposit, that's not enought challenge in my opinion.
And changing the vanilla settings doesn't seem to affect this mod
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Yeah you gotta go into the mod folder and adjust the config.lua file, basically everything under ["biter-spawner"].
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Thx for the tip, now i can configure all the parametters of RSO mod.
But is it going to work if someone else, with other config of his mod, come in my game? or we need to have exactly the same?
But is it going to work if someone else, with other config of his mod, come in my game? or we need to have exactly the same?
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Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Since the configuration options determine where things get placed in the game world, and this is done continuously throughout the game (as you explore away from your starting area, new chunks of the map get generated on the fly), I would expect all these configuration options will need to be exactly the same. In fact, because different configuration options will likely lead to difference even in the starting area, I wouldn't even be surprised if the game would just crash very early.
The somewhat good news though is that it probably doesn't matter if you change any settings between saves. So if you start a solo game with some settings, then change your settings to match the other's for an MP game, you can go back to your solo game without changing these settings back (the changed settings only affect areas that haven't been explored yet)
The somewhat good news though is that it probably doesn't matter if you change any settings between saves. So if you start a solo game with some settings, then change your settings to match the other's for an MP game, you can go back to your solo game without changing these settings back (the changed settings only affect areas that haven't been explored yet)
I don't have OCD, I have CDO. It's the same, but with the letters in the correct order.
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
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.
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Yeah we should have a setting to activate the Vanilla's system of biters spawning, it's too quiet right there after we cleaned them around the base.
After some hours i realized than all the lasers/walls and repair robot system i did put every where was 100% useless because i cleaned far enought to never get under attack, and the RSO seems to never spawn new bitters nest in revealed area.
Btw i tryed to play MP with custom settings, and i can tell you than we needed to have exactly the sames settings or the game crash when someone discover a new part of the map
After some hours i realized than all the lasers/walls and repair robot system i did put every where was 100% useless because i cleaned far enought to never get under attack, and the RSO seems to never spawn new bitters nest in revealed area.
Btw i tryed to play MP with custom settings, and i can tell you than we needed to have exactly the sames settings or the game crash when someone discover a new part of the map
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
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.
have a look a the mod file: /prototypes/base.lua
at the end are this lines:
Code: Select all
-- 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})
can some one verify this?
EDIT: i test this setup also with a new game. i think the mod programmer disable with this lines some parts from the placing and growing of spawners in the vanilla version. so you have to many aliens in a early game or much more hardcore, because the first extension can be difficult
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Hm. I've definitely seen new nests appear inside my radar range where none were before, so it can't be completely disabled. Isn't that part about the vanilla initial spawning logic, which is replaced just like the vanilla spawning logic for resources?
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
I found a way to use the vanilla spawning system about bitters and RSO about ressource.
You only have to set "false" instead of "true" in this line:
But about the bitters, you will have the Vanilla ones AND the RSO ones if you do it this way.
So i tryed with "very low frequency" about them, to suit better with RSO. The main problem is than the vanilla bitters nests are very large and everywhere when you get very far from starting location, even if you put them in very low frequency/low size.
But maybe i should have a try with "NONE" in bitters size, and then use only the RSO settings for them, but because the vanilla spawning system is activated, they should spawn with pollution and time as usual and then make the game a bit more stressfull (Or maybe if you put NONE about bitters size in a vanilla game, they doesn't spawn at all?).
->You can also desactivate the RSO bitters if you put some 0 numbers in the RSO configuration and then use only the vanilla ones.
You only have to set "false" instead of "true" in this line:
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
But about the bitters, you will have the Vanilla ones AND the RSO ones if you do it this way.
So i tryed with "very low frequency" about them, to suit better with RSO. The main problem is than the vanilla bitters nests are very large and everywhere when you get very far from starting location, even if you put them in very low frequency/low size.
But maybe i should have a try with "NONE" in bitters size, and then use only the RSO settings for them, but because the vanilla spawning system is activated, they should spawn with pollution and time as usual and then make the game a bit more stressfull (Or maybe if you put NONE about bitters size in a vanilla game, they doesn't spawn at all?).
->You can also desactivate the RSO bitters if you put some 0 numbers in the RSO configuration and then use only the vanilla ones.
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
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.
All credits for this mod go to Dark.
As there is already an unofficial release, I thought it would not hurt.
Changelog for unofficial 1.0.4
I would recommend using RSO as described by the previous post.All credits for this mod go to Dark.
- Attachments
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- rso-mod_1.0.4.zip
- (16.2 KiB) Downloaded 369 times
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Another change that could solve the lack of fighting would be making the pollution spread much further... hmm.
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
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.
How does RSO change the spawner nests placement and new spawners from vanilla? iGi, your version changes the spitters to be paced like worms at bitter nests. I get that, but how does RSO change the entire process from vanilla?
EDIT: Does RSO affect the richness of Alien nests? (The amount of pink balls you get, don't remember what they are called)
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 Map
What settings do you guys find work best to accomplish this? What additional edits to RSO would help out?Thanks.
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
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.
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
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?
Each region has 2-5 spawners.
Each spawner has 2-6 biter nests (+ additional worms/spitter spawner).
Additionally there's a chance that a spawn is on a resource. (40%)
New spawners are unaffected as far as I know.
This is my current map and i'm quite pleased with RSO.
Current map
My settings
You can use
Code: Select all
global_richness_mult = 1.0
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
i changed the mod in this way:
- more enemies
- less but bigger ressource fields
- smaller starting area for more pressure at the start
someone play with bob ores and extend the rso mod with the settings for the new ores?
my changes:
- more enemies
- less but bigger ressource fields
- smaller starting area for more pressure at the start
someone play with bob ores and extend the rso mod with the settings for the new ores?
my changes:
Code: Select all
-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
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Are there any plans to update this to cover Bob's ores, and the new other mods that adds resources?
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Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
I've put together a quick and dirty addition to add Bob's Ores to RSO. For the most part just a duplicate of dytech. I turned the stone down as it's not quite as critical to Bob's Mods. Have a go. Also turned off the multi-ore for some but left some as-is.
This needs to be pasted at the end of the config.lua in the RSO mod. May need some modifications for specific amounts, but in testing running around at 10x speed in peaceful with both Bob's Ores on it's own and RSO it looks roughly similar. The tiny amounts of specific starter area ores (galena, quartz, tin) are still spawning as intended.
Thoughts?
This needs to be pasted at the end of the config.lua in the RSO mod. May need some modifications for specific amounts, but in testing running around at 10x speed in peaceful with both Bob's Ores on it's own and RSO it looks roughly similar. The tiny amounts of specific starter area ores (galena, quartz, tin) are still spawning as intended.
Thoughts?
Code: Select all
-- 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
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Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Finished updating RSO to add support for Bob's Ores. I took iGi's unofficial 1.0.4 update and modified. All modifications can be seen on github.
Downloadable unofficial version 1.0.5: https://github.com/AnodeCathode/Resourc ... tag/v1.0.5
Github main page: https://github.com/AnodeCathode/Resourc ... ulBobsOres
The config values were based on a very scientific process of pulling the values out of the air and checking the result. Seems to be balanced against the actual ore usage and compared with vanilla. Feedback on specific values appreciated.
Downloadable unofficial version 1.0.5: https://github.com/AnodeCathode/Resourc ... tag/v1.0.5
Github main page: https://github.com/AnodeCathode/Resourc ... ulBobsOres
The config values were based on a very scientific process of pulling the values out of the air and checking the result. Seems to be balanced against the actual ore usage and compared with vanilla. Feedback on specific values appreciated.
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Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
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.
My solution, though simple, is a bit of a hack (could be a lot worse I can tell you!) because the spawn cases are hard-coded: flip a coin, on heads generate a biter spawner, on tails generate a spitter spawner. This generates approximatey equal numbers of spitter spawners in place of what previously would have been biter spawners. There are values in config.lua that allow you to manipulate the spawn ratios of biters/spitters should you so wish.
AnodeCathode, if you wish to use the changes I've made and update your GitHub, by all means do. The files I've changed (config.lua and control.lua) are in a separate zip file attached to this post.
Of course, all credit goes to Dark for creating this mod in the first place and the various people who've worked on the unofficial versions keeping it upto date.
Hope this update works for you. If there's any problems, let me know. Ciao!
Changelog for unofficial 1.0.6
- Attachments
-
- rso-mod_1.0.6.zip
- RSO updated with spitter spawners.
- (16.29 KiB) Downloaded 200 times
-
- RSO1.0.5-withspitters-files_v4.zip
- These are the 2 files that have changed from the 1.0.5 version.
- (10.6 KiB) Downloaded 171 times
Last edited by fishlips13 on Tue Jan 06, 2015 2:16 pm, edited 2 times in total.