Search found 12 matches
- Mon Apr 27, 2015 7:33 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 208222
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Unfortunately, I have determined that this mod is the cause of constant desyncs in multiplayer (every few minutes or less). My friend and I have tried enabling this this mod alone, as well as in combination with other mods, as well as trying all of the versions of this mod in this thread. The only ...
- Tue Apr 21, 2015 8:23 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 208222
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Thanks for the config Cheata, i've added it and fixed some other stuff.
RSO should now work with shadows modpack.
added config for replicators mod
added config for mopower mod
added config for uranium power mod
fixed dytech config
Resources not found in the RSO config will now be printed to ...
RSO should now work with shadows modpack.
added config for replicators mod
added config for mopower mod
added config for uranium power mod
fixed dytech config
Resources not found in the RSO config will now be printed to ...
- Mon Apr 20, 2015 10:21 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 208222
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
That would be great if you could post your config, Cheata.
I don't play any of those mods (actually i'm not even playing Factorio at all right now...) and I would just choose some arbitrary numbers for those resources myself...
I don't play any of those mods (actually i'm not even playing Factorio at all right now...) and I would just choose some arbitrary numbers for those resources myself...
- Mon Apr 20, 2015 9:06 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 208222
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
I figured it out why the resource configs weren't found. I will fix it tomorrow.
If anyone knows to which mods the following resources belong, that would help me a lot.
If anyone knows to which mods the following resources belong, that would help me a lot.
- clover-patch
- holes
- rare-earth
- greenleaf-ore
- uranium-ore
- uraninite
- fluorite
- gems
- ardite-ore
- Mon Apr 20, 2015 5:48 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 208222
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
I will try to fix the issues with shadows mod pack. If just some resources are missing, it shouldn't be that hard... hopefully 

- Sun Apr 12, 2015 2:06 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 208222
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
AnodeCathode's github should be up to date with the changes posted here in this thread. I usually pushed the changes back except the Uranium power mod.
But you will have to download the source (not the release), because the v1.0.7 release is quite some time ago and there where some additions since ...
But you will have to download the source (not the release), because the v1.0.7 release is quite some time ago and there where some additions since ...
- Thu Mar 05, 2015 7:11 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 208222
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
It's easy to add new ores to RSO.
Just copy an existing config and change the resource name.
And finally just check if the mod is loaded with the remote.interfaces (see examples in config.lua)
I've done it for you for the yuoki ores.
-- yuoki industries mod
if remote.interfaces["yuoki-ind"] then ...
Just copy an existing config and change the resource name.
And finally just check if the mod is loaded with the remote.interfaces (see examples in config.lua)
I've done it for you for the yuoki ores.
-- yuoki industries mod
if remote.interfaces["yuoki-ind"] then ...
- Tue Feb 17, 2015 7:59 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 208222
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
I think this can be fixed by "unfixing" the is_same_region function.
You can find it in control.lua, around Line 180.
Currently:
local function is_same_region(c_x1, c_y1, c_x2, c_y2)
if not floor(c_x1/REGION_TILE_SIZE) == floor(c_x2/REGION_TILE_SIZE) then
return false
end
if not floor(c_y1 ...
You can find it in control.lua, around Line 180.
Currently:
local function is_same_region(c_x1, c_y1, c_x2, c_y2)
if not floor(c_x1/REGION_TILE_SIZE) == floor(c_x2/REGION_TILE_SIZE) then
return false
end
if not floor(c_y1 ...
- Sat Feb 14, 2015 11:54 am
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 208222
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Thanks for the info, it was my error.
Seems like min/max can only be specified for liquids and not for ores.
You can change the alien-ore config so it will (should...) result in smaller fields - i changed it to the following:
richness=200,
size={min=2, max=3},
You can disable the biter ...
Seems like min/max can only be specified for liquids and not for ores.
You can change the alien-ore config so it will (should...) result in smaller fields - i changed it to the following:
richness=200,
size={min=2, max=3},
You can disable the biter ...
- Sat Jan 31, 2015 12:36 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 208222
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
I've fixed the crash with peacemod and added alien-ore to the config (copied from MNorman's post)
Also made a pull request on github for the changes.
I think there will be a new zip up whenever AnodeCathode sees it.
Also made a pull request on github for the changes.
I think there will be a new zip up whenever AnodeCathode sees it.
- Thu Dec 04, 2014 7:29 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 208222
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
How does RSO change the spawner nests placement and new spawners from vanilla?
RSO divides the map into regions. A region is 8 chunks by default. (you can change this in the config.lua)
Each region has 2-5 spawners.
Each spawner has 2-6 biter nests (+ additional worms/spitter spawner ...
RSO divides the map into regions. A region is 8 chunks by default. (you can change this in the config.lua)
Each region has 2-5 spawners.
Each spawner has 2-6 biter nests (+ additional worms/spitter spawner ...
- Sat Nov 22, 2014 3:36 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 208222
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.
Changed spitter spawning based on Boogieman14's changes - Only spitter nests are no longer possible. Each normal biter-spawner ...
As there is already an unofficial release, I thought it would not hurt.
Changed spitter spawning based on Boogieman14's changes - Only spitter nests are no longer possible. Each normal biter-spawner ...