Search found 3285 matches

by orzelek
Mon Dec 17, 2018 7:51 pm
Forum: Ideas and Suggestions
Topic: Allow inserters to put out repair packs from roboport please.
Replies: 5
Views: 80

Re: Allow inserters to put out repair packs from roboport please.

Main design is that you do not put repair packs into roboport in any way. You just need to have them available in logistics network. You can use buffer chests to distribute them better near the front lines. Slots in roboports are there only for returning bots to leave them there instead of trying to...
by orzelek
Mon Dec 17, 2018 6:18 pm
Forum: Resource Spawner Overhaul
Topic: Lead not spawning in any map
Replies: 1
Views: 33

Re: Lead not spawning in any map

By load you mean crating a new game? I tried creating few new games with set of bob's mods and it seems to work. Galena is pretty dark on map so it wil lmask itself pretty well sometimes. Can you post a save from newly created game and mod settings from case where galena is not present so I can take...
by orzelek
Mon Dec 17, 2018 8:17 am
Forum: Not a bug
Topic: [0.16.51] [MacOS]Overlapping debug text
Replies: 5
Views: 57

Re: [0.16.51] [MacOS]Overlapping debug text

It's in the config.ini file. It's named debug-font-size and for me it's near end of the file.
by orzelek
Sat Dec 15, 2018 9:53 pm
Forum: Resource Spawner Overhaul
Topic: Py Raw Ores came out
Replies: 9
Views: 216

Re: Py Raw Ores came out

Actual config was made by subie - I just tuned it a bit and I do think it might not be balanced in any way. Basically all the ores and rocks are pretty much identical in spawns - I have no real data to say what should be more or less common. And reading through Py mods code is not.. pretty ;) Any co...
by orzelek
Tue Dec 11, 2018 9:40 pm
Forum: Resource Spawner Overhaul
Topic: Py Raw Ores came out
Replies: 9
Views: 216

Re: Py Raw Ores came out

I've released new RSO version with the config.
by orzelek
Tue Dec 11, 2018 8:57 am
Forum: Resource Spawner Overhaul
Topic: Py Raw Ores came out
Replies: 9
Views: 216

Re: Py Raw Ores came out

So, I didn't want to wait anymore, and i think Py and Nexela are focusing on bug fixing for now, so I made a makeshift config file that is working. Should be decent enough, and sets the proper starting materials, and should make the big rocks much less frequent and spread out. Only problem I can't ...
by orzelek
Mon Dec 10, 2018 12:35 am
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 709
Views: 29618

Re: pY Raw Ores Discussion

just not how RSO intends them to be. aka placed after water is placed, and not before like in vanilla (which is horrid for aesthetics and predictability IMO) I dont know how RSO works...but the intent of the ore-rocks are to be rare and spread. When I started up game with all Py mods and looked at ...
by orzelek
Sun Dec 09, 2018 8:03 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 709
Views: 29618

Re: pY Raw Ores Discussion

I think I need to surrender on making RSO support for whole set of mods by myself. There is a total of 37 ores when you start up whole py set. (Not to mention my PC saying it's really heavy - about 7 GB VRAM and 9GB of RAM used up by Factorio with high res graphics) Might need to ask Nexela to take ...
by orzelek
Sun Dec 09, 2018 11:02 am
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 709
Views: 29618

Re: pY Raw Ores Discussion

I must say i have some problems with lead deposites findiong - they are too rare and small Since there have been changes in the recipe of solder lead has become more demanded Orzewlek must update RSO mod too and i want to ask him to make lead deposites a little bit more widespread or at least incre...
by orzelek
Sun Dec 09, 2018 10:54 am
Forum: Resource Spawner Overhaul
Topic: Py Raw Ores came out
Replies: 9
Views: 216

Re: Py Raw Ores came out

RSO update will come if Pyanodon or Nexela will prepare the RSO config for it. I can help with that for syntax etc. but due to scale of Py mods I can't make a good config without a lot of guessing. There are a lot of new ores in Py Ores mod and they might need some special treatment - from what I un...
by orzelek
Wed Dec 05, 2018 8:57 pm
Forum: Not a bug
Topic: [0.16.51] Logistic robots "stuck" in delivering goods
Replies: 2
Views: 84

Re: [0.16.51] Logistic robots "stuck" in delivering goods

Or add a storage chest so robots have space to put the coal back and can happily go back to roboport after that.
by orzelek
Tue Dec 04, 2018 9:23 pm
Forum: Resource Spawner Overhaul
Topic: RSO mod settings - Clarification needed
Replies: 1
Views: 135

Re: RSO mod settings - Clarification needed

You are correct about the exponent - but distance is measured in regions with default region size being 32.
And map settings are used by RSO to modifiy resource parameters. For enemies richness is ignored other two are also working.
by orzelek
Mon Dec 03, 2018 12:29 am
Forum: Ideas and Suggestions
Topic: Automated guided vehicles (AGV)
Replies: 22
Views: 482

Re: Automated guided vehicles (AGV)

It would be worth it if it could do 2 things:
1. Move cargo over medium distances better then belts.
2. Would need less space for loading/unloading + infrastructure then trains.
by orzelek
Sat Dec 01, 2018 12:29 pm
Forum: Bug Reports
Topic: Mining over multiple infinite resource entities - bug?
Replies: 2
Views: 159

Re: Mining over multiple infinite resource entities - bug?

You can easily get a miner on top of fully infinite ore patch. And I think even devs acknowledged that with infinite ores display of yield on miners is silly and has nothing to do with how it actually works. It works with oil rigs since they only mine 1 resource node. And normal miner also mines onl...
by orzelek
Wed Nov 21, 2018 8:20 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2068
Views: 205458

Re: Bugs & FAQ

Good afternoon, I think I found a bug with the current production of lime with Blast Furnace, the process does not finish the product, the green bar stops in the end and i don't recive the product, the machine simple stucks. I have been observing the process and whenever the amount of carbon dioxid...
by orzelek
Sat Nov 17, 2018 7:40 am
Forum: Ideas and Suggestions
Topic: Online installer.
Replies: 3
Views: 159

Re: Online installer.

Also using online installer might be actually slower in that case - it still needs to download the same game files anyway.
by orzelek
Tue Nov 13, 2018 6:54 pm
Forum: Resource Spawner Overhaul
Topic: RSO and the PvP Scenario
Replies: 6
Views: 998

Re: RSO and the PvP Scenario

Ive had a different issue with it. For me, I cant get the clear command to work. And the Scenario seems to generate starting areas for me, but without any resources. And reset generation command doesn't work? RSO will not know about all starting areas unless they are registered separately and PvP s...
by orzelek
Fri Nov 09, 2018 8:32 pm
Forum: Resource Spawner Overhaul
Topic: Mod compatibility with "Bad Biters" mod.
Replies: 8
Views: 202

Re: Mod compatibility with "Bad Biters" mod.

Do you want me to add some kind of compatibility? Either mix it up with normals or try to make separated spawning rules?
by orzelek
Fri Nov 09, 2018 7:04 pm
Forum: Resource Spawner Overhaul
Topic: Mod compatibility with "Bad Biters" mod.
Replies: 8
Views: 202

Re: Mod compatibility with "Bad Biters" mod.

Since I did not add the support to RSO yet using vanilla generation in RSO will preserve original mod settings and generate biters like that.
by orzelek
Tue Nov 06, 2018 5:49 pm
Forum: Resource Spawner Overhaul
Topic: Mod compatibility with "Bad Biters" mod.
Replies: 8
Views: 202

Re: Mod compatibility with "Bad Biters" mod.

Default generation doesn't take any of new bases and biters into account. I'd need a small config file from mod author or can look into adding it myself. Can you add the same bases generation as by vanilla bases, but with another seed? So they have same size , same frequency, but not in the same pl...

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