Search found 3911 matches

by orzelek
Sat Feb 24, 2024 11:44 am
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 289
Views: 30091

Re: Friday Facts #399 - Trash to Treasure

So the recycler can't output more than 100% of its input but I can take that 100% output and use it to make something with a productivity bonus, which does give >100% outpit. Recycle again for 100% output and I now have a loop that produces slightly more material than it consumes, granting infinite...
by orzelek
Mon Oct 02, 2023 10:26 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 797
Views: 119289

Re: Friday Facts #375 - Quality

What I really do not like about this feature is that it is completely dependent on UI (overly) information. Apparently you cannot identify the quality of an item in the game world on a belt without these UI elements (dots). I find this extremely unimmersive. Now you aren't observing how fancy items...
by orzelek
Mon Sep 11, 2023 3:47 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 797
Views: 119289

Re: Friday Facts #375 - Quality

Well what I certainly like is that there is life and discussion again on the forums :D It's almost like this FF was meant to provoke this? ;) I agree that quality needs different naming since usual RPG terms look strange. But mechanics overall doesn't seem problematic to me. And if I understood cor...
by orzelek
Fri May 26, 2023 3:28 pm
Forum: Resource Spawner Overhaul
Topic: RSO Extra large starting area option
Replies: 3
Views: 891

Re: RSO Extra large starting area option

Starting area size is now taken from map settings. There is a resource multiplier for starting resources that you have changed already. You can increase that multiplier to get more of those. I'm not sure what extra large starting area would be - I can see that there was an additional multiplier to s...
by orzelek
Wed Mar 29, 2023 10:25 pm
Forum: Resource Spawner Overhaul
Topic: No non-starter resources near spawn in 1.0
Replies: 12
Views: 5359

Re: No non-starter resources near spawn in 1.0

The issue is even more pressing in case of using the overhaul mods like A+B or IR3. Especially IR3. The main goal of RSO is to push players to use trains but in IR3 you need iron to research and build trains and iron is not a basic resource. So in case of big starting area you will always face the ...
by orzelek
Tue Feb 07, 2023 10:35 pm
Forum: Resource Spawner Overhaul
Topic: Chlorine mod (salt resource)
Replies: 1
Views: 843

Re: Chlorine mod (salt resource)

Added the config and released 6.2.23.
by orzelek
Mon Jan 09, 2023 10:40 pm
Forum: Mod portal Discussion
Topic: Error: Failed to upload mod: Unknown error. (code: 500)
Replies: 14
Views: 3413

Re: Error: Failed to upload mod: Unknown error. (code: 500)

Same result with new version of my mod.
by orzelek
Thu Dec 08, 2022 11:52 pm
Forum: Resource Spawner Overhaul
Topic: No non-starter resources near spawn in 1.0
Replies: 12
Views: 5359

Re: No non-starter resources near spawn in 1.0

Bumping because the issue mentioned just above came up again : https://www.twitch.tv/videos/1626861552?t=5h20m3s (Not sure about biters starting much closer for you, did you check multiple maps against just bad luck ? Did you disable RSO biter generation and enable vanilla biter generation ??) It w...
by orzelek
Thu Sep 15, 2022 12:51 am
Forum: Resource Spawner Overhaul
Topic: Can I limit where ores can spawn? Or hook into on_chunk_generated handler?
Replies: 6
Views: 2094

Re: Can I limit where ores can spawn? Or hook into on_chunk_generated handler?

I've looked at the code a bit. RSO already has a concept of regions but they are simply squares and a region is identified by {floor(x / size), floor(y / size)}. When a chunk for a new region is generated ROS rolls the dice and places some amount of ores at some locations inside the region. If it h...
by orzelek
Mon Sep 12, 2022 5:46 pm
Forum: Resource Spawner Overhaul
Topic: Can I limit where ores can spawn? Or hook into on_chunk_generated handler?
Replies: 6
Views: 2094

Re: Can I limit where ores can spawn? Or hook into on_chunk_generated handler?

I've looked at the code a bit. RSO already has a concept of regions but they are simply squares and a region is identified by {floor(x / size), floor(y / size)}. When a chunk for a new region is generated ROS rolls the dice and places some amount of ores at some locations inside the region. If it h...
by orzelek
Sat Sep 10, 2022 8:36 pm
Forum: Resource Spawner Overhaul
Topic: Can I limit where ores can spawn? Or hook into on_chunk_generated handler?
Replies: 6
Views: 2094

Re: Can I limit where ores can spawn? Or hook into on_chunk_generated handler?

Currently RSO is cheating a lot (at leasts thats what I think the result is). Basically RSO will check chunks that might not be generated yet and I'm not sure what game does then. For the scenario when you are not using on chunk generated this would work without problems since it should still work a...
by orzelek
Tue Jul 26, 2022 6:42 pm
Forum: Resource Spawner Overhaul
Topic: Another new mod, Natural Gas
Replies: 2
Views: 1484

Re: Another new mod, Natural Gas

Posted 6.2.20 with added config.
by orzelek
Fri Jul 08, 2022 5:49 pm
Forum: Resource Spawner Overhaul
Topic: New Tin mod (bztin)
Replies: 2
Views: 1424

Re: New Tin mod (bztin)

I have added it and released 6.2.19.
by orzelek
Sun Jun 26, 2022 9:14 pm
Forum: PyMods
Topic: Starting ores
Replies: 6
Views: 2033

Re: Starting ores

Please grab new RSO (6.2.17) and let me know if it works correctly for both new and old variant of PyMods.
by orzelek
Sat Jun 25, 2022 9:13 pm
Forum: PyMods
Topic: Starting ores
Replies: 6
Views: 2033

Re: Starting ores

Hmmmm wait.. so rso will be to early for maybe even few months?
Maybe I should roll it back?
by orzelek
Sat May 28, 2022 11:45 am
Forum: Resource Spawner Overhaul
Topic: PyMods Updates
Replies: 2
Views: 1921

Re: PyMods Updates

I took all the files and posted 6.2.15 with them. Let me know if it works correctly.
by orzelek
Fri Mar 18, 2022 8:57 pm
Forum: Resource Spawner Overhaul
Topic: Ore config for Qatmore.
Replies: 9
Views: 3791

Re: Ore config for Qatmore.

Released 6.2.14 with updated config.
by orzelek
Mon Mar 14, 2022 10:58 pm
Forum: Resource Spawner Overhaul
Topic: Ore config for Qatmore.
Replies: 9
Views: 3791

Re: Ore config for Qatmore.

Qatavin wrote:
Sun Mar 13, 2022 4:04 pm
Sorry to bother, but the new config file hasn't been added to RSO yet.
I'm a bit busy for next few days - will get an update out near the weekend or during it.
by orzelek
Mon Feb 28, 2022 9:11 pm
Forum: Resource Spawner Overhaul
Topic: Ore config for Qatmore.
Replies: 9
Views: 3791

Re: Ore config for Qatmore.

Let me know when you release new version of mod and I will add the config.
by orzelek
Mon Feb 14, 2022 5:26 pm
Forum: Technical Help
Topic: [1.1.50] FPS drop when menus/inventory open
Replies: 4
Views: 1717

Re: [1.1.50] FPS drop when menus/inventory open

Hello, i have the exact same problem, any suggestions? Im playing on a pretty strong system not a laptop. I can upload logs and screenshots i neccessary. Cheers. Edit: Logfile: https://pastebin.com/CkwmssvF Screenshot with debug: 20220212135724_1.jpg For me it seems that the gui render time is too ...

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