Search found 3261 matches

by orzelek
Tue Oct 23, 2018 5:19 pm
Forum: Modding help
Topic: Damage modifier on 'Bonuses' GUI
Replies: 10
Views: 267

Re: Damage modifier on 'Bonuses' GUI

I think atached mod should still work. It adds bonus for electric weapon type and locale to make it display in gui properly. Haven't used it in a while so no guarantees. Are you sure it displays the bonuses in the GUI? The mod seems to still work fine but I'm not seeing an entry for the bonuses the...
by orzelek
Tue Oct 23, 2018 7:03 am
Forum: Modding help
Topic: Damage modifier on 'Bonuses' GUI
Replies: 10
Views: 267

Re: Damage modifier on 'Bonuses' GUI

I think atached mod should still work. It adds bonus for electric weapon type and locale to make it display in gui properly.
Haven't used it in a while so no guarantees.
by orzelek
Mon Oct 22, 2018 9:09 pm
Forum: Mods
Topic: [MOD 0.16.x] Natural Evolution - All things Alien!
Replies: 806
Views: 171460

Re: [MOD 0.16.x] Natural Evolution - All things Alien!

What kind of settings do I have to use for aggressive expansion? Nearly every new run I've done with Bobs, RSO, Rampant, FARL, Robot Army and expansion is simply too low. I've played between 3-10 hours several runs, and I've double-checked that expansion is enabled every time (biters do expand some...
by orzelek
Thu Oct 11, 2018 5:48 pm
Forum: Modding help
Topic: Disabling vanilla ore generation
Replies: 14
Views: 180

Re: Disabling vanilla ore generation

You can find it in data-final-fixes.lua in RSO. It disables spawning but leaves ore items etc.
There are few potential ways to do it tho - it depends if you want the resourcecs to still show up in map setup menu for example.
by orzelek
Fri Oct 05, 2018 6:56 pm
Forum: Resource Spawner Overhaul
Topic: RSO too small Oilpatches how to modify it?
Replies: 2
Views: 114

Re: RSO too small Oilpatches how to modify it?

It's random so it might not scale immediately. It is possible that if you changed some of values to ones I did not expect random generation scales in a bit bad way (like few vs a lot instead of nice steady increase with distance). I did fix this for bases recently and I see similar behavior is prese...
by orzelek
Sun Sep 30, 2018 11:12 am
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 8506

Re: Friday Facts #262 - Hello my name is: Compilatron

https://i.imgur.com/5CefCzY.jpg Recommend taking those map settings, making them into a scenario and then having a scenario specific behavior for biter which sees them landfill slowly towards the player (and later you can use shallow water). This would be mod agnostic as the scripts can be in the s...
by orzelek
Thu Sep 20, 2018 11:36 am
Forum: Modding help
Topic: Help with autoplacement for multi level (3D) map
Replies: 15
Views: 271

Re: Help with autoplacement for multi level (3D) map

That would wok well with the random dots from the last FFF. But you are need to define each metaball! It's not good for unlimited map. It's not a big problem - RSO just rolls randomly few of them (positive and negative) to create nicely looking patches. A bit tricky part is getting patch of size yo...
by orzelek
Mon Sep 17, 2018 4:24 pm
Forum: Modding help
Topic: Help with autoplacement for multi level (3D) map
Replies: 15
Views: 271

Re: Help with autoplacement for multi level (3D) map

I think this might be useful:
https://en.wikipedia.org/wiki/Metaballs
RSO uses 2D variant of those to generate ores. It might be pretty easy to use current gen as "base" and expand them in z dimension.
by orzelek
Tue Sep 11, 2018 5:52 pm
Forum: This Forum
Topic: Forum update to phpBB 3.2
Replies: 120
Views: 8349

Re: Today's forum skin update

I think that main drawback of new forum look is that it's overall lighter then previous one and it lost some of contrast - especially on new post icons next to topics.
And I'm not sure if it's browser specific or not but letters are smaller then in previous one.
by orzelek
Mon Sep 03, 2018 6:55 pm
Forum: Mod portal Discussion
Topic: Notification about new discussions
Replies: 1
Views: 104

Notification about new discussions

Is there a notification about new discussion started in mod?
I am registered for RSO notifications but new discussion thread did not send one. After I replied to it I did receive one for next post.
by orzelek
Sun Sep 02, 2018 11:01 pm
Forum: General discussion
Topic: Nooby question on Mod loading/map settings.
Replies: 2
Views: 212

Re: Nooby question on Mod loading/map settings.

Klonan wrote:Send him the save, when he goes to load it, there is a 'Sync mods with save' button.
I'm not sure if this will sync the settings - I think thats in 0.17.
You might need to also send him the settings.dat file.
by orzelek
Sat Sep 01, 2018 9:20 am
Forum: Mods
Topic: [0.16] Sea Block Pack 0.2.16
Replies: 892
Views: 239921

Re: [0.16] Sea Block Pack 0.2.13

I've got a bit of a problem while running this mod: All the terrain (land and water) is black! Entities are visible normally - if I place a light, it's visible. I installed the entire mod pack via the download link, after cleaning my mods folder out completely. I had this problem with all the mods ...
by orzelek
Tue Aug 28, 2018 10:17 am
Forum: Modding help
Topic: Cant access technologies in control.lua[Solved]
Replies: 7
Views: 201

Re: Cant access technologies in control.lua

Don't call LuaForce.reset() because it does what name implies - it will reset researched techs.

Also there is a dictonary technology_prototypes that might give you all the info without need to create a force.
by orzelek
Mon Aug 20, 2018 7:41 am
Forum: General discussion
Topic: add infinite ore
Replies: 9
Views: 1020

Re: add infinite ore

By default any ore modifying mod that you add will work in running game on newly spawned areas only. So if you add Angel's intinite ores they will start appearing if you go and explore further then your current area (it might be far into the dark since game gnerates chunks there). Some mods might ha...
by orzelek
Mon Aug 20, 2018 7:28 am
Forum: Modding help
Topic: [0.16.51] [Solved] Desync with random generator
Replies: 25
Views: 525

Re: [0.16.51] [Solved] Desync with random generator

One simple solution: delete your entire random generator class and just call math.random(...) from your functions and it will work perfectly. I had thinked about it in some moment. But i fixed mine because i need more than 10 different random numbers in one tick and default math.random can't guaran...
by orzelek
Fri Aug 17, 2018 8:32 pm
Forum: Modding help
Topic: [0.16.51] [Solved] Desync with random generator
Replies: 25
Views: 525

Re: [0.16.51] Desync with entity property operations.

Ok. One small improvement cost me few days of headache. No needs to be smarter than needs. As result - Any kind of references to C may leads to desync ( in my case "tonumber(tostring({}))" as seed for randomizer) Thanks to all for the help. Now i need to put all the pieces back together. :) Hmm I'm...
by orzelek
Fri Aug 17, 2018 6:41 pm
Forum: Modding help
Topic: [0.16.51] [Solved] Desync with random generator
Replies: 25
Views: 525

Re: [0.16.51] Desync with entity property operations.

A bit lazy so a screenshot - it's a diff of script.dat files showing differences between global table data for your mod most likely. It would seem that different seeds are generated on both machines = massive desync due to different decisions. There are a lot of differences in level file that might...
by orzelek
Fri Aug 17, 2018 6:11 pm
Forum: Modding help
Topic: [0.16.51] [Solved] Desync with random generator
Replies: 25
Views: 525

Re: [0.16.51] Desync with entity property operations.

This might be of use: DataDif.png A bit lazy so a screenshot - it's a diff of script.dat files showing differences between global table data for your mod most likely. It would seem that different seeds are generated on both machines = massive desync due to different decisions. There are a lot of dif...
by orzelek
Fri Aug 17, 2018 5:06 pm
Forum: Mods
Topic: [MOD 0.16] Advanced Underground Piping v0.16.53
Replies: 13
Views: 591

Re: [MOD 0.16] Advanced Underground Piping v0.16.3

Staplergun wrote:The only script is the rotation piece. The rest is just custom entities.
Ohhh niceee... maybe a bit more order to pipes with angels.
by orzelek
Fri Aug 17, 2018 5:04 pm
Forum: Modding help
Topic: [0.16.51] [Solved] Desync with random generator
Replies: 25
Views: 525

Re: [0.16.51] Desync with entity property operations.

1. Why would you reseed the gen every time? It's not really necessary most likely and costs quite a lot of math time. I had come to this when starts receiving similar results inside the same game tick. 2. Post the link to desync report somewhere and I can diff it to see if something pops out. Gimme...

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