Search found 3898 matches

by orzelek
Sun Jun 26, 2022 9:14 pm
Forum: PyMods
Topic: Starting ores
Replies: 6
Views: 218

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: 218

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: 343

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: 1202

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: 1202

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: 1202

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: 533

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 ...
by orzelek
Mon Jan 31, 2022 1:10 pm
Forum: Resource Spawner Overhaul
Topic: Config for bzcarbon (Graphite & Diamonds), and bzaluminum (Aluminum)
Replies: 5
Views: 655

Re: Config for bzcarbon (Graphite & Diamonds), and bzaluminum (Aluminum)

Sorry it seems I missed this thread earlier - I'll try to take a look and add those during weekend.
by orzelek
Thu Jan 20, 2022 8:35 pm
Forum: General discussion
Topic: [Finished] Testing new CDN providers for Factorio
Replies: 14
Views: 1365

Re: Testing new CDN providers for Factorio

My ISP is UPC in Poland - 1000/40 link. I have results from 3 tries: "Wube CDN" % Total % Received % Xferd Average Speed Time Time Time Current Dload Upload Total Spent Left Speed 100 1400M 100 1400M 0 0 20.2M 0 0:01:09 0:01:09 --:--:-- 22.7M "CDN77" % Total % Received % Xferd Av...
by orzelek
Sun Jan 16, 2022 7:48 pm
Forum: Technical Help
Topic: Very slow downloads from the website
Replies: 28
Views: 2282

Re: Very slow downloads from the website

as i'm not the only person living in BC, I imagine there's more people who experience this BC as in British Columbia? To troubleshoot this further I would like you to do some network path testing with a tool like https://en.wikipedia.org/wiki/MTR_(software) or https://en.wikipedia.org/wiki/PathPing...
by orzelek
Sun Jan 16, 2022 7:44 pm
Forum: Gameplay Help
Topic: Base consuming more power than it should
Replies: 4
Views: 639

Re: [1.1.50] Base consuming more power than it should

Can you please make your question a bit more clear? You seem to be asking about base power consumption but you are discussing numbers shown in Satisfaction part. And thats one of most misleading stats on this screen. It works decently until your base won't start going above your power production and...
by orzelek
Sun Jan 16, 2022 7:37 pm
Forum: General discussion
Topic: Peak Factorio 17.79 and the hot mess of .18 and 1.0/1.1
Replies: 26
Views: 3264

Re: Peak Factorio 17.79 and the hot mess of .18 and 1.0/1.1

It might be slightly tangential to the discussion but since pipes were mentioned above: I think that we reached a point where pipes should behave like belts in terms of way of building and direction management instead of current connect to everything behavior. This would make building and managing p...
by orzelek
Thu Jan 13, 2022 6:06 pm
Forum: Resource Spawner Overhaul
Topic: Compatibility with Cargo Ships deep sea oil
Replies: 1
Views: 396

Re: Compatibility with Cargo Ships deep sea oil

1. AFAIK you can make your resource use generation copied from oil and attach collision mask to it to collide with ground_layer to make it spawn only on water. 2. Doing above would mean adding config to it for RSO would work and should spawn only in water. If above 2 steps won't work then it gets tr...
by orzelek
Wed Jan 12, 2022 8:29 pm
Forum: Resource Spawner Overhaul
Topic: API request :)
Replies: 7
Views: 627

Re: API request :)

Thanks. Haven't had a chance to try yet, but hopefully soon. Question, regarding vanilla, does the game technically only have 1 start position? How does it handle competitive MP? At the moment, I'm checking to see if something is outside of the start area with this util.distance({0,0}, resource.pos...
by orzelek
Sat Jan 08, 2022 4:53 pm
Forum: Resource Spawner Overhaul
Topic: Resource regen with new seed?
Replies: 8
Views: 837

Re: Resource regen with new seed?

I've added new command:

Code: Select all

/rso-seed-override [new seed number]
You can use it to give RSO any number as a seed and it will use it for subsequent generation.

I've also updated instructions thread with actual /rso-* commands that should be used now.
by orzelek
Sat Jan 08, 2022 4:52 pm
Forum: Resource Spawner Overhaul
Topic: API request :)
Replies: 7
Views: 627

Re: API request :)

Added access to isInStartingArea in 6.2.12.
Let me know if it works properly.
It requires surface index (can be read from game surface index property) and tile coordinates x,y.
by orzelek
Fri Jan 07, 2022 11:57 am
Forum: Resource Spawner Overhaul
Topic: RSO regenerate/clear
Replies: 14
Views: 1032

Re: RSO regenerate/clear

That was my experience with RSO in 0.16 - Death World had a LOT more nests than the (old) vanilla generator (pretty sure that this description was already there ?) - but I thought that it was just trying to replicate the (yet older) "wall of red" 0.14 feeling ? It seems that current death...
by orzelek
Wed Jan 05, 2022 7:50 pm
Forum: Resource Spawner Overhaul
Topic: RSO regenerate/clear
Replies: 14
Views: 1032

Re: RSO regenerate/clear

Hmm, but didn't RSO use to greatly increase the number of biter nests compared to vanilla ? (Or is that only for Death World ?) If you mouse over the "Use RSO biter generation" setting, the popup has the text "[...] It's more sparse then vanilla to allow for resource scouting." ...
by orzelek
Tue Jan 04, 2022 9:51 pm
Forum: Resource Spawner Overhaul
Topic: RSO regenerate/clear
Replies: 14
Views: 1032

Re: RSO regenerate/clear

From what I recall RSO biter generation can still nerf Rampant badly so it's.. hard to get correct. Rampant is not used to having so few biter bases I think - I did not do to many experiments on that and I still used vanilla gen with it.

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