Search found 74 matches

by yeganer
Tue Aug 11, 2015 10:47 am
Forum: Modding help
Topic: What's the meaning of the autoplace_controls?
Replies: 5
Views: 3850

Re: What's the meaning of the autoplace_controls?

Thank you very much, that information is awesome! I have only one small question. the value is calculated as value = noise-threshold So what order of magnitude does value have? from what i have seen ingame i would estimate something around 0.05 - 0.2? Is there an upper limit to that value and if so,...
by yeganer
Mon Aug 10, 2015 9:57 am
Forum: Modding help
Topic: What's the meaning of the autoplace_controls?
Replies: 5
Views: 3850

What's the meaning of the autoplace_controls?

Hey guys, I'm in the process to rewrite the popular mod RSO to support multiple surfaces and in the process of doing that i'd like to simplyfy it's configuration by using the autoplace_controls as basis for the internal resource patch generation. Currently i am struggeling a bit to understand the im...
by yeganer
Sun Aug 09, 2015 8:39 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 195867

Re: [0.12.x] RSO Discussion thread

The version on github is the new version which isn't ready for the public yet. So just download the version form the forums and make your modification.
by yeganer
Sun Aug 09, 2015 7:09 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 195867

Re: [0.12.x] RSO Discussion thread

Currently it requires a patch but I'm currently developing a version that can handle that.
by yeganer
Sat Aug 08, 2015 7:26 pm
Forum: Modding help
Topic: Multi surface support for RSO
Replies: 5
Views: 2255

Re: Multi surface support for RSO

Yeah, we can do that, but i really didn't come up with a great name for now. Besides that, a bump in the version number could do the trick, too.
by yeganer
Sat Aug 08, 2015 4:43 pm
Forum: Modding help
Topic: Multi surface support for RSO
Replies: 5
Views: 2255

Re: Multi surface support for RSO

yes, actually i can create theoretical infinite size patches.

I'm calculating the spawn locations before the chunks are generated and i'm spawning the stuff when the chunk is generated
by yeganer
Sat Aug 08, 2015 3:32 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 195867

Re: [0.12.x] RSO Discussion thread

Depending on what a character entity can do without being controlled by a player this could be very interesting.

Imagine being able to switch between several characters. So you are in base and crafting some stuff by hand. then attack at base Iron 11. Switch to character there. repair. switch back xD
by yeganer
Sat Aug 08, 2015 3:13 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 195867

Re: [0.12.x] RSO Discussion thread

Only CharacterEntity can be controlled by the player. But one could spawn several character entities and then switch between them with a mod. That's an interesting idea.
by yeganer
Sat Aug 08, 2015 2:45 pm
Forum: Modding help
Topic: Multi surface support for RSO
Replies: 5
Views: 2255

Multi surface support for RSO

Hey guys, i decided to add multi surface support to RSO and in the process i started to rewrite the complete mod. My goals with the new version are the following: Allow surface based settings for resources (like size, frequency, richness) Build an API for other mods to add resources ( it would be po...
by yeganer
Sat Aug 08, 2015 12:17 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 195867

Re: [0.12.x] RSO Discussion thread

you can spawn enemy bases at a specifig coordinate with \c game.player.surface.build_enemy_base({x = 0, y=0}, <number of biters>) replace the 0's with the coordinates and then set a number of biters and it "should" work. The more biters, the bigger the base. try setting the game.speed to s...
by yeganer
Fri Aug 07, 2015 6:46 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 195867

Re: [0.12.x] RSO Discussion thread

Are there biters running around near enemy spawners?
by yeganer
Fri Aug 07, 2015 4:48 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 195867

Re: [0.12.x] RSO Discussion thread

what is the output of

Code: Select all

/c game.player.print(serpent.block(game.map_settings.enemy_expansion.enabled))
If it's false then you should be able to set it to true with

Code: Select all

/c game.map_settings.enemy_expansion.enabled = true
by yeganer
Fri Aug 07, 2015 3:53 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 195867

Re: [0.12.x] RSO Discussion thread

activate show_enemy_expansion_candidate_chunks in the debug menu (F4) if you see no circles, then the enemy has nothing to expand to whoich means, he won't expans.
by yeganer
Thu Aug 06, 2015 10:04 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 195867

Re: [0.12.x] RSO Discussion thread

I don't think you can edit the save specific map_gen_settings. that's why you would have to change the config file if you are not happy with the generation RSO produces in combination with your map_gen_settings
by yeganer
Thu Aug 06, 2015 9:46 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 195867

Re: [0.12.x] RSO Discussion thread

It should "just work" depending on your map_gen_settings(which are read now) it could be needed to change the config. you could use the map exchange string to generate the same map and see how the resources look there \c game.forces.player.chart(game.surfaces.nauvis, {{-1024,-1024},{1024,1...
by yeganer
Thu Aug 06, 2015 7:55 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 195867

Re: [0.12.x] RSO Discussion thread

You should update because in 1.2.8 the amount of ore in a patch doesn't scale with it's size. You can try to regenerate the world after updating(backup 1st) or just explore into new lands.
by yeganer
Tue Aug 04, 2015 5:37 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 195867

Re: [0.12.x] RSO Discussion thread

The first equation is in the source code control.lua line 531 and 536. Since the approxDepositSize is always > 0 and the amount doesn't drop below the min amount. sorry i was wrong there. but the problem that big patches have only around 300 resources per tile persists. The problem started when minS...
by yeganer
Tue Aug 04, 2015 5:48 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 195867

Re: [0.12.x] RSO Discussion thread

The Problem with the current Ore gen is that you calculate a total resource value for the deposit, devide that by the number of patches and then calculate each patch size the following way: amount = min + force * (avg - min) This results in the following: If the patch is too big (total amount < #pat...
by yeganer
Mon Aug 03, 2015 2:28 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 195867

Re: [0.12.x] RSO Discussion thread

RSO should create big patches at far distances but i noticed that the resource in each spawn seems to be really low. I am currently using map gen settings big and very rich and i'm getting 200-500 ore per tile which is really bad compared to ~2k before the update. so it seems some balancing needs to...
by yeganer
Sun Jul 26, 2015 8:12 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 195867

Re: [0.12.x] RSO Discussion thread

quoting yourself doesn't change the fact, that i don't know what "essentially infinite" means to you. one could set the amount on each pile to be the 2^31 (32 bit integer limit) or one could set the infinite flag meaning it will behave like oil does. so out of curiosity i'm interested what...

Go to advanced search