Search found 3911 matches

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: 2529

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: 3794

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: 29
Views: 6816

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: 2195

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: 7542

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: 1535

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: 2550

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: 3127

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: 2550

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: 4264

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: 4264

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: 4264

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.
by orzelek
Tue Jan 04, 2022 9:49 pm
Forum: Resource Spawner Overhaul
Topic: API request :)
Replies: 7
Views: 2550

Re: API request :)

Without looking back into the code, my memory of the function was that I feed it a surface index and x/y coords that I want it to check. It then handles all of the checking and returns true if it's in any starting area, if I understood it correctly. This is perfectly fine for me and my use. Thats c...
by orzelek
Tue Jan 04, 2022 9:48 pm
Forum: Resource Spawner Overhaul
Topic: Feature requests
Replies: 3
Views: 1665

Re: Feature requests

1. Sorry but thats even worse and original proposition is hard to do nicely. Stringly typed settings are a no go for sure. 2. This is a collision detection code - it works for ores and water due to using entity create check API. So it would need to be taught that water is ok and plop land there afte...
by orzelek
Tue Jan 04, 2022 9:44 pm
Forum: Resource Spawner Overhaul
Topic: Resource spawn size not as expected
Replies: 4
Views: 1847

Re: Resource spawn size not as expected

Hmm, so even the starting ores that have a single size number designated have a lot of wiggle room around that? That code is old and not entirely mine even. And parts I changed are old..ish. I can see at least 25% modifier applied as max but I don't guarantee that size limiting algorithm is fool pr...
by orzelek
Tue Jan 04, 2022 6:03 pm
Forum: Mods
Topic: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
Replies: 46
Views: 30627

Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...

Hope the new recipes are fun to play around with. Thinking on resource generation, RSO does have "multi-resource" configuration options. I should probably look into setting those conditionally. It's not the beast feature of RSO and can lead to some strange results in terms of ore density ...
by orzelek
Mon Jan 03, 2022 10:39 pm
Forum: Resource Spawner Overhaul
Topic: Feature requests
Replies: 3
Views: 1665

Re: Feature requests

This is a mixed bag of requests. 1. This is a pain tbh. It would require recreating resource config pretty much every time code has to spawn something. I think it might be a bit to much for a feature like this. Currently enemies have this but ores are counted once or on mod updates. 2. Adding land u...
by orzelek
Mon Jan 03, 2022 10:34 pm
Forum: Resource Spawner Overhaul
Topic: RSO regenerate/clear
Replies: 14
Views: 4264

Re: RSO regenerate/clear

And starting area size is in regions and thats taken from map settings. So making region size to 21 means a huge starting area. You don't need to set it so big in map settings when planning to play with such big region sizes. Ah, ok. I guess that explains it. In my use case, I was wanting the dista...
by orzelek
Mon Jan 03, 2022 10:30 pm
Forum: Resource Spawner Overhaul
Topic: API request :)
Replies: 7
Views: 2550

Re: API request :)

This might not be difficult but are you prepared to handle multiple starting areas that this function will take into account? I'd also need to figure out how to ensure that passed surface index points to something that actually exists - I'm not sure how game behaves if you ask for surface that doesn...

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