The ore was originally designed as a server only mod. As a standalone one I could add that feature. Just been kidna taking a break until 0.16Cobalt40 wrote:DangOreus is definitely a unique marathon mod. One suggestion I would like to make to improve this mod is to find a way to disable the map from counting nearby mineral resources, which causes a lot of lag and noise data as my map grows thanks to placing radar dishes. (Being told what composition of minerals literally surrounds me us pretty useless given the nature of this mod.). All I care about on the map is locating fluid deposits.
This would probably be another concern for spotting enemy bases. (I've been playing on peaceful with no enemy bases. So, I cannot tell)
Mylon's Many Mods
Re: Mylon's Multiple Mods
Re: Mylon's Multiple Mods
Hotkeys are a problem as I've run into collisions before. What would you recommend for a key to toggle it? Either way it'll appear in the options for changing, but defaults matter!Bucketsmith wrote:Not sure if you're still active, hope so.
For the automatic belt upgrader mod, it would be fantastic if we had an in-game switch, hotkey or mod option to turn it on or off.
When you get to juuuuust about making some blue tier transport items, you want to slowly start upgrading your base, and also keep some on you for new stuff to build.
But the production of the blue items is too slow to deal with the MASSIVE task of upgrading the entire base all at once, leaving me unable to grab and hold any blue items for myself. My own personal roboport and construction bots will take it out of my inventory to upgrade random bits I walk by.
Re: Mylon's Multiple Mods
I updated dangOreus to turn off resource patch information. Unfortunately this also turns off the information for oil too.
Re: Mylon's Multiple Mods
I can at least see where they are on the map compared to the lag issues I was having before. Also, I am using another mod called Map Labels written by Pandemoneus which offers a sufficient workaround and makes their locations easier to spot.Mylon wrote:I updated dangOreus to turn off resource patch information. Unfortunately this also turns off the information for oil too.
Will you be adding LordMimir's fix to dangOreus as well? I put it in myself, and my original issue appears resolved.
Re: Mylon's Multiple Mods
Oops, that slipped by me. I knew I was forgetting something!Cobalt40 wrote:I can at least see where they are on the map compared to the lag issues I was having before. Also, I am using another mod called Map Labels written by Pandemoneus which offers a sufficient workaround and makes their locations easier to spot.Mylon wrote:I updated dangOreus to turn off resource patch information. Unfortunately this also turns off the information for oil too.
Will you be adding LordMimir's fix to dangOreus as well? I put it in myself, and my original issue appears resolved.
-
- Inserter
- Posts: 23
- Joined: Mon Apr 29, 2013 4:49 pm
- Contact:
Re: Mylon's Multiple Mods
I'm getting
this
I have some mods I have our bob's and angel and Asteroid Mining and others and then omnimatter.
Result all mods is I have 2 ore on map which are Omnite(Omnimatter mod) and Factorium ore(PortalResearch Mod).
Code: Select all
244.551 Script @dangOreus/control.lua:265: 0
244.559 Script @dangOreus/control.lua:271: global tables are size 0.
311.462 Error MainLoop.cpp:940: Exception at tick 4216287: Error while running event dangOreus::on_chunk_generated (ID 12)
dangOreus/control.lua:123: bad argument #1 to 'random' (interval is empty)
I have some mods I have our bob's and angel and Asteroid Mining and others and then omnimatter.
Result all mods is I have 2 ore on map which are Omnite(Omnimatter mod) and Factorium ore(PortalResearch Mod).
Long List Mods
Re: Mylon's Multiple Mods
dangOreus assumes that ore is being generated the usual way. If another mod is using their own method to generate ore (like RSO) then that definitely will cause a conflict with dangOreus.omagaalpha wrote:I'm gettingthisCode: Select all
244.551 Script @dangOreus/control.lua:265: 0 244.559 Script @dangOreus/control.lua:271: global tables are size 0. 311.462 Error MainLoop.cpp:940: Exception at tick 4216287: Error while running event dangOreus::on_chunk_generated (ID 12) dangOreus/control.lua:123: bad argument #1 to 'random' (interval is empty)
I have some mods I have our bob's and angel and Asteroid Mining and others and then omnimatter.
Result all mods is I have 2 ore on map which are Omnite(Omnimatter mod) and Factorium ore(PortalResearch Mod).
Long List Mods
Some things to consider when trying to fix this:
* Which ores get spawned? Which don't? Like look at the problem I had with Thorium in Bob's.
* How do I suppress that mod's ore generation so ores aren't overlapping?
It's a tricky problem and I'd suggest you bug the mod authors to use normal resource generation logic instead of their own methods. And/or split that into a separate mod like RSO.
-
- Manual Inserter
- Posts: 2
- Joined: Mon Oct 02, 2017 9:20 pm
- Contact:
Re: Mylon's Multiple Mods
I have no recommendations, I barely use hotkeys. My preference would go to a button on the HUD somewhere.Mylon wrote: Hotkeys are a problem as I've run into collisions before. What would you recommend for a key to toggle it? Either way it'll appear in the options for changing, but defaults matter!
Re: Mylon's Multiple Mods
I noticed in your list of fixes for DangOreus, you added a fix described as "Resources give oil patches a little bit of room to breathe."
For Angel's Ores, this fix works well for Oil Wells and Gas Wells, but for Fissures, they can be very misleading on where their auto-detonate zones are.
Oil Wells and Gas Wells cover a 3x3 area. A Fissure covers a 5x5 area but is only getting the 3x3 clearing from ores because of the mod. I went a little further and managed to dig my way to a fissure to see what else changed only to find my transport belts breaking outside the 5x5 zone of the fissure even though the ores were already cleared away. The real danger zone of fissures is a 9x9 area on the latest version. I don't recall this being a problem on previous versions. One clue I can give as to what changed is I built a Thermal Water Extractor, a pumpjack specifically made for fissures. Thermal Water Extractors cover a 9x9 area when built.
Could there be a way to adjust the breathing room for fissures to make them less misleading?
For Angel's Ores, this fix works well for Oil Wells and Gas Wells, but for Fissures, they can be very misleading on where their auto-detonate zones are.
Oil Wells and Gas Wells cover a 3x3 area. A Fissure covers a 5x5 area but is only getting the 3x3 clearing from ores because of the mod. I went a little further and managed to dig my way to a fissure to see what else changed only to find my transport belts breaking outside the 5x5 zone of the fissure even though the ores were already cleared away. The real danger zone of fissures is a 9x9 area on the latest version. I don't recall this being a problem on previous versions. One clue I can give as to what changed is I built a Thermal Water Extractor, a pumpjack specifically made for fissures. Thermal Water Extractors cover a 9x9 area when built.
Could there be a way to adjust the breathing room for fissures to make them less misleading?
-
- Inserter
- Posts: 23
- Joined: Mon Apr 29, 2013 4:49 pm
- Contact:
Re: Mylon's Multiple Mods
Why when it show your mod lack checking at some variable?Mylon wrote:dangOreus assumes that ore is being generated the usual way. If another mod is using their own method to generate ore (like RSO) then that definitely will cause a conflict with dangOreus.omagaalpha wrote:I'm gettingthisCode: Select all
244.551 Script @dangOreus/control.lua:265: 0 244.559 Script @dangOreus/control.lua:271: global tables are size 0. 311.462 Error MainLoop.cpp:940: Exception at tick 4216287: Error while running event dangOreus::on_chunk_generated (ID 12) dangOreus/control.lua:123: bad argument #1 to 'random' (interval is empty)
I have some mods I have our bob's and angel and Asteroid Mining and others and then omnimatter.
Result all mods is I have 2 ore on map which are Omnite(Omnimatter mod) and Factorium ore(PortalResearch Mod).
Long List Mods
Some things to consider when trying to fix this:
* Which ores get spawned? Which don't? Like look at the problem I had with Thorium in Bob's.
* How do I suppress that mod's ore generation so ores aren't overlapping?
It's a tricky problem and I'd suggest you bug the mod authors to use normal resource generation logic instead of their own methods. And/or split that into a separate mod like RSO.
Replace chunk_type = global.diverse_ore_list[math.random(#global.diverse_ore_list)] with this
Code: Select all
if #global.diverse_ore_list > 1 then
chunk_type = global.diverse_ore_list[math.random(#global.diverse_ore_list)]
else
chunk_type = global.diverse_ore_list[1]
end
Add check where create make #ore_list greater then zero.
Code: Select all
if( #ore_list >0) then
local type = ore_list[(math.random(#ore_list))]
--With noise
event.surface.create_entity{name=type, amount=amount, position={x+0.45+0.1*math.random(), y+0.45+0.1*math.random()}}
--Without noise
-- event.surface.create_entity{name=type, amount=amount, position={x+0.5, y+0.5}}
end
Re: Mylon's Multiple Mods
I updated the code so no ore is generated around the Thermal Water Extractor footprint. The main goal of not spawning ore was to make it possible to read the resource patch info on oil wells. Seeing no ore around the fissure does not fit that original goal and may or may not convey the right idea about safety, but not sure how really to handle that. But the code is there now! And it's more general code so it'll handle other sizes of liquid resources too.Cobalt40 wrote:Could there be a way to adjust the breathing room for fissures to make them less misleading?
Challenge: At the moment liquid resources are ignored. How might they be integrated into the concept? Do liquid resources occasionally spawn biters? Or maybe they have some other effect that makes them suitably dangOilus?
Last edited by Mylon on Sat Nov 25, 2017 11:02 pm, edited 1 time in total.
Re: Mylon's Multiple Mods
I'm not understanding what's going on here.omagaalpha wrote:
That is how fix my error.
If #global.diverse_ore_list is 0, then math.random(#global.diverse_ore_list) will fail, which I expected. But global.diverse_ore_list[1] will be nil so that shouldn't work. If #global.diverse_ore_list is 1, then math.random(1) will work just fine. Likewise, wrapping the block in a (#ore_list >0) mean resources are never generated using dangOreus logic.
The only reason these tables should be 0 is if there are no parameters for placing the ore and a mod is using its own logic for spawning ore.
I'm just going to say one of your other mods to change how they work. Preferably they should define autoplace_controls and let the game's logic handle placement. But if you're having fun with your patch then go for it.
Re: Mylon's Multiple Mods
As far as I know, Fissures do not spawn biters. There is only the problem of drilling for up to 5 days in realtime just to reach one only to find a mediocre amount of yield. There's also the less common but slightly annoying issue of not starting with any connection to water in the starting area. At least water is usually about 4 layers of ore away, but when you don't find any coal there, you really find yourself squandering resources just to get started.Mylon wrote:Challenge: At the moment liquid resources are ignored. How might they be integrated into the concept? Do liquid resources occasionally spawn biters? Or maybe they have some other effect that makes them suitably dangOilus?
If there is a way to guarantee closer liquid spawns with higher yield, that would help safeguard against unavoidable downtime just because oil-based products are unreachable - especially plastic, lubricant, and sulfuric acid.
If you are going to try a "DangOilus" mod to make liquid deposits spawn biters, I hope there is a way to respect players on peaceful mode, or perhaps there is a way use a pumpjack to put the kibosh on such spawns.
Re: Mylon's Multiple Mods
dangOreus spOilers
The key features of dangOreus is an overabundance of resources and a huge limitation on space. I'm not really sure how to fit oil into that paradigm, except maybe to use very big / very frequent deposits. But that can be done without any additional mods/coding.Re: Mylon's Multiple Mods
I'm having a problem with prospector. After using the prospector to upgrade the ore into veins, the amount in each vein is much lower than previously. All the patches seem to be 25 ore. With the map settings, the tier one patches had 500-800 per patch. I'm using Angel's with RSO. Using it on undepleted patches also seems to add only 25.
Re: Mylon's Multiple Mods
Concreep seems to be placing concrete over asphalt from the asphalt roads mod.
Re: Mylon's Multiple Mods
This is a conflict specifically with RSO. RSO is spawning the ore patches after my mod, which interrupts the logic that is used to determine how much ore should be added.Marsh wrote:I'm having a problem with prospector. After using the prospector to upgrade the ore into veins, the amount in each vein is much lower than previously. All the patches seem to be 25 ore. With the map settings, the tier one patches had 500-800 per patch. I'm using Angel's with RSO. Using it on undepleted patches also seems to add only 25.
I'm confident that resource spawning will be more satisfying in 0.16 without RSO, so adding support for RSO won't be necessary.
Re: Mylon's Multiple Mods
What do I change in the bluebuild mod file(s) so I:
1. Don't have to be standing still for blueprints to self populate
2. Can be much further away, like 500-5000 tiles away...
3. Can place blueprints much faster, say 100 per second instead of 10 person like you mod description suggests.
I assume these topics set by flags and/or variables in your code so I just need to know which to change and in what file they are in. If any of the above mentioned points will greatly mess with performance I would appreciate any work arounds you may have for that.
Thanks for your help!
I like this mod concept since it means I don't need to start the game with a personal robot port and robots to get this same functionality.
Cheers
1. Don't have to be standing still for blueprints to self populate
2. Can be much further away, like 500-5000 tiles away...
3. Can place blueprints much faster, say 100 per second instead of 10 person like you mod description suggests.
I assume these topics set by flags and/or variables in your code so I just need to know which to change and in what file they are in. If any of the above mentioned points will greatly mess with performance I would appreciate any work arounds you may have for that.
Thanks for your help!
I like this mod concept since it means I don't need to start the game with a personal robot port and robots to get this same functionality.
Cheers
Re: Mylon's Multiple Mods
Admittedly, Bluebuild code is very messy and none of this is stored in any easily accessible list of variables. Changing these wouldn't be easy. Not too difficult, but not trivial.npuldon wrote:What do I change in the bluebuild mod file(s) so I:
1. Don't have to be standing still for blueprints to self populate
2. Can be much further away, like 500-5000 tiles away...
3. Can place blueprints much faster, say 100 per second instead of 10 person like you mod description suggests.
I assume these topics set by flags and/or variables in your code so I just need to know which to change and in what file they are in. If any of the above mentioned points will greatly mess with performance I would appreciate any work arounds you may have for that.
Thanks for your help!
I like this mod concept since it means I don't need to start the game with a personal robot port and robots to get this same functionality.
Cheers
For example, changing line 47 to
Code: Select all
if global.blueBuildFirstTick[builder.index] and game.tick > global.blueBuildFirstTick[builder.index] then
Changing line 235 to
Code: Select all
return 0
Re: Mylon's Multiple Mods
Well, it sounds like you know what kind of work can be done to increase the usability for the future.
Hope to see updates in the coming weeks.
Cheers!
Hope to see updates in the coming weeks.
Cheers!