RSO is the only mod I used for this test.
With RSO:
![Image](https://forums.factorio.com/images/ext/135b8c1d9781c4584332c0bf43169fdc.jpg)
Without RSO (completely vanilla):
![Image](https://forums.factorio.com/images/ext/5df392e7e141b0db55752971adf35074.jpg)
Yep.Aflixion wrote:That's disappointing. This means the feature is completely unusable if you prefer RSO resource generation
It changes the autoplace or somethingsparr wrote:So... how does the game know not to render the default resource locations if it's not running the RSO script?
Yessparr wrote:So RSO's data stage stuff is applied, but not control stage stuff?
It's a preview. Why would runtime lua scripting that is associated with a specific game be executed in a preview? It doesn't even run the full normal game code.sparr wrote:This prompts me to go confirm that my World Mirror mod is also not accurately represented in the map preview.
I am sad that chunk generation mod code isn't run as part of the preview
All the same reasons the preview exists in the first place. Players want to see where water, desert, resources biters, etc are, and reject maps more quickly than doing repeated Restarts.Rseding91 wrote:Why would runtime lua scripting that is associated with a specific game be executed in a preview?
Because the runtime lua scripting affects the map, and a preview of that map is not just inaccurate but useless without it.Rseding91 wrote:Why would runtime lua scripting that is associated with a specific game be executed in a preview?
In this case, the modder/mod should leverage the existing (and new) features we provide to fulfil the goal of the mod.5thHorseman wrote:Because the runtime lua scripting affects the map, and a preview of that map is not just inaccurate but useless without it.Rseding91 wrote:Why would runtime lua scripting that is associated with a specific game be executed in a preview?
I understand if you don't want to do it for any reason. It's not your job to make modders' lives better, it's to make the best vanilla game you can. But you did ask for a reason.
There is no way to recreate what RSO does with anything that base game offers. Thats why it's completely different and it won't appear on map previews. It might not be 100% user friendly but preview simply won't work with RSO.Klonan wrote:In this case, the modder/mod should leverage the existing (and new) features we provide to fulfil the goal of the mod.5thHorseman wrote:Because the runtime lua scripting affects the map, and a preview of that map is not just inaccurate but useless without it.Rseding91 wrote:Why would runtime lua scripting that is associated with a specific game be executed in a preview?
I understand if you don't want to do it for any reason. It's not your job to make modders' lives better, it's to make the best vanilla game you can. But you did ask for a reason.
The mod wants to overhaul the map generation, but does so by completely ignoring all the in-game functionality for map generation, and doing its own thing with Lua scripting,
There are many many ways, even moreso in 0.16 (Programmable noise) to accomplish the things RSO sets out to do
In this case if you want this problem to be fixed (Preview not working with RSO), then contact the mod author and ask them to implement their mod in a way that is compatible with the map preview feature.
RSO resource generation isn't random noise. That's the whole point and is what makes it so goodKlonan wrote: There are many many ways, even moreso in 0.16 (Programmable noise) to accomplish the things RSO sets out to do
Yeah, you get guaranteed resources in the starting area. There is still some variation with it, but it's almost always something you can work withsteinio wrote: With RSO i don't need a preview because i know it works.
While true, it'd be nice to get quick feedback on changes to settings to know that your particular settings work for the setup you're trying to generate.steinio wrote:With RSO i don't need a preview because i know it works.