This mod overrides in-game Perlin noise based resource/units spawning system by region divided spawning system.
It changes resource spawning to be region based - by default regions are big which promotes using of trains. Resources will be more sparse so more logistics will be required to supply your base. As a bonus resources further away from start location will be more rich.
RSO also controls spawning of biter bases to make it easier for a player to move further into the wilds, but don't expect resources to be biter-free.
Mods that don't modify resources should work without problems. Support is present for most of large mods (DyTech, Bob's mods, Yuoki industries, Uranium power) and some of smaller ones. NARmod support is planned.
If you receive information about not supported ores (will be printed after game start) please post them in feedback thread along with information which mods are used. I'll try to add support for those mods then.
It is recommended to start a new game, but regenerating resources in an old save is totally possible.
Map generation settings are read by the mod and used (from version for 0.12).
If you want to use old save or just want to regenerate the resources on map:
Use the following command to regenerate resources:
Be aware that this can take few minutes and biter bases will also respawn, the most safe place to execute this command is the starting area.
Any resources in the starting region are not affected by this command.
Multiple starting locations instructions
New functionality of multiple starting areas is available from version 2.2.0.
Recommended way to use it is following:
1. Prepare all players/forces (RSO doesn't handle player setup, but you can use a mod like SpaceBook to manage this)
2. Chart big map area and select your starting locations using following command (size can be change as desired):
Where x and y are coordinates in tiles of new start location (visible in top left usually in F5 debug menu).
Player that runs this command from console will get feedback about location creation (can fail if it's to close to different start location).
You can also specify the player as next parameter after position - output will be sent to that player then.
One drawback thats very difficult to fix currently is that new starting area location should be charted already. With default config and normal starting area size area is 448x448 centered on given position. If this area is not charted resources will be spawned but placement checks will not work correctly so they might end up on water.
5. Use standard regenerate command to generate resources/biters on rest of the map.
You can skip the clear and regenerate steps without problems with one drawback - each new starting area changes generator a bit so regeneration called after adding new start area might yield completely different results then initial generation. All starting areas are safe during clear and regenerate command and resources in them won't be changed.
Mod will read and use settings from map generation dialog. Those settings will be applied additionally on top of configuration file settings as multipliers.
Default mod settings can be changed in config.lua file - quite a lot of options are present there to allow for mod personalization.
Basic description of options is available in config.lua. More details on some of the options below.
If something is not clear/understandable please post in the feedback forum and I'll add some more descriptions (either here or in config.lua itself).
Both override_* options are currently only supported with full override. I might remove them completely - keeping standard resource generation doesn't make a lot of sense from my perspective. Additional options for making biters more difficult are present in the mod so there should be no need to use default biters.
Basic resource configuration is affected by three main settings: absolute_resource_chance,global_richness_mult and starting_richness_mult.
They can be used to change resource frequency (per region) and amount of resources in each node respectively. Starting richness multiplier affects only starting area, global one affects all the resources outside starting area.
Resource richness increase from distance to center is controlled separately by richness_distance_factor.
Additionally there is a feature that can generate another resource next to main resource in region - it is controlled by resource specific configuration and three multi_resource_ factors described in config file.
If any of endless resource mods or options of other mods is activated then RSO will try to detect changed resources and apply special size modifier for them as defined by endless_resource_mode_sizeModifier setting.
Main option controlling biters distribution are absolute_enemy_chance and enemy_base_size_multiplier. They are similar to resource ones and state chance of biter bases per region and multiplier to their size.
You can enable/disable enemy expansion from config using disableEnemyExpansion option. Expansion is enabled by default which means biters will migrate towards the empty areas. You can disable it for more paceful game and easier exploration.
There is also an option to change distribution of biter vs spitter ration by using biter_ratio_segment and spitter_ratio_segment.
RSO will try to integrate with bob's enemies and will also use spawners added by it. Additional enemies added by DyTech are not affected by base spawning.
For integration with peacemod RSO will automatically drop enemy spawns when it's detected. If you still want enemies this behavior can be overridden with useEnemiesInPeaceMod setting.