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Overriding values

Posted: Thu May 04, 2017 1:07 am
by arbarbonif
Is there anyway you could add hooks to override ore values? If you unzip the directory and make changes they get wiped when a new version comes out.

It would be nice to be able to create a mod of my own that just overrides the values I want, but I'm not sure how to do it since you aren't using the standard setup with the resourceconfigs. For other mods I can override stuff in a data-final-fixes.lua in a personal tweaks mod, but it doesn't look possible in RSO with the config being created on the fly like it is.

Re: Overriding values

Posted: Thu May 04, 2017 7:32 pm
by orzelek
You don't need to do that with mod settings system.
Are there some values from config that you'd like see there that I didn't move yet?

I tried to leave the more obscure ones in config file.

Re: Overriding values

Posted: Fri May 05, 2017 11:08 pm
by arbarbonif
What I do is tweak the multiple resource percentages, what ores can appear with what, and the weighting. So I'm changing the contents of the resourceconfigs files, which isn't exposed in the in game config (and is too complicated for that to be reasonable).

Basically I'm using bob's ores and trying to get some good combinations of ores to setup a distributed factory. I'm not sure that you can put in hooks for that kind of alteration, but as it is I have to save the files I change and hope you don't make any changes that matter in them and if I forget to (which I often do) I need to remake the changes from scratch each update.

Re: Overriding values

Posted: Sun May 14, 2017 2:48 pm
by DarkSlayerEX
So, you're basically looking for a number based richness setting, for each ore for generation purposes, instead of the "low" "normal" thing?

You can restrict which kinds of ores spawn near others?

Re: Overriding values

Posted: Sun May 14, 2017 3:02 pm
by orzelek
Tbh I was thinking about dropping the multiple resources idea completely.
It's currently defined for vanilla and for bob's but not everywhere.

There is a config only toggle to disable it currently.

I'm not sure if it adds anything to game and it's mostly defined by me. It actually increases density of resources above the normal settings.

Re: Overriding values

Posted: Sun May 14, 2017 4:11 pm
by DarkSlayerEX
Oh, are we talking about those ores like bob's galena which also gives nickel?

Re: Overriding values

Posted: Sun May 14, 2017 8:57 pm
by orzelek
No, it just allows a probablity to spawn second ore when first one is spawned in a region.

Re: Overriding values

Posted: Tue May 16, 2017 10:45 pm
by arbarbonif
I usually try to setup outposts to do certain things. Initially someplace that makes rails, so needs iron and stone (preferable with water nearby). I tweak the multi-resource thing to make that more likely. I also make multi-resources more common, since with Bob's you need so many different things.

I guess if that was gone I would setup differently, maybe make some rails locally then make a "real" rail output that ships in stone (or iron). Then there would be a distinct resource/fabrication dichotomy that might be good. And would make me revisit my rail stations since I'll need so many more inputs for even a "simple" fab.

Re: Overriding values

Posted: Wed May 17, 2017 12:00 am
by orzelek
There is already a mechanic created to compensate for a lot of resources. It can roll ore multiple times per region and then multi resource works on top of that.
When amount of ores goes above 10 it gets tricky, after 20 it's really bad. I didn't find a good solution for this till now.

Tweaking multi resources to tailor outposts... thats a neat one. If you are willing to go that far I won't kill multi resource support for sure.