I agree with the point made in this topic.
I tried to create a game with many, small-sized ore patches, (thus effectively ruling out RSO), but I was overwhelmed by the hugh blobs of red, and decided I had to go back to RSO and use it with smaller clusters (although that does still not give the effect I wanted, it was better than using vanilla ore if that meant vanilla biters....)
I have been looking for a way to nerve this somewhat, but I couldn't find a mod, or if there is somewhere in the configuration files where I could mod this myself.
Is it known whether this is something that will be better balanced in 0.17?
Enemies on Very Low, Very Small, Very Poor…
Re: Enemies on Very Low, Very Small, Very Poor…
Yes, news may be presented soon in an FFFRysz wrote: Tue Jan 22, 2019 1:27 pm Is it known whether this is something that will be better balanced in 0.17?
Spoiler is, the biters will respect the settings much more reliably
Re: Enemies on Very Low, Very Small, Very Poor…
Small spawners for small biters and big spawner for big one?
Re: Enemies on Very Low, Very Small, Very Poor…
No, more like, doubling the size in map gen will double the size in the generated world,darkfrei wrote: Wed Jan 23, 2019 6:26 amSmall spawners for small biters and big spawner for big one?
Halving the frequency will reduce the number of nests by 2, etc.
Re: Enemies on Very Low, Very Small, Very Poor…
Looks like the RSO goes to vanilla.Klonan wrote: Wed Jan 23, 2019 8:58 am No, more like, doubling the size in map gen will double the size in the generated world,
Halving the frequency will reduce the number of nests by 2, etc.
Re: Enemies on Very Low, Very Small, Very Poor…
Great news, can't wait for the relevant FFF and more importantly: the 0.17 release!