RSO for 0.17

Replaces resource spawning system, so that the distances between resources are much bigger. Railway is needed then.

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igoishow
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Re: RSO for 0.17

Post by igoishow »

Dear Sir, here i faced some problems in 0.17.6 and how to fix it.

Error while running event rso-mod::on_chunk_generated (ID 12)
Given amount value (4295556560) is too big, the data type allows values from 0 to 4294967295
stack traceback:
__rso-mod__/control.lua:799: in function 'spawn_resource_liquid'
__rso-mod__/control.lua:1440: in function 'roll_chunk'
__rso-mod__/control.lua:1706: in function <__rso-mod__/control.lua:1696>
stack traceback:
[C]: in function '__newindex'
__rso-mod__/control.lua:799: in function 'spawn_resource_liquid'
__rso-mod__/control.lua:1440: in function 'roll_chunk'
__rso-mod__/control.lua:1706: in function <__rso-mod__/control.lua:1696>

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Re: RSO for 0.17

Post by GrumpyJoe »

BlueTemplar wrote:
Sat Mar 02, 2019 6:20 pm
Thanks, I indeed love Railworld-like settings, and was actually playing with the RSO settings when 0.17 dropped -
(for Py, removing the "starting ores", but still having a viable game start)
- but what I actually meant by my question is whether Orzelek can make so that RSO changes the RailWorld preset so that when chosen, it would pick different resource slider settings than it would in vanilla !
(Which would fit RSO ore generation more.)
I think with the right RSO settings, you dont even need railworld ore settings, i used default "normal" game settings and just tweaked RSO settings to something like Light suggested (even more chunks/ore) and i got some VERY nice maps so far. Resource sliders dont mean much with RSO.

So what you are asking for is a something that changes RSO settings according to the vanilla ingame presets?

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BlueTemplar
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Re: RSO for 0.17

Post by BlueTemplar »

No, just changing the Railworld preset slider position.

And I was reacting to orzelek's post.
BobDiggity (mod-scenario-pack)

Sinistrem
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Re: RSO for 0.17

Post by Sinistrem »

Hi all. I've been using this mod for the first time playing mp game with my friend, and i can't help but wonder is this an intended behaviour.
Here is our base at the moment, with a nice chunk of 1.4m ore nearby:
Image

But if we look a bit up, we will see another chunk that's almost 3m but is extremly small:
Image

For reference, it can be fully covered by 2 miners.
If we look to the SE, we'll see patches that are large in size but have very poor total ore amount, even though they are further from our base than the 1.4m ore patches:
Image

On the other hand, a tiny ore patch that is closer to our base:
Image

And here is literally 1 pixel sized copper vein that is almost 3m strong :
Image

We are playing with default settings, only 2 world generation mods being RSO and Angel Infinite Ores. Here are our settings, although i think these are default
Image

It feels extremly strange and off, so i decided to ask for info here. Thanks in advance!

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Re: RSO for 0.17

Post by orzelek »

There are no limits per se other then some min-max range on size that might not be working properly.
Can you post map exchange string for that map?

orzelek
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Re: RSO for 0.17

Post by orzelek »

igoishow wrote:
Wed Mar 06, 2019 6:59 am
Dear Sir, here i faced some problems in 0.17.6 and how to fix it.

Error while running event rso-mod::on_chunk_generated (ID 12)
Given amount value (4295556560) is too big, the data type allows values from 0 to 4294967295
stack traceback:
__rso-mod__/control.lua:799: in function 'spawn_resource_liquid'
__rso-mod__/control.lua:1440: in function 'roll_chunk'
__rso-mod__/control.lua:1706: in function <__rso-mod__/control.lua:1696>
stack traceback:
[C]: in function '__newindex'
__rso-mod__/control.lua:799: in function 'spawn_resource_liquid'
__rso-mod__/control.lua:1440: in function 'roll_chunk'
__rso-mod__/control.lua:1706: in function <__rso-mod__/control.lua:1696>
I can protect it from crashing but you basically exceeded game limit for size of resource pile. Did you use big multipliers on richness in settings?

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Re: RSO for 0.17

Post by Sinistrem »

Here's the string hope it helps.

>>>eNpjYBBkYGdgYgCCBnsQ5mBJzk/MgfFAmCs5v6AgtUg3vygVWZgz
uag0JVU3PxNVcWpeam6lblJiMYpijsyi/Dx0E1iLS/LzUEVKilJTi5F
FuEuLEvMyS3PR9TIwNmk0vG1okWMA4f/1DAr//4MwkPUA6BcQZoB6ih
EoBgOsyTmZaWkMDAqOQOwEkmZkZKwWWef+sGqKPSNEjZ4DlPEBKhKxG
yryoBXKiFgNZXQchjIc5sMY9TBGvwOjMRh8tkcwIHaVAE2GWsLhgGBA
JFtAkoyMvW+3Lvh+7IId45+VHy/5JiXYM2bKhvoKlL63A0qyAzUwMsG
JWTNBYCfMBwwwMx/YQ6Vu2jOePQMCb+wZWUE6RECEgwWQOODNzMAowA
dkLegBEgoyDDCn2cGMEXFgTAODbzCfPIYxLtuj+0PFgdEGZLgciDgBI
sAWwl3GCGVGOkAkJBGyQK1GDMjWpyA8dxJm42Ekq9HcoAJzg4kDFi+g
iaggBTwXyJ4UOPGCGe4IYAheYIfxgHHLzIAAH+wZunkbMgGvap63<<<

orzelek
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Re: RSO for 0.17

Post by orzelek »

Sinistrem wrote:
Wed Mar 06, 2019 7:27 pm
Here's the string hope it helps.

>>>eNpjYBBkYGdgYgCCBnsQ5mBJzk/MgfFAmCs5v6AgtUg3vygVWZgz
uag0JVU3PxNVcWpeam6lblJiMYpijsyi/Dx0E1iLS/LzUEVKilJTi5F
FuEuLEvMyS3PR9TIwNmk0vG1okWMA4f/1DAr//4MwkPUA6BcQZoB6ih
EoBgOsyTmZaWkMDAqOQOwEkmZkZKwWWef+sGqKPSNEjZ4DlPEBKhKxG
yryoBXKiFgNZXQchjIc5sMY9TBGvwOjMRh8tkcwIHaVAE2GWsLhgGBA
JFtAkoyMvW+3Lvh+7IId45+VHy/5JiXYM2bKhvoKlL63A0qyAzUwMsG
JWTNBYCfMBwwwMx/YQ6Vu2jOePQMCb+wZWUE6RECEgwWQOODNzMAowA
dkLegBEgoyDDCn2cGMEXFgTAODbzCfPIYxLtuj+0PFgdEGZLgciDgBI
sAWwl3GCGVGOkAkJBGyQK1GDMjWpyA8dxJm42Ekq9HcoAJzg4kDFi+g
iaggBTwXyJ4UOPGCGe4IYAheYIfxgHHLzIAAH+wZunkbMgGvap63<<<
Can you post me the save file. I can't get this string to work - I'm not sure but it looks like it's not being loaded by the game.

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Light
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Re: RSO for 0.17

Post by Light »

orzelek wrote:
Wed Mar 06, 2019 9:01 pm
Sinistrem wrote:
Wed Mar 06, 2019 7:27 pm
Here's the string hope it helps.

>>>eNpjYBBkYGdgYgCCBnsQ5mBJzk/MgfFAmCs5v6AgtUg3vygVWZgz
uag0JVU3PxNVcWpeam6lblJiMYpijsyi/Dx0E1iLS/LzUEVKilJTi5F
FuEuLEvMyS3PR9TIwNmk0vG1okWMA4f/1DAr//4MwkPUA6BcQZoB6ih
EoBgOsyTmZaWkMDAqOQOwEkmZkZKwWWef+sGqKPSNEjZ4DlPEBKhKxG
yryoBXKiFgNZXQchjIc5sMY9TBGvwOjMRh8tkcwIHaVAE2GWsLhgGBA
JFtAkoyMvW+3Lvh+7IId45+VHy/5JiXYM2bKhvoKlL63A0qyAzUwMsG
JWTNBYCfMBwwwMx/YQ6Vu2jOePQMCb+wZWUE6RECEgwWQOODNzMAowA
dkLegBEgoyDDCn2cGMEXFgTAODbzCfPIYxLtuj+0PFgdEGZLgciDgBI
sAWwl3GCGVGOkAkJBGyQK1GDMjWpyA8dxJm42Ekq9HcoAJzg4kDFi+g
iaggBTwXyJ4UOPGCGe4IYAheYIfxgHHLzIAAH+wZunkbMgGvap63<<<
Can you post me the save file. I can't get this string to work - I'm not sure but it looks like it's not being loaded by the game.
Strings almost always break when game updates are performed. 0.17.7 happened just a couple hours ago which broke it. You can try going back to 0.17.6 and it might function.

orzelek
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Re: RSO for 0.17

Post by orzelek »

Light wrote:
Wed Mar 06, 2019 9:03 pm
orzelek wrote:
Wed Mar 06, 2019 9:01 pm
Sinistrem wrote:
Wed Mar 06, 2019 7:27 pm
Here's the string hope it helps.

>>>eNpjYBBkYGdgYgCCBnsQ5mBJzk/MgfFAmCs5v6AgtUg3vygVWZgz
uag0JVU3PxNVcWpeam6lblJiMYpijsyi/Dx0E1iLS/LzUEVKilJTi5F
FuEuLEvMyS3PR9TIwNmk0vG1okWMA4f/1DAr//4MwkPUA6BcQZoB6ih
EoBgOsyTmZaWkMDAqOQOwEkmZkZKwWWef+sGqKPSNEjZ4DlPEBKhKxG
yryoBXKiFgNZXQchjIc5sMY9TBGvwOjMRh8tkcwIHaVAE2GWsLhgGBA
JFtAkoyMvW+3Lvh+7IId45+VHy/5JiXYM2bKhvoKlL63A0qyAzUwMsG
JWTNBYCfMBwwwMx/YQ6Vu2jOePQMCb+wZWUE6RECEgwWQOODNzMAowA
dkLegBEgoyDDCn2cGMEXFgTAODbzCfPIYxLtuj+0PFgdEGZLgciDgBI
sAWwl3GCGVGOkAkJBGyQK1GDMjWpyA8dxJm42Ekq9HcoAJzg4kDFi+g
iaggBTwXyJ4UOPGCGe4IYAheYIfxgHHLzIAAH+wZunkbMgGvap63<<<
Can you post me the save file. I can't get this string to work - I'm not sure but it looks like it's not being loaded by the game.
Strings almost always break when game updates are performed. 0.17.7 happened just a couple hours ago which broke it. You can try going back to 0.17.6 and it might function.
I did not update yet - and main sign for me is that seed does not change at all when I load the string.
Edit:
It did actually load in 0.17.7 :D It was the research queue setting in map string issue.

orzelek
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Re: RSO for 0.17

Post by orzelek »

I will need save for this map string to check whats going on.
It looks like that for me on one of the patches:
Map.jpg
Map.jpg (120.43 KiB) Viewed 11862 times
So on yours there is a tiny patch but I have decently big one.
Either you have a mod that interferes a bit or something is going strange with ore settings. Patches till certain range are same on yours but they are smaller later on and they keep the tiny size consistently.

igoishow
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Re: RSO for 0.17

Post by igoishow »

orzelek wrote:
Wed Mar 06, 2019 7:12 pm
igoishow wrote:
Wed Mar 06, 2019 6:59 am
Dear Sir, here i faced some problems in 0.17.6 and how to fix it.

Error while running event rso-mod::on_chunk_generated (ID 12)
Given amount value (4295556560) is too big, the data type allows values from 0 to 4294967295
stack traceback:
__rso-mod__/control.lua:799: in function 'spawn_resource_liquid'
__rso-mod__/control.lua:1440: in function 'roll_chunk'
__rso-mod__/control.lua:1706: in function <__rso-mod__/control.lua:1696>
stack traceback:
[C]: in function '__newindex'
__rso-mod__/control.lua:799: in function 'spawn_resource_liquid'
__rso-mod__/control.lua:1440: in function 'roll_chunk'
__rso-mod__/control.lua:1706: in function <__rso-mod__/control.lua:1696>
I can protect it from crashing but you basically exceeded game limit for size of resource pile. Did you use big multipliers on richness in settings?
yes I'm planning 10KSPM so need big multipliers on richness, but i dont want go to so far place. so can you make it as limited max size amout in setting. Thanks for your support, really good mod :)

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Re: RSO for 0.17

Post by Sinistrem »

Here's save: https://mega.nz/#!v40DCKDL!IbxJAYUMDEi9 ... tR1n56KDxw

Although on unrelated note, it feels like update broke game for us. I can host and launch game, but according to my friend he gets an error along the lines of:

There is a mod X on server that you don' have
Server is lacking mod X

There is a mod Y on server that you don' have
Server is lacking mod Y


And it goes on like that. Hope it'll get hotfixed or maybe mods will update.

EDIT: broken link, should be fixed now.

orzelek
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Re: RSO for 0.17

Post by orzelek »

Sinistrem wrote:
Thu Mar 07, 2019 4:37 am
Here's save: https://mega.nz/#!v40DCKDL!IbxJAYUMDEi9 ... tR1n56KDxw

Although on unrelated note, it feels like update broke game for us. I can host and launch game, but according to my friend he gets an error along the lines of:

There is a mod X on server that you don' have
Server is lacking mod X

There is a mod Y on server that you don' have
Server is lacking mod Y


And it goes on like that. Hope it'll get hotfixed or maybe mods will update.

EDIT: broken link, should be fixed now.
I checked your save and it looks like those small resources might have been generated with different settings. If you regen ores (/rso-regenerate) they get proper size.
You might had some variant of this bug: viewtopic.php?t=66669

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Re: RSO for 0.17

Post by brokenshakles »

Map preview with RSO is broken, ore patches do not display in the preview.

orzelek
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Re: RSO for 0.17

Post by orzelek »

brokenshakles wrote:
Sat Mar 09, 2019 8:34 pm
Map preview with RSO is broken, ore patches do not display in the preview.
Thats a feature in a way - RSO is generating ores in runtime and preview does not run the game. There is no way around it for RSO.

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Re: RSO for 0.17

Post by Molay »

So I might be an outlier, but I enjoy the messiness of mixed patches, like iron and copper melding together and having to sort that out. Given how you use scripting for ore generation, is there a possibility that rso would allow for a percent setting of mixed patches? I wouldn't mind even it meant the same amount of patches overall, just sometimes a region that would say be assigned iron now gets nothing, but instead that iron will be put near some other regions different ore.

I think it might be quite fun of a premise if there was a setting to go crazy and make all patches mixed. Perhaps a setting for how many types can combine. I think it would be very interesting to have say the odd huge patch with 4 angel ore types. Though I'm not sure if having different type of infinite ores adjacent one another would break them, as the mining drills may require different fluids. So perhaps some measure to make sure different infinite don't mix, or not much at least.

Just an idea. Not sure if it warrants the effort if it's complicated to set up, as it appears most people like their ores pure and separate. But I'd really enjoy it. Enjoyed many such patches in my vanilla play through for instance.

And thanks for updating the mod. I think rso remains essential particularly when considering angel's infinite ores, which you handle very elegantly.

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Re: RSO for 0.17

Post by orzelek »

Currently there is a special code that prvents patches from mixing.
You can disable it in config file if you want (named useResourceCollisionDetection) - it didn't make into a setting.

Making mixed patches would be... tricky to say it gently. It would need new configuration options on resources to define the mixing or some additional method of matching which resource can mix with which. There would need to be a bit more interest in this kind of spawning to implement it since it will be a bit of work.

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Re: RSO for 0.17

Post by BlueTemplar »

Yep, DivOresity in conflict with RSO...
https://mods.factorio.com/mod/DivOresity/downloads
BobDiggity (mod-scenario-pack)

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Re: RSO for 0.17

Post by orzelek »

BlueTemplar wrote:
Sun Mar 17, 2019 2:09 pm
Yep, DivOresity in conflict with RSO...
https://mods.factorio.com/mod/DivOresity/downloads
It could be integrated with RSO but that requires some work on that mod side.
And it's still far from good... I'd need to add a new event to RSO to be called after ore patch was generated to make a proper integration possible. I'm not sure how it would work - would need some heavy testing.

Also... RSO does things that other mods might not like when generating ore - key one is spawning ore outside of currently generate chunk. And fixing this on RSO side is quite difficult - collision avoidance is actually based on spawning whole patch at once.

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