Resource Spawner Overhaul - Old discussion thread
Re: Resource Spawner Overhaul - Discussion thread
Flat out 4 or up to 4?
If it would be flat out, you could alway shove a multiplier in that compensats or two multipliers both for size and richness.
i can't say out of the blue for sure, but you could also increase the radius itself slightly by changing the factor from 6 and 4 to 5 and 3 ore something like that.
But other then that, it looks pretty solid to me.
If it would be flat out, you could alway shove a multiplier in that compensats or two multipliers both for size and richness.
i can't say out of the blue for sure, but you could also increase the radius itself slightly by changing the factor from 6 and 4 to 5 and 3 ore something like that.
But other then that, it looks pretty solid to me.
Re: Resource Spawner Overhaul - Discussion thread
I will leave it based on size for now - not much of a difference if I'd compensate by multiplying it back by 4
Might change it to be consistent along next release.
Might change it to be consistent along next release.
Re: Resource Spawner Overhaul - Discussion thread
Minor bug, zinc doesn't spawn in the starting area.
Tin and lead do, but no Zinc anywhere. Well seems that this will be an interesting Dytech map
because as far as i see (-512/+512) no Zinc whatsoever.
Tin and lead do, but no Zinc anywhere. Well seems that this will be an interesting Dytech map
because as far as i see (-512/+512) no Zinc whatsoever.
Re: Resource Spawner Overhaul - Discussion thread
Opsie I missed it. Bob's has zinc in starting area but DyTech doesn't. Will fix for next release.
You can fix it by copying the starting line from zinc in bob's file to dytech file.
As for rng nastiness - I have some with gold on my current one - closest one is more then 1k tiles away.
Fortunately replicators mod is a good solution for nasty rng since you can manufacture ores from creatine and it's in starting area. So for small usage can use replication at premium power cost and fight to get to actual ores later.
You can fix it by copying the starting line from zinc in bob's file to dytech file.
As for rng nastiness - I have some with gold on my current one - closest one is more then 1k tiles away.
Fortunately replicators mod is a good solution for nasty rng since you can manufacture ores from creatine and it's in starting area. So for small usage can use replication at premium power cost and fight to get to actual ores later.
Re: Resource Spawner Overhaul - Discussion thread
Well i don't mind bad RNG it adds something to think about. As long as we get enought in the starting to get trains on the rail, bad rng isn't all that map breaking.
As for the Zinc, no biggi i'll find it somwhere out there. As far as i remember trains don't need oil. minor setback but hey it's fun.
Can look out for better oil wells on the way also, 3 wells with round about 100% per well won't last that long anyway
It can be hard but personally i love it
Edit: Found my Zinc, told you it would be out there. It's a nice decent patch, time to get the rails laid and the train rolling
As for the Zinc, no biggi i'll find it somwhere out there. As far as i remember trains don't need oil. minor setback but hey it's fun.
Can look out for better oil wells on the way also, 3 wells with round about 100% per well won't last that long anyway
It can be hard but personally i love it
Edit: Found my Zinc, told you it would be out there. It's a nice decent patch, time to get the rails laid and the train rolling
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- Burner Inserter
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Re: Resource Spawner Overhaul - Discussion thread
So, I took a screenshot of my map to let You know how it looks atm.orzelek wrote:Hmmmmm those are strange. I haven't seen iron ore fields like that (15 mil is a lot ).
Were they close to starting area or further out?
As for the oil - size multiplier might increase amount of wells and actual richness I need fix by changing the way it's generated I think. Since it has a total pool now and randomizes how many deposits are you might get 4 normal ones or 1 huge one. I get from feedback here that huge ones are not desired
30k% on oil.. how to get this one?
map
1. Iron deposit with 15mil ore found on version 1.0.18 - I think it's very nice considering distance (from my base in the middle <4> it should take almost 8 min to get there by train)2. Oil deposit disovered in 1.0.18 with average yield of 500%
3. Iron, copper and oil deposits discovered on version 1.1 - iron and copper for 15 mil, oil with 30-50k yield.
4. Base
Re: Resource Spawner Overhaul - Discussion thread
The Oil spawns in the recent version where for me gone back to normal, searching for a 200%ter is quit challinging ^^
The ore patches are usually smaller then pre 1.1 in size, but the richness weights it out imho.
But you should take a look at ardite cobalt and tungsten from Dytech.
Got an ardite field where a normal miner in the center would yield net round about 100K Ardite. Quit high for one lonly miner.
Checking the richness of some random tiels showed round about 3,5K Ore/tile.
The ore patches are usually smaller then pre 1.1 in size, but the richness weights it out imho.
But you should take a look at ardite cobalt and tungsten from Dytech.
Got an ardite field where a normal miner in the center would yield net round about 100K Ardite. Quit high for one lonly miner.
Checking the richness of some random tiels showed round about 3,5K Ore/tile.
Re: Resource Spawner Overhaul - Discussion thread
@bloodgiver - those resources might not have been spawned in 1.1 - they are quite close to your area and game can generate resources outside of visible/scanned area. I have no idea how it would create that big resources in 1.1.
@Takezu - the ores that are supposed to be small have one problem - if I make them small then resource patch is tiny and/or gets dropped due to being to small. I can tweak them by richness a bit or reduce size by 1-2 - I think I might simply need some way to separate which resource is "rare" and which isn't other then richness.
@Takezu - the ores that are supposed to be small have one problem - if I make them small then resource patch is tiny and/or gets dropped due to being to small. I can tweak them by richness a bit or reduce size by 1-2 - I think I might simply need some way to separate which resource is "rare" and which isn't other then richness.
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- Burner Inserter
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Re: Resource Spawner Overhaul - Discussion thread
I'm sure I scouted that area after upgrading RSO to 1.1.0 other areas seen on map are from 1.0.18orzelek wrote:@bloodgiver - those resources might not have been spawned in 1.1 - they are quite close to your area and game can generate resources outside of visible/scanned area. I have no idea how it would create that big resources in 1.1.
Re: Resource Spawner Overhaul - Discussion thread
Would be a rareness multiplier an option.
Somthing like richness/size reduction based on the rarity of the ore, well better said to make it rare, as it is suposed to.
So that ores Like Tungsten Rutile Ardite Cobalt get multiplie with (only random numbers) 0,5, Bauxite Zinc Lead get 0,75 and Iron Copper Tin Coal Quarz with 1.
Or would that break the mould?
Also afair , and i completly forgot that, bob's Zinc isn't needet for anything pre tier 3. so you could drop that starting area generation.
Dytechs is needet a little bit.
Somthing like richness/size reduction based on the rarity of the ore, well better said to make it rare, as it is suposed to.
So that ores Like Tungsten Rutile Ardite Cobalt get multiplie with (only random numbers) 0,5, Bauxite Zinc Lead get 0,75 and Iron Copper Tin Coal Quarz with 1.
Or would that break the mould?
Also afair , and i completly forgot that, bob's Zinc isn't needet for anything pre tier 3. so you could drop that starting area generation.
Dytechs is needet a little bit.
Re: Resource Spawner Overhaul - Discussion thread
One problem I have here is that I'd like richness to mean something and/or be related to richness in vanilla generator.
I do seem to have problems with getting there - partially maybe because richness on vanilla generator is very vague for me.
I could drop size and richness a bit for rare resources - size 8 will spawn most of the time without problems. Not sure how 6-7 would behave - would need to do some testing on it. Currently I don't see anything against giving lots of ardite for example - it's not something that you need in big quantities anyway.
Rarity as multiplier would work - I could drop the richness then and read it from vanilla gen settings if possible. And use rarity to correct in places where it seems off.
I do seem to have problems with getting there - partially maybe because richness on vanilla generator is very vague for me.
I could drop size and richness a bit for rare resources - size 8 will spawn most of the time without problems. Not sure how 6-7 would behave - would need to do some testing on it. Currently I don't see anything against giving lots of ardite for example - it's not something that you need in big quantities anyway.
Rarity as multiplier would work - I could drop the richness then and read it from vanilla gen settings if possible. And use rarity to correct in places where it seems off.
Re: Resource Spawner Overhaul - Discussion thread
You want to read the mapgen settings?
Would be nice if it works, but woulden't you have to determine what the options mean anyways?
and regarding that, woulden't there be the easyest way to define the standart (Normal) settings
and calculate from there if someone sets high/very high or low/very low.
How the Vanilla richness works is a riddle to me, funny thing if i set richness to high i got most times more ore as setting it to very high.
Seems total paradox to me.
I'm not even sure if it works with any kind of set values to begin with.
It's to me like throwing Stones into sand and saying do something where the stones hit.
What that something then in the end means i have no idea.
Would be nice if it works, but woulden't you have to determine what the options mean anyways?
and regarding that, woulden't there be the easyest way to define the standart (Normal) settings
and calculate from there if someone sets high/very high or low/very low.
How the Vanilla richness works is a riddle to me, funny thing if i set richness to high i got most times more ore as setting it to very high.
Seems total paradox to me.
I'm not even sure if it works with any kind of set values to begin with.
It's to me like throwing Stones into sand and saying do something where the stones hit.
What that something then in the end means i have no idea.
Re: Resource Spawner Overhaul - Discussion thread
I wanted to read vanilla settings but they are parameters of perlin noise functions mostly so not that useful.
And I can't figure out which ones of them would make good probability etc.
I wanted at least richness maybe but applying it in completely different random generator has proved problematic - as you can see from current behaviors
For now I think it's in the good enough area. I think that v0.12 might change lots of stuff - or most likely the 0.13 when we will have a chance to build actual space stuff
And I can't figure out which ones of them would make good probability etc.
I wanted at least richness maybe but applying it in completely different random generator has proved problematic - as you can see from current behaviors
For now I think it's in the good enough area. I think that v0.12 might change lots of stuff - or most likely the 0.13 when we will have a chance to build actual space stuff
Re: Resource Spawner Overhaul - Discussion thread
Well i think best way would be as said, define the normal generation settings and do math for the rest. Making some values out of Wavefunctions
Hell i don'T even want to think about.
If the defined Values for the normal settings lay somwhere around the vanilla gen, close enough.
Think thats the best you can do.
And for the other cases you could define set multipliers like the global multiplier of the config.
The big point is, what about the segmenation aka frequence.
The nice point about RSO is that it distributes the ores farther.
Let's for instance think someone would set every think to very low. Can't imagin that such a map would be very playable.
I min for a RSO map as it stands now i've layed thousends of tracks and i'm far from done.
To me very low wold mean that number jumps up, 10k and more.
On the other hand would Very High not defeat the purpose of RSO,
i would imagen ore every where no need for a singel train.
Well surly it would be nice to ajust the global multiplier for size and richness per mapsettings, if thats possible
Would spare the hazzel of unzipping, brood on the config.lua, and have results that are don't quiet expectet.
Hell i don'T even want to think about.
If the defined Values for the normal settings lay somwhere around the vanilla gen, close enough.
Think thats the best you can do.
And for the other cases you could define set multipliers like the global multiplier of the config.
The big point is, what about the segmenation aka frequence.
The nice point about RSO is that it distributes the ores farther.
Let's for instance think someone would set every think to very low. Can't imagin that such a map would be very playable.
I min for a RSO map as it stands now i've layed thousends of tracks and i'm far from done.
To me very low wold mean that number jumps up, 10k and more.
On the other hand would Very High not defeat the purpose of RSO,
i would imagen ore every where no need for a singel train.
Well surly it would be nice to ajust the global multiplier for size and richness per mapsettings, if thats possible
Would spare the hazzel of unzipping, brood on the config.lua, and have results that are don't quiet expectet.
Re: Resource Spawner Overhaul - Discussion thread
I'd really like to be able to read the mapgen setting - currently I can't as far as I know.
All the very low to very high for ores etc is not accessible.
All the very low to very high for ores etc is not accessible.
Re: Resource Spawner Overhaul - Discussion thread
I don't want to complain but, every bobmod map is start is getting colorfuler in the startin area.
Just tu be clear, You don't need Zinc befor Tier 2 stuff, same for nickel, tin and lead are needed for Blue sience,
but thats also not some thing i'd consider not needet for a start. Thats a point where Trains usually avalible.
I really don't know if al of that has to be in the starting area. Reagrding Zinc and Nickel, the really dont need to be.
For dytech it's a bit different, as you need Zinc for the Refinery, but in that case, you don't need Tin and Lead as they are only used for the later tier stuff.
Just tu be clear, You don't need Zinc befor Tier 2 stuff, same for nickel, tin and lead are needed for Blue sience,
but thats also not some thing i'd consider not needet for a start. Thats a point where Trains usually avalible.
I really don't know if al of that has to be in the starting area. Reagrding Zinc and Nickel, the really dont need to be.
For dytech it's a bit different, as you need Zinc for the Refinery, but in that case, you don't need Tin and Lead as they are only used for the later tier stuff.
Re: Resource Spawner Overhaul - Discussion thread
Bob's always turns the map into a kaleidoscope though, it's a tiny bit annoying but what can you do?
Re: Resource Spawner Overhaul - Discussion thread
Thats nothing with bobs.
RSO defines whats spawns in the starting area.
That more ores are to be expectet on the map is normal, the mod adds ores. Would find myself asking whats going on when it wheren't so.
But the Starting Area is more or less defined by RSO, to reduce the amount of unplayable maps, i think.
RSO defines whats spawns in the starting area.
That more ores are to be expectet on the map is normal, the mod adds ores. Would find myself asking whats going on when it wheren't so.
But the Starting Area is more or less defined by RSO, to reduce the amount of unplayable maps, i think.
Re: Resource Spawner Overhaul - Discussion thread
Hi all. Looking for some clarification on the settings for RSO. Im wanting to try out NARMod. That said, I cannot force myself to play without RSO. So I am trying to set up RSO to handle the spawning of the brine pools that NARMod adds. I copied the section from dytech's lava and changed the name, but in a new game the brine pools still spawn at normal rates, despite having set RSO to override normal spawns.
Any thoughts?
Any thoughts?
Code: Select all
require 'defines'
debug_enabled = false
region_size=8 -- alternative mean to control how further away resources would be, default - 256 tiles or 8 chunks
-- each region is region_size*region_size chunks
-- each chunk is 32*32 tiles
override_normal_spawn = true -- if false then the standard spawner can also spawn full grown resources/entities,
-- set resources you want to control through this config to "None" in worldgen "Size" settings when starting a new game
-- changing of this setting requires game restart, i.e. close game and start it again, not actally a new game
override_type = 'full' -- 'full' - no spawns by game are allowed, 'partially' - very small patches are spawned by world gen
-- changing of this setting requires game restart
starting_area_size=1 -- starting area in regions, safe from random nonsense
absolute_resource_chance=0.30 -- chance to spawn an resource in a region
global_richness_mult = 1.0 -- multiply richness all resources
multi_resource_richness_factor=0.60 -- any additional resource is multiplied by this value times resources-1
multi_resource_size_factor=0.60
multi_resource_chance_diminish=0.8 -- diminishing effect factor on multi_resource_chance
min_amount=350 -- default value for minimum amount of resource in single pile
richness_distance_factor=1.030 -- 3.0 relative % per region distance ~ 2.1x mult @ 25 regions distance
deterministic = true -- set to false to use system for all decisions math.random
config={
["iron-ore"] = {
type="resource-ore",
-- general spawn params
allotment=120, -- how common resource is
spawns_per_region={min=1, max=2}, --number of chunks
richness=7000,
size={min=20, max=40}, -- rough radius of area, too high value can produce square shaped areas
-- resource provided at starting location
starting={richness=2000, size=17},
multi_resource_chance=0.13, -- absolute value
multi_resource={
["iron-ore"] = 2, -- ["resource_name"] = allotment
['copper-ore'] = 4,
["coal"] = 8,
["stone"] = 8,
["crude-oil"] = 1,
}
},
["copper-ore"] = {
type="resource-ore",
allotment=120,
spawns_per_region={min=1, max=2},
richness=11000,
size={min=15, max=30},
starting={richness=1800, size=10},
multi_resource_chance=0.13,
multi_resource={
["iron-ore"] = 4,
['copper-ore'] = 2,
["coal"] = 8,
["stone"] = 8,
["crude-oil"] = 1,
}
},
["coal"] = {
type="resource-ore",
allotment=100,
spawns_per_region={min=1, max=3},
size={min=15, max=25},
richness=14000,
starting={richness=2500, size=12},
multi_resource_chance=0.13,
multi_resource={
["iron-ore"] = 2,
['copper-ore'] = 2,
["coal"] = 8,
["stone"] = 8,
["crude-oil"] = 1,
}
},
["stone"] = {
type="resource-ore",
allotment=80,
spawns_per_region={min=1, max=2},
richness=9000,
size={min=15, max=25},
starting={richness=1000, size=8},
multi_resource_chance=0.13,
multi_resource={
["iron-ore"] = 2,
['copper-ore'] = 2,
["coal"] = 8,
["stone"] = 8,
["crude-oil"] = 3,
}
},
["crude-oil"] = {
type="resource-liquid",
minimum_amount=750,
allotment=65,
spawns_per_region={min=1, max=2},
richness={min=20000, max=60000}, -- total richness of site
size={min=2, max=4}, -- richness devided by this number
starting={richness=4000, size=1}
},
["biter-spawner"] = {
type="entity",
force="enemy",
clear_range = {3, 3},
spawns_per_region={min=2,max=5},
size={min=2,max=6},
size_per_region_factor=1.05,
richness=1,
absolute_probability=0.15, -- chance to spawn in region
probability_distance_factor=1.05, -- relative incress per region
max_probability_distance_factor=3.0, -- absolute value
along_resource_probability=0.40, -- chance to spawn in resource chunk anyway, absolute value. Can happen once per resource.
sub_spawn_probability=0.5, -- chance for this entity to spawn anything from sub_spawns table, absolute value
sub_spawn_size={min=1, max=2}, -- in same chunk
sub_spawn_distance_factor=1.02,
sub_spawn_max_distance_factor=2,
sub_spawns={
["small-worm-turret"]={
min_distance=2,
allotment=2000,
allotment_distance_factor=0.9,
},
["medium-worm-turret"]={
min_distance=5,
allotment=1000,
allotment_distance_factor=1.05,
},
["big-worm-turret"]={
min_distance=7,
allotment=1000,
allotment_distance_factor=1.15,
}
}
}
}
--[[ MODS SUPPORT ]]--
-- Roadworks mod
if remote and game then
if game.entityprototypes["RW-limestone"] then
config["RW-limestone"] = {
type="resource-ore",
allotment=85,
spawns_per_region={min=1, max=2},
richness=11000,
size={min=10, max=17},
starting={richness=1000, size=4},
multi_resource_chance=0.15,
multi_resource={
["coal"] = 2,
["stone"] = 8,
["crude-oil"] = 1,
}
}
config["stone"].multi_resource["RW-limestone"] = 12
config["iron-ore"].multi_resource["RW-limestone"] = 3
config["copper-ore"].multi_resource["RW-limestone"] = 3
config["coal"].multi_resource["RW-limestone"] = 3
end
-- NARMOD
if remote.interfaces["narmod"] then
config["brine-pool"] = {
type="resource-liquid",
minimum_amount=750,
allotment=65,
spawns_per_region={min=1, max=2},
richness={min=20000, max=60000}, -- total richness of site
size={min=2, max=4}, -- richness devided by this number
absolute_probability=0.2,
starting={richness=10000, size=2},
}
end
-- DyTech
if remote.interfaces["DyTech-Core"] then
config["stone"].allotment = 100
config["stone"].richness = 25000
config["stone"].starting.richness = 10000
end
if remote.interfaces["DyTech-Metallurgy"] then
-- exotic ores
config["gold-ore"] = {
type="resource-ore",
allotment=25,
spawns_per_region={min=2, max=5},
richness=175,
size={min=2, max=5},
min_amount = 15,
starting={richness=50, size=3},
multi_resource_chance=0.60,
multi_resource={
["lead-ore"] = 3,
["silver-ore"] = 3,
["tin-ore"] = 3,
["tungsten-ore"] = 3,
["zinc-ore"] = 3,
}
}
config["silver-ore"] = {
type="resource-ore",
allotment=25,
spawns_per_region={min=2, max=5},
richness=220,
size={min=2, max=5},
min_amount = 15,
starting={richness=50, size=3},
multi_resource_chance=0.60,
multi_resource={
["lead-ore"] = 3,
["gold-ore"] = 3,
["tin-ore"] = 3,
["tungsten-ore"] = 3,
["zinc-ore"] = 3,
}
}
config["lead-ore"] = {
type="resource-ore",
allotment=25,
spawns_per_region={min=2, max=5},
richness=220,
size={min=2, max=5},
min_amount = 15,
starting={richness=50, size=3},
multi_resource_chance=0.60,
multi_resource={
["silver-ore"] = 3,
["gold-ore"] = 3,
["tin-ore"] = 3,
["tungsten-ore"] = 3,
["zinc-ore"] = 3,
}
}
config["tin-ore"] = {
type="resource-ore",
allotment=25,
spawns_per_region={min=2, max=5},
richness=220,
size={min=2, max=5},
min_amount = 15,
starting={richness=50, size=3},
multi_resource_chance=0.60,
multi_resource={
["lead-ore"] = 3,
["silver-ore"] = 3,
["gold-ore"] = 3,
["tungsten-ore"] = 3,
["zinc-ore"] = 3,
["copper-ore"] = 2,
}
}
config["tungsten-ore"] = {
type="resource-ore",
allotment=25,
spawns_per_region={min=2, max=5},
richness=220,
size={min=2, max=5},
min_amount = 15,
starting={richness=50, size=3},
multi_resource_chance=0.60,
multi_resource={
["lead-ore"] = 3,
["silver-ore"] = 3,
["gold-ore"] = 3,
["tin-ore"] = 3,
["zinc-ore"] = 3,
}
}
config["zinc-ore"] = {
type="resource-ore",
allotment=25,
spawns_per_region={min=2, max=5},
richness=220,
size={min=2, max=5},
min_amount = 15,
starting={richness=50, size=3},
multi_resource_chance=0.60,
multi_resource={
["lead-ore"] = 3,
["silver-ore"] = 3,
["gold-ore"] = 3,
["tin-ore"] = 3,
["tungsten-ore"] = 3,
}
}
-- moltensomethin
config["lava-2800"] = {
type="resource-liquid",
minimum_amount=1000,
allotment=17,
spawns_per_region={min=1, max=3},
richness={min=40000, max=120000},
size={min=2, max=7},
absolute_probability=0.01,
multi_resource_chance=0.25,
multi_resource={
["lava-2800"] = 1,
["lava-1400"] = 2,
["lava-600"] = 4
}
}
config["lava-1400"] = {
type="resource-liquid",
minimum_amount=1000,
allotment=22,
spawns_per_region={min=1, max=3},
richness={min=40000, max=120000},
size={min=2, max=7},
absolute_probability=0.01,
multi_resource_chance=0.25,
multi_resource={
["lava-2800"] = 1,
["lava-1400"] = 2,
["lava-600"] = 4
}
}
config["lava-600"] = {
type="resource-liquid",
minimum_amount=1000,
allotment=25,
spawns_per_region={min=1, max=3},
richness={min=40000, max=120000}, -- total richness of site
size={min=2, max=7}, -- richness devided by this number
absolute_probability=0.01,
starting={richness=10500, size=3},
multi_resource_chance=0.25,
multi_resource={
["lava-2800"] = 1,
["lava-1400"] = 2,
["lava-600"] = 4
}
}
end
if remote.interfaces["DyTech-Warfare"] then
config["gems"] = {
type="resource-ore",
allotment=50,
spawns_per_region={min=2, max=5},
richness=125,
size={min=2, max=5},
min_amount = 15,
starting={richness=40, size=3},
multi_resource_chance=0.20,
multi_resource={
["stone"] = 1
}
}
if config["zinc"] then
config["gems"].multi_resource["lead-ore"] = 3
config["gems"].multi_resource["silver-ore"] = 3
config["gems"].multi_resource["gold-ore"] = 3
config["gems"].multi_resource["tin-ore"] = 3
config["gems"].multi_resource["tungsten-ore"] = 3
config["gems"].multi_resource["zinc-ore"] = 3
config["gems"].multi_resource_chance = 0.50
config["lead-ore"].multi_resource["gems"] = 2
config["silver-ore"].multi_resource["gems"] = 2
config["gold-ore"].multi_resource["gems"] = 2
config["tin-ore"].multi_resource["gems"] = 2
config["tungsten-ore"].multi_resource["gems"] = 2
config["zinc-ore"].multi_resource["gems"] = 2
end
end
--[[ commented due to absence in current version of F-Mod
if remote.interfaces["F-Mod"] then
-- geyser left as is for now
config["geyser"] = {
type="resource-liquid",
minimum_amount=750000000,
allotment=0,
spawns_per_region={min=1, max=2},
richness={min=7500000000, max=7500000000}, -- total richness of site
size={min=1, max=2}, -- richness devided by this number
}
if config["lava-600"] then
config["lava-600"].multi_resource["geyser"] = 8
config["lava-1400"].multi_resource["geyser"] = 8
config["lava-2000"].multi_resource["geyser"] = 8
end
end
]]--
end
Re: Resource Spawner Overhaul - Discussion thread
Wait a bit, messing around with that stuff ends up in all kind of silly behavior.
Orzelek was to add NARsupport anyways, bit of patience is all you need
Orzelek was to add NARsupport anyways, bit of patience is all you need