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Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Posted: Sat Feb 14, 2015 11:54 am
by iGi
Thanks for the info, it was my error.
Seems like min/max can only be specified for liquids and not for ores.
You can change the alien-ore config so it will (should...) result in smaller fields - i changed it to the following:
Code: Select all
richness=200,
size={min=2, max=3},
You can disable the biter spawning in the config.
If the peacemod interface is found, biter spawning will now be disabled.
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Posted: Mon Feb 16, 2015 9:04 pm
by AnodeCathode
Updated the 1.0.7 unofficial version with the updates from igirock. PeaceMod will now disable the spitters and if the optional ores from bobores are enabled they will be included in the distributions.
https://github.com/AnodeCathode/Resourc ... tag/v1.0.7
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Posted: Tue Feb 17, 2015 5:46 pm
by diegokilla
Game crashed after throwing this error. Let me know if you need the game log and I'll post it.
Edit: This was using the latest version, the one in the post just above this.
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Posted: Tue Feb 17, 2015 7:59 pm
by iGi
I think this can be fixed by "unfixing" the is_same_region function.
You can find it in control.lua, around Line 180.
Currently:
Code: Select all
local function is_same_region(c_x1, c_y1, c_x2, c_y2)
if not floor(c_x1/REGION_TILE_SIZE) == floor(c_x2/REGION_TILE_SIZE) then
return false
end
if not floor(c_y1/REGION_TILE_SIZE) == floor(c_y2/REGION_TILE_SIZE) then
return false
end
return true
end
Change it to: (the last return was changed from true to false)
Code: Select all
local function is_same_region(c_x1, c_y1, c_x2, c_y2)
if not floor(c_x1/REGION_TILE_SIZE) == floor(c_x2/REGION_TILE_SIZE) then
return false
end
if not floor(c_y1/REGION_TILE_SIZE) == floor(c_y2/REGION_TILE_SIZE) then
return false
end
return false
end
This makes the function essentially useless but fixing it apparently causes issues.
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Posted: Tue Feb 17, 2015 8:24 pm
by diegokilla
I'll give it a shot. Thanks!
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Posted: Fri Feb 20, 2015 12:12 am
by StoneLegion
Does anyone have any pre-done configs. Something that eases Biter bases a bit but also increases the yield / size of ores but also increases their distance on the map. The idea is so trains become useful

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Posted: Fri Feb 20, 2015 1:56 am
by diegokilla
It should do that pretty well by default, make sure you set your resource spawn rates to "none" when creating a map, unless you've altered the config file. If you don't, RSO will spawn resources, as well as vanilla.
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Posted: Fri Feb 20, 2015 2:09 am
by StoneLegion
diegokilla wrote:It should do that pretty well by default, make sure you set your resource spawn rates to "none" when creating a map, unless you've altered the config file. If you don't, RSO will spawn resources, as well as vanilla.
Okay Thanks!
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Posted: Fri Feb 27, 2015 2:51 pm
by Liquid5n0w
I'm having trouble with Dytech warfare and gems not spawning. Anyone else?
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Posted: Fri Feb 27, 2015 7:54 pm
by Thomasnotused
Liquid5n0w wrote:I'm having trouble with Dytech warfare and gems not spawning. Anyone else?
Spawns in mine, I dunno what's wrong with yours.
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Posted: Sat Feb 28, 2015 10:10 am
by StoneLegion
For anyone Interested I'm starting a new Series with a heavily modified Config of the version AnodeCathode did 1.0.7.
https://forums.factorio.com/forum/viewtop ... 85&p=43964
I included Screenshots and Config / Seed. It's quite a low ore spawning map but makes it really fun for trains. Uses Vanilla bIters!
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Posted: Sun Mar 01, 2015 5:01 am
by Liquid5n0w
SuicidalKid wrote:Liquid5n0w wrote:I'm having trouble with Dytech warfare and gems not spawning. Anyone else?
Spawns in mine, I dunno what's wrong with yours.
Actually it's not, you have to disable the spawning from the base game or else you will get the single point resource spawns from Dytech code, and also the RSO spawns.
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Posted: Mon Mar 02, 2015 10:32 am
by Nagshell
Hey, i wanted to use this mod with DyTech, how should i configure it to get some nice balanced spawns?
I'm not very good at fighting in DyTech, so rather mild configuration would be great ('_' )//
I'm asking for everything I need to put in files and/or game "new map" settings, because I don't understand how to make it work ;/
Edit: Ah, I love mass water maps, so if it's possible huge amounts would be great (*_* )
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Posted: Mon Mar 02, 2015 3:20 pm
by Liquid5n0w
Nagshell wrote:Hey, i wanted to use this mod with DyTech, how should i configure it to get some nice balanced spawns?
I'm not very good at fighting in DyTech, so rather mild configuration would be great ('_' )//
I'm asking for everything I need to put in files and/or game "new map" settings, because I don't understand how to make it work ;/
Edit: Ah, I love mass water maps, so if it's possible huge amounts would be great (*_* )
The version from AnodeCathode's Github works for Dytech, but it doesn't spawn Crystal Formations right you.
You also need to turn off the game from spawning all the other resources or you will get double spawns all over the place.
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Posted: Thu Mar 05, 2015 4:17 pm
by diegokilla
I'm if there is a way for non-programmers to be able to add an ore type. I have recently started using Yuoki Industries which adds 2 ores, but RSO doesn't recognize them atm. Would code need to be added to the YI mod? Would code need to be added to RSO? Or would I just need to add some stuff to the RSO config.lua?
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Posted: Thu Mar 05, 2015 7:11 pm
by iGi
It's easy to add new ores to RSO.
Just copy an existing config and change the resource name.
And finally just check if the mod is loaded with the remote.interfaces (see examples in config.lua)
I've done it for you for the yuoki ores.
Code: Select all
-- yuoki industries mod
if remote.interfaces["yuoki-ind"] then
config["y-res1"] = {
type="resource-ore",
allotment=55,
spawns_per_region={min=1, max=1},
size={min=7, max=15},
richness=8000,
starting={richness=2500, size=12, probability=0},
multi_resource_chance=0.002,
multi_resource={
["stone"] = 8,
}
}
config["y-res2"] = {
type="resource-ore",
allotment=50,
spawns_per_region={min=1, max=1},
size={min=7, max=12},
richness=7000,
starting={richness=2500, size=12, probability=0},
multi_resource_chance=0.001,
multi_resource={
["iron-ore"] = 8,
}
}
end
Just copy this at the end of config.lua (before the commented F-Mod stuff)
The numbers are arbitrarily chosen by me. You probably need to tweak them a little bit.
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Posted: Thu Mar 05, 2015 8:08 pm
by diegokilla
Just did a quick test, and it works! Thanks a bunch for this! I'm going to post that code over in the YI thread if that's alright. Perhaps it will help somebody else out

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Posted: Fri Mar 20, 2015 10:27 am
by sadris
Does anyone have a config for UraniumPower mod?
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Posted: Sat Mar 21, 2015 7:12 pm
by pyrolytic_tungsten
I have one but there are a few issues to be aware of. Uraniumpower doesn't define any remote interfaces (remote.addinterface) so I'm not sure how to tell if it's running. On the new game screen you must set size for uraninite and fluorite to none even if using override_normal_spawn = true . The spawns are fairly sparse but they look ok. This is the one I use:
Code: Select all
config["uraninite"] = {
type="resource-ore",
allotment=35,
spawns_per_region={min=1, max=2},
richness=5500,
size={min=7, max=15},
min_amount = 15,
starting={richness=50, size=3, probability=0.1},
multi_resource_chance=0.50,
multi_resource={
["uraninite"] = 5,
["fluorite"] = 2
}
}
config["fluorite"] = {
type="resource-ore",
allotment=35,
spawns_per_region={min=1, max=2},
richness=5000,
size={min=7, max=15},
min_amount = 15,
starting={richness=50, size=3, probability=0.1},
multi_resource_chance=0.50,
multi_resource={
["uraninite"] = 2,
["fluorite"] = 5
}
}
I also like playing with "override_normal_spawn = true" and "absolute_resource_chance=0.80". I increase absolute_resource_chance since I play with bob's mods too so I want more resource spawns.
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Posted: Sat Mar 28, 2015 2:27 pm
by quinor
How does biter regeneration work? If I've got already developed factory on map, is there a chance biters will spawn inside the factory? Can I prevent that?