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Re: [0.12.x] RSO Discussion thread

Posted: Wed Jul 13, 2016 5:15 am
by cpy
Does RSO generate ground-water for bob mods?

Re: [0.12.x] RSO Discussion thread

Posted: Wed Jul 13, 2016 6:24 am
by Arch666Angel
cpy wrote:Does RSO generate ground-water for bob mods?
It should, as well as the lithia water patches

Re: [0.12.x] RSO Discussion thread

Posted: Wed Jul 13, 2016 3:05 pm
by cpy
It doesn't seem so for us, I must check if we have some wrong version or settings.

Re: [0.12.x] RSO Discussion thread

Posted: Wed Jul 13, 2016 3:37 pm
by Arch666Angel
cpy wrote:It doesn't seem so for us, I must check if we have some wrong version or settings.
You are not using my mods, are you?

Re: [0.12.x] RSO Discussion thread

Posted: Thu Jul 14, 2016 4:32 am
by Aonova
Arch666Angel wrote:
cpy wrote:It doesn't seem so for us, I must check if we have some wrong version or settings.
You are not using my mods, are you?

I'm using both your Ores and Refining mods and I have yet to find fissures or ground/lithia water on the map with RSO. I did modify my RSO config to make chunks larger and spread stuff out more overall, so maybe I must explore more. I just want confirmation that it isn't a known bug. Thanks ;)

Re: [0.12.x] RSO Discussion thread

Posted: Thu Jul 14, 2016 7:24 am
by orzelek
Aonova wrote:
Arch666Angel wrote:
cpy wrote:It doesn't seem so for us, I must check if we have some wrong version or settings.
You are not using my mods, are you?

I'm using both your Ores and Refining mods and I have yet to find fissures or ground/lithia water on the map with RSO. I did modify my RSO config to make chunks larger and spread stuff out more overall, so maybe I must explore more. I just want confirmation that it isn't a known bug. Thanks ;)
You won't find ground/lithia water with Angel's mods. You need to search for fissures. Quite big orange-ish rectangles on map and in world they look like big crack in terrain.

Re: [0.12.x] RSO Discussion thread

Posted: Thu Jul 14, 2016 9:33 pm
by Aonova
orzelek wrote:
Aonova wrote:
Arch666Angel wrote:
cpy wrote:It doesn't seem so for us, I must check if we have some wrong version or settings.
You are not using my mods, are you?

I'm using both your Ores and Refining mods and I have yet to find fissures or ground/lithia water on the map with RSO. I did modify my RSO config to make chunks larger and spread stuff out more overall, so maybe I must explore more. I just want confirmation that it isn't a known bug. Thanks ;)
You won't find ground/lithia water with Angel's mods. You need to search for fissures. Quite big orange-ish rectangles on map and in world they look like big crack in terrain.
Thanks. I suppose this would thus make Bob's water jacks obsolete? Well, angel666's extractor graphic looks cooler anyways :D

Re: [0.12.x] RSO Discussion thread

Posted: Sun Jul 17, 2016 3:31 am
by ThordanSsoa
So I just installed RSO and Bob's mods and I'm also getting a pair of messages telling me that ground-water/lithia-water won't be generated. Is there something I need to do to fix this?

Re: [0.12.x] RSO Discussion thread

Posted: Sun Jul 17, 2016 10:00 am
by WoodyDaOcas
what mod versions ?
I just went ahead and explored a bit (20 minutes of running around :P) to find 2 lithia water on my map. RSO 2.0.10 and latest BOB's, too.
http://prntscr.com/btx6em

Didn't encounter your message, tho

Re: [0.12.x] RSO Discussion thread

Posted: Sun Jul 17, 2016 6:57 pm
by ThordanSsoa
I'm running 0.12.35 so I installed the latest versions of bob's mods for 0.12 and I installed 1.5.6 of RSO since the others said they required 0.13

Re: [0.12.x] RSO Discussion thread

Posted: Mon Jul 18, 2016 5:23 pm
by orzelek
ThordanSsoa wrote:I'm running 0.12.35 so I installed the latest versions of bob's mods for 0.12 and I installed 1.5.6 of RSO since the others said they required 0.13
There is no support for new waters in RSO for 0.12 series.
I'm not sure if it's worth adding - 0.13 is quite mature now and pretty stable.

Re: [0.12.x] RSO Discussion thread

Posted: Tue Aug 02, 2016 10:52 am
by Pandemoneus
Hey orzelek,
can you explain the following options in the global config to me?

Code: Select all

absolute_resource_chance = 0.40
Is that 0.4% or 40%?

Code: Select all

richness_distance_factor=0.7 
I am not quite sure what "exponent for richness distance factor calculation" means. If this config value is an exponent, shouldn't values less than 1 decrease the richness? Can you tell me the whole formula?

Code: Select all

size_distance_factor=0.1
Same question as above.

Re: [0.12.x] RSO Discussion thread

Posted: Tue Aug 02, 2016 7:42 pm
by orzelek
Resource chance is in 0-1 range. 0.4 is 40%.

Size and richness factors are used like this:
modifier = dist^factor
where distance is measured in regions from center.

Factor decides of how speed of increase relates to distance. Size by default has very small factor so it won't go up quickly, richness has 0.7 which makes it go up pretty fast but still far from linear. You could go above one and then increase speed would exceed distance.

There is also another "hidden" increase that gets calculated based on size of resource field. It's based on average of height and width and uses exponent of 0.6. It's not configurable currently. Main reason for it's existence is to not produce bigger fields that end up with low resource per node.

Re: [0.12.x] RSO Discussion thread

Posted: Tue Aug 23, 2016 7:09 pm
by Alaxandir
@Orzolek

I am going to start over with a clean install of just bob's mods and RSO.

I initially had downloaded a mod-pack which may have had some changes to the config files I didn't realize. I've only been playing factorio for a few days. :)

EDIT: Works as intended, I have all resources I'm supposed to in starting area. It must have been something not playing nicely in the mod-pack I had downloaded. Appreciate your help.

Re: [0.12.x] RSO Discussion thread

Posted: Tue Aug 23, 2016 7:52 pm
by Arch666Angel
Which modpack did you download?

Re: [0.12.x] RSO Discussion thread

Posted: Tue Aug 23, 2016 8:48 pm
by Alaxandir
viewtopic.php?f=95&t=31146

This pack,
though I disabled some things in it and probably messed up the ore generation on my own.

Namely, I disabled your mods and a few others. (I loved your stuff it was just too much for a newbie <3 I'll be adding it in to my games later) and I'd guess he had something set up in the configs to sort out the Quartz and I broke it.

Re: [0.12.x] RSO Discussion thread

Posted: Tue Aug 23, 2016 8:52 pm
by Arch666Angel
My mods are in there, so if you left angelsinfiniteores and angelsrefining enabled you wont get any ores from bobs or else, they are replaced by 6 compound ores from which you need to refine to get the smeltable ores.

Re: [0.12.x] RSO Discussion thread

Posted: Wed Aug 31, 2016 12:04 am
by Zelenka
Hello,

Firstly, let me start by saying thank you for such a great mod! I've been really enjoying it.

I have one question/request. I've been playing mostly single player games with an occasional coop multiplayer game. However, I am starting to look more into PvP multiplayer recently and I'm wondering if it might be possible to have a remote call for RSO that will generate a starting area at a set of coordinates?

I've been looking at your source code and I see you have a spawn_starting_resources(surface) function that will iterate through a list of resources defined in a config, but that always defaults to 0,0. I understand that this is meant for single player purposes, but I wonder how difficult it might be to add in an optional parameter to define a custom position and adding a remote call for, say, remote.call("RSO", "genStartArea", x, y) or something?

This would allow admins to generate a starting area for different forces upon locating a suitably open area and setting spawn coordinates there. I understand based on looking at your code that it would require some restructuring of your spawn_starting_resources, but I think it might be a handy tool for multiplayer admins to have.

Anyway, thanks again for a great mod! I'd understand if this isn't doable at this time.

Re: [0.12.x] RSO Discussion thread

Posted: Wed Aug 31, 2016 5:34 pm
by orzelek
Zelenka wrote:Hello,

Firstly, let me start by saying thank you for such a great mod! I've been really enjoying it.

I have one question/request. I've been playing mostly single player games with an occasional coop multiplayer game. However, I am starting to look more into PvP multiplayer recently and I'm wondering if it might be possible to have a remote call for RSO that will generate a starting area at a set of coordinates?

I've been looking at your source code and I see you have a spawn_starting_resources(surface) function that will iterate through a list of resources defined in a config, but that always defaults to 0,0. I understand that this is meant for single player purposes, but I wonder how difficult it might be to add in an optional parameter to define a custom position and adding a remote call for, say, remote.call("RSO", "genStartArea", x, y) or something?

This would allow admins to generate a starting area for different forces upon locating a suitably open area and setting spawn coordinates there. I understand based on looking at your code that it would require some restructuring of your spawn_starting_resources, but I think it might be a handy tool for multiplayer admins to have.

Anyway, thanks again for a great mod! I'd understand if this isn't doable at this time.
It should be possible - it has a bit more far reaching consequences so would need lots of testing. Thing is that each of those starting areas would need to be treated as such and then skipped when generating resources. I changed starting area checks recently so it shouldn't be very difficult to implement now.
I think I would also need to clear newly added starting area from already generated resources ?

Multiplayer might get more popular with 0.14 so it could be a useful feature - can't give you a precise estimate for implementation tho. Will try to take a look this weekend and see how it would work.

Re: [0.12.x] RSO Discussion thread

Posted: Sat Sep 03, 2016 8:21 pm
by orzelek
New version (2.2.0) is up with support for multiple starting locations in multiplayer.
Detailed usage instructions are available in description thread.

New feature is a bit experimental so please let me know if it causes issues when used.