Resource Spawner Overhaul

by orzelek

Makes resources more sparse than base game. You will need to use trains much earlier to get resources. Game will be more difficult especially with higher enemy settings.

Tweaks
9 days ago
0.14 - 2.0
144K
Environment

g Leighzer Science Ores + Bottling Support

5 years ago

Hello, I have received a request from one of my players for RSO support for my science ore mod. I also have a science bottling mod that adds a couple of ores as well (they really are partner mods, but also work standalone). I would greatly appreciate if you could add support for both of these mods.

My configs are below. I purposely set them to be the same as iron as that is how the mods are configured out of the box. It is largely up to the player to configure how easy/hard the mods are, but by default all the ores have the same settings as iron, so that is what I would like to submit.

For the science ore mod, users can enable/disable each and every single one of the science ores. For science bottling sand is always enabled. Precursore on the other hand is an optional ore players can choose to have to make the science production chain harder. I believe these below configs should work! Thank you!

function fillLeighzerScienceOres(config)

local function getConfigForScienceOres()
    return { --same config as iron ore
        type="resource-ore",

        allotment=100,
        spawns_per_region={min=1, max=1},
        richness=20000,

        size={min=20, max=30},
        min_amount=300,

        starting={richness=8000, size=25, probability=1},

        multi_resource_chance=0.20, 
        multi_resource={
            ["iron-ore"] = 2,
            ['copper-ore'] = 4,
            ["coal"] = 4,
            ["stone"] = 4,
        }
    }
end

if game.entity_prototypes["automation-science-ore"] then
    config["automation-science-ore"] = getConfigForScienceOres()
end

if game.entity_prototypes["logistic-science-ore"] then
    config["logistic-science-ore"] = getConfigForScienceOres()
end

if game.entity_prototypes["military-science-ore"] then
    config["military-science-ore"] = getConfigForScienceOres()
end

if game.entity_prototypes["chemical-science-ore"] then
    config["chemical-science-ore"] = getConfigForScienceOres()
end

if game.entity_prototypes["production-science-ore"] then
    config["production-science-ore"] = getConfigForScienceOres()
end

if game.entity_prototypes["utility-science-ore"] then
    config["utility-science-ore"] = getConfigForScienceOres()
end

if game.entity_prototypes["space-science-ore"] then
    config["space-science-ore"] = getConfigForScienceOres()
end

end

function fillLeighzerScienceBottling(config)

local function getConfigForScienceBottling()
    return { --same config as iron ore
        type="resource-ore",

        allotment=100,
        spawns_per_region={min=1, max=1},
        richness=20000,

        size={min=20, max=30},
        min_amount=300,

        starting={richness=8000, size=25, probability=1},

        multi_resource_chance=0.20, 
        multi_resource={
            ["iron-ore"] = 2,
            ['copper-ore'] = 4,
            ["coal"] = 4,
            ["stone"] = 4,
        }
    }
end

config["sand-ore"] = getConfigForScienceBottling() -- sand will always be enabled

if game.entity_prototypes["precursore-ore"] then -- this is an optional ore used to further complicate science production
    config["precursore-ore"] = getConfigForScienceBottling()
end

end

5 years ago

Hello, I have added support for Bob's tech for my mod Leighzer's Science Ores. This has resulted in me adding a new ore called advanced-logistitc-science-ore.

Could you add this block to my science ore config? Thank you so much!!

if game.entity_prototypes["advanced-logistic-science-ore"] then
config["advanced-logistic-science-ore"] = getConfigForScienceOres()
end

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