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
24 days ago
0.14 - 2.0
145K
Environment

g Suffering vanilla

2 months ago

It's been so long since I saw vanilla resource spawning patterns, the horror I feel cannot be properly expressed.

I'm guessing with entire new planets this mod will be difficult to transfer over, but the struggle with vanilla resources is rough.

2 months ago

I've been testing with 17% freq, slight size increase and richness at 300-400%.
I have a plan to work on transferring mod to 2.0 but I want to get to end game first since for testing I'll have to jump around a lot between all the planets.

So it might take a few more weeks (I'm not err fast at this and tinkering with quality).
I will make Nauvis work as before for sure, rest is in the air.
Fulgora is most likely not to be touched (resources are heavily attached to terrain there).
Gleba seems to have only stone that can be managed.
Not sure about Vulcanus (some desing decisions with demolishers might be tad hard to reproduce, also having no titanium within small demo territory would be really bad) and I have not been to Aquilo yet.

2 months ago

Yeah, I completely understand. I think Nauvis is where it is most important, the other planets are all very different, and may require entirely different approaches.

2 months ago

I would be -very- happy with a release that had the scope limited to Nauvius while you (with our deep thanks) work out the new planets

2 months ago

@orzalek To update nicefill for 2.0 and space age I created a scenario map, gave myself what I needed ( new jetpack armor and plenty of exoskeletons ) and started playing that.

To get to other planets quickly you can use /cheat planetname, so /cheat gleba.
To then hop between planets you can use /c game.player.teleport(game.player.position, "planetname"), so /c game.player.teleport(game.player.position, "nauvis")

2 months ago

That will come handy - I'm a bit worried about the very long list of modding changes in changelog. I know some of them but not sure about entity creation and ore placement changes. I'll have a bit of reading and experimenting to do so that nauvis is RSO but it doesn't affect other planets.

a month ago

I feel like I can't even play until this critical mod is updated :-)

Good luck Orzelek, we await an update with great anticipation.

a month ago

Yeah this is definitely one of the mods I will be waiting for before I start another playthrough. Even if it only worked on Nauvius, I would enjoy the fast update :). I'm in no rush at all to do the other planets yet anyhow.

a month ago

OMG I feel the same.. vanilla resource spawning is just so bad

a month ago
(updated a month ago)

It is only after playing without this mod that I realize I really am simply not playing the same game as a lot of other people when I use RSO.

It's just so damn simple with resources scattered all over the place, even on 17% frequency, no need for train trips of several minutes to the rich fields, just resources everywhere.

a month ago

I'm adjusting resource configs for new planets a bit and will have a new version up soon.

a month ago

Does rso works on games already in progress or do i have to recreate a game for it to work?

a month ago

It's a bit of a grey area - since RSO tracks where it already create resource patches it won't know about areas already generated. It will work in newly generated areas normally.
If you trigger resource regen in RSO it might gen resources on the whole map.

a month ago

Does rso works on games already in progress or do i have to recreate a game for it to work?

If the map isn't that large, you can just manually delete all the ore spots using /editor and then run RSO regen. It's worked for me before.

a month ago

I'm adjusting resource configs for new planets a bit and will have a new version up soon.

You're awesome!

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