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
16 days ago
0.14 - 2.0
146K
Environment

g Turn off RSO for Specific Planets

2 months ago

Was thinking, since RSO doesn't seem to work with modded planets at the moment, whether it'd be possible to implement an option to disable it for specific planets, and use the Vanilla Generation for them instead.

2 months ago

There is currently an option to ignore specific planets completely but any unknown planets are kind of ignored too - they get no generation config.
There is a request already for one of mods taht adds lots of planets and seems to use Nauvis gen for those so I think I will make a mod option - should it treat unknown planets as empty or use Nauvis on them.

2 months ago
(updated 2 months ago)

Empty would mean that the custom Planets would use their own Generation instead of RSO, And Nauvis would mean that they'd use the RSO Nauvis Gen. Right?

If that's the case I'd go with Empty since it'd be more universal, letting the mods use their native Generation and all that.

2 months ago

I'm not sure if it can work like this - empty means no resources.
There are some tricks in the way that game sets up resources that I'm not sure if I can make it work like you described here (aka empty = mods resources).

2 months ago

Well in that case, making them empty would be unplayable. I was mostly thinking for RSO to mess with modded planets as little as possible, If that means that it applies nauvis to them then that works.

Tho maybe you should talk to some people who develop these planet mods first. So you could find something that works, they could probably come up with something better then I could lol.

2 months ago

Making unknown planet into Nauvis might make it playable or not - it depends on what the mod author wanted for it.
In the end it still has to have a config created in RSO.
One reason that SE doesn't work with RSO is that SE has per planet special configs that are hard to translate to RSO automatically.

a month ago

There is currently an option to ignore specific planets completely but any unknown planets are kind of ignored too - they get no generation config.
There is a request already for one of mods taht adds lots of planets and seems to use Nauvis gen for those so I think I will make a mod option - should it treat unknown planets as empty or use Nauvis on them.

Hi, where can find the option to ignore planets? Was hoping to use RSO for Nauvis only, leaving the other Space Age planets vanilla.

a month ago

It's an interface option to be called from other mods. It's not a mod option and due to the way that resources are generated I don't think it will work with any of base game resources. RSO disables resource generation and that applies for all planets (even if ignored by RSO per planet). At least thats how I think it works.

a month ago

Fair, skimming through your code I suspected that but haven't touched Lua in a few years. It's a hell of drug to come back to XD
Thanks for clarifying, no worries.

Main thing that annoys me with vanilla is the (non-starter) clusters right by spawn. I want to play "blind" without previewing the map so can't even look for a good seed. I think I'll just run a half-assed script at game start.
- request_to_generate_chunks() some radius from origin
- Connected component labeling to group patches in some radius from origin into a list of patches (exclude 150? tile radius near origin leave starter patches)
- Apply some sort of push force on the patch centroids away from the origin. Closer to origin, stronger the push

It's half assed so I probably won't bother accounting for ore that ends up underwater lol

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