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
Mod category: Tweaks
Small changes concerning balance, gameplay, or graphics.
Heya how ya doing orzelek?
Exotic Space Industries ( https://mods.factorio.com/mod/exotic-space-industries ) has released a space age port, and darn if I didn't spawn in and find that half the new resources were in immediately adjacent chunks..
Looked through the zip for any older Exotic/248k patches and didn't see any; thinking it might be over my head to figure it out?
Yet RSO is absolutely vital if one is to feel any sense of accomplishment
Therefore I humbly request compatibility :D
(There is a more in depth description detailing the new resources on the original mod page https://mods.factorio.com/mod/exotic-industries )
I'd recommend contacting author first - there is a lot of new resources in there. I can help a bit but I'd rather configs be made by someone that knows the resources and how they are used. I also looked and I think there was no RSO config for this mod (or it had completely different name before).
The original author is MIA :'(
Eliont has stepped up with the port, and I think the deluge of requests we've been inundating him with might have him saturated...
I found a set of explanatory comments in the muluna config, might see if I can hit GPT over the head with it...
Some of new resources are in big minable spots like oil. That would be something similar to what py mods have.
And there are explanatory comments in vanilla.lua. They might not have one bit from py mods - additional ore scaling so that spot like resources scale like ore not fluids.
It's a random chance to spawn second resource when rolling current one - I'm trying not to use it (there is a second balancing mechanism now when there are a lot of defined resources that wasn't there before).