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
2 months ago
0.14 - 2.0
149K
Environment

b Warptorio 2.0

4 months ago

I'm not sure which mod is at fault, but with my Warptorio Playthrough after leaving the Initial planet, no ore patches are spawned.

4 months ago

Is that one of base game planets or newly added one?

4 months ago

I assume base game as I did not add any Planet mods to the run. and for more info I ran through 8 warps with no Ore Patches and I removed RSO and warped and got Ore patches.

4 months ago

I took a quick look at the warptorio and I have no idea whats going on. It doesn't seem easy to make a bigger test atm.
Can you try to share a save before you warp for me to check out?

4 months ago

I meant to give you the Save file Yesterday but I got caught up, but I will get you it today after work.

4 months ago

I think you misunderstood a bit - I meant a save before warping not right at game start. I'll try to check with this one tho since there are a lot of mods on this save.
I can also see that warptorio has an update now that made it incompatible with rso.

4 months ago
(updated 4 months ago)

I also tried to check out other planets using cheats and ore is spawning on them. And using tech cheats breaks warptorio completely so it's hard to test with it without actually playing full game.
You also have biters completely disabled (RSO biters off, vanilla spawning in RSO also off) in the save - thats by design?

4 months ago
(updated 4 months ago)

Honestly I thought I had the Biters enabled on RSOs side, and on the Warptorio Side he may have just disabled your mod as I also reported the issue to him, I can play through for a bit and get you a new save file ready. EDIT due to the Warptorio Exclusion it's literally not allowing it anymore, damn.

4 months ago

Now that i think about it, does your mod look at vanilla settings like Frequency, richness, and size? because if so, this may have been unnecessary. as I have cranked the frequency real low.

4 months ago

I have checked it yesterday and I know why it's not working - warptorio is using custom surface names for planets and RSO is using surface name to decide which planet it is for spawning resources. Thats why any surface you jump to has no resource spawns - RSO doesn't know which config to use for it.

4 months ago

Would it be possible to make remote interface on RSO side, so I could in warptorio tell it what surface did I create?

4 months ago

I think that technically this should "just work". I've just replied on my bug report will see where it goes.

4 months ago

I found out actual reason - RSO only sees surfaces you create at creation step and then on resource spawn.
This means I'm missing the planet association and can't update the config for that surface to match the planet.
I could try to make a workaround but there migth be new event added on surface association - I'll wait a bit and see if it gets in before making a workaround.
You could workaround in warptorio by calling remote interface of RSO that resets the surface after you associate it to planet but event will be the best solution.

4 months ago

Main reason why I suggested remote interface, is because you already have one to ignore planet, so if you made similar one to regenerate planet it would be probably easy to work in mods for others

4 months ago
(updated 4 months ago)

I already have an interface like that.
Adding this right after surface associate call in warptorio:
remote.call("RSO", "resetGeneration", surf)
Makes resources generate correctly in my warp test to gleba.

4 months ago

Perfect I will include it in next update and remove this mod from incompatible mods

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