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
4 months ago
0.14 - 2.0
150K
Environment

g Support for bz's and Timeken's mods and

18 days ago
(updated 18 days ago)

[ignore the extra "and" in the title]

Several of bz's and all of Timeken's ore mods have been updated to 2.0 by cackling.fiend (https://mods.factorio.com/user/cackling.fiend). The following are missing configs for this mod:

  • Aluminum (aluminum-ore)
  • Chromium (chromite-ore)
  • Cobalt (cobaltite-ore)
  • Natural Gas (gas)
  • Indium (indite-ore)
  • Limestone (limestone)
  • Salt & Chlorine (salt)
  • Tantalite (tantalite-ore)
  • Noble Metals (gold-ore)

Some probably just need to be linked with the correct fork (mainly brevven's mods) while others need to be added completely (Timeken's mods).

17 days ago

Thats a lot of mods. Linking them to bz's config is easy but all the others would need new configs. I will try to take a look but not sure how soon.

17 days ago

Thats a lot of mods. Linking them to bz's config is easy but all the others would need new configs. I will try to take a look but not sure how soon.

I would try and help but I'm a bit of an amateur at lua coding and I'm not quite sure how the configs work in your mod.

On the bright side, Aluminum, Natural Gas and Salt & Chlorine are already included in your mod, I think they're just using an old conditional (based off of the old mod's name instead of cackling.fiend's fork).

The rest of the mods only add a single ore each. If there's anything I can help you with, let me know.

17 days ago

How config works is described in vanilla.lua (more or less). And I'm not a fan of lua with it's table everything approach tbh. And I do work with some other languages daily since I'm software engineer.

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