

- Resource spawner overhaul factorio download mod#
- Resource spawner overhaul factorio download download#
Resource spawner overhaul factorio download download#
I think people shouldn't plan to play it 4+ people or they may use lot of time trying to reconnect and download hudge map :p, but its only the start of the MP, and we managed to make it work, so i won't complain anyway! It's a bit sad because it's what i love in this mod, playing big maps with big spaces, making it much more realistic.Īlso, because we still have some desync and crashs, we have to reload it quite often, making it a bit anoying.
Resource spawner overhaul factorio download mod#
So this mod seems to work fine with 11.1 as far as we could see, but the main problem is the size of the maps, making every map download very long. We had like 1 little crude oil deposit of 59% at the start so we planed to rush the trains before going too far int he techs because we had not enought oil anyway.Īfter 4 hours we accomplished a train system to get iron ores from a far place, and some coal too, next plan was to grab some oil. We managed to explore around us to find some ores and oil. We played it 2 players only, because with this mod the map is every time getting bigger and bigger and we can't handle it with 3 or 4 players atm (btw i can't handle 4 players even in classic maps, it crashs often) So i tryed the 1.0.3 in multiplayer this night, and my feelings are pretty good ! Those are just a few thoughts of something I personally would really like. Similar to how resources are richer the farther away, biters would be biased to have bases on resources the farther you go.

Making it more likely that biters are on resources the further away you are if you so chose. Other people that just love building stuff might be happy about the option to have no biters cover their resources, meaning they can focus on the part of the game they love most.Īdditionally, there could be a distance setting of sorts. I for example would probably like a very high/near max setting, to have every new resource field feel like a challenge.

I think this would give people with different playstyles the tool to create a map how they enjoy it most.

MINIMUM value: would make sure biters never have bases on resources. MEDIUM value: would have them be either on or not on resources, depending on how far you pick above the absolute middle this can favor either on or off resource bases. MAX value: would result in pretty much every resource being covered by the biter bases (except starting location obviously) Here is one thing which I would like to suggest though, and I think this might be pretty cool if feasible:Īdding some sort of "Biter bases on resources" bias which can be set in the config file. I tried to fix that but it leads to small map gen weirdness where it can redo already created parts near borders.I've played a fair amount of time and I do love the mod. It comes out from the fact that RSO can create ore on tiles next to generated chunk and Straight World doesn't look there. If you have trouble doing that I can release next one with it today.Īlso there are different issues that arise from RSO with Straight World - some parts of ores are not getting straightened. I'll drop those comments in next version. Straight world mod is already in config but it's commented out there and in require statement on top of control file. It might be hidden game behavior then that we don't see normally. I did retest it and same thing I'm counting as bug happens also without Straight World mod. I can't speak for others but, with that kind of Tetrisworld i'd go nuts.Įdit: Wow almost forgot, thanks for the Nickelbuff. Is it possible that the straight-worldgen then only as a configoption works?
