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With work on Bob's Ores essentially being complete now, I'd like to look at updating the RSO config for Bob's Ores. (Bob's Enemies also has one, but it'll have to wait) I've made all the necessary changes to get it working, along with various adjustments. This is obviously very important, so having other people confirm that nothing is too sparse or too abundant is critical.
Most notably, starting resources have been made far more abundant by default (RSO does also have a map setting to multiple their richness). The purpose of this is to bring the default config more in line with what it would be without RSO, which previously tended to make them kind of small and poor. This could be a real problem, considering how far one might have to travel to find replacement ore patches.
Fluid resources required some very large changes to their parameters. I can only guess that there was something that changed in how they're generated. I also provided a full set up updates for the crude oil config from RSO's vanilla, since that one was definitely too poor as well. Also, I didn't like that it was only set for 2-5 wells per patch. If I'm going to go to the trouble of setting up a production line for pumpjacks, I want to use a substantial number of them, goshdarnit.
I've also adjusted some allotments. Zinc, nickel, and lithia water are slightly reduced because you don't need that much of them. Gold for the same basic reason, and also because it's gold. Bauxite gets a boost because real bauxite is quite common, and I felt that the previous config was a bit short on it, considering how much you need for low density structures.
Also, I didn't like that it was only set for 2-5 wells per patch. If I'm going to go to the trouble of setting up a production line for pumpjacks, I want to use a substantial number of them, goshdarnit.
We should be aware not to make it too good though! Else players will never need more than a single patch of pumpjacks. Especially if using Bob's Mining and Bob's Modules
Don't worry, I accounted for that. Their richness in 2.0 seems to naturally be quite a bit lower than it was in 1.1, and this change brought it back to where it should be. Also, patches still decline to 1/5 of their original output with time, so in a sense, the final pumpjack's speed only brings them up to what they were originally.
With work on Bob's Ores essentially being complete now, I'd like to look at updating the RSO config for Bob's Ores. (Bob's Enemies also has one, but it'll have to wait) I've made all the necessary changes to get it working, along with various adjustments. This is obviously very important, so having other people confirm that nothing is too sparse or too abundant is critical.
Most notably, starting resources have been made far more abundant by default (RSO does also have a map setting to multiple their richness). The purpose of this is to bring the default config more in line with what it would be without RSO, which previously tended to make them kind of small and poor. This could be a real problem, considering how far one might have to travel to find replacement ore patches.
Starting richness:
Iron: 12000->40000
Copper: 8000->20000
Stone: 8000->20000
Coal: 6000->12000 (and size 20->25)
Tin: 5000->15000 (and size 10->15)
Lead: 4000->10000 (and size 10->18)
Quartz: 3000->6000
Fluid resources required some very large changes to their parameters. I can only guess that there was something that changed in how they're generated. I also provided a full set up updates for the crude oil config from RSO's vanilla, since that one was definitely too poor as well. Also, I didn't like that it was only set for 2-5 wells per patch. If I'm going to go to the trouble of setting up a production line for pumpjacks, I want to use a substantial number of them, goshdarnit.
Crude oil:
minimum_amount = 240000->200000
richness.min = 240000->200000
richness.max = 400000->360000
size = 2-5 -> 8-14
Ground water:
minimum_amount = 4000->400000
richness.min = 5000->650000
richness.max = 7000->650000
size = 3-6 -> 6-12
Lithia water:
minimum_amount = 4000->320000
richness.min = 5000->650000
richness.max = 7000->650000
size = 3-6 -> 6-12
I've also adjusted some allotments. Zinc, nickel, and lithia water are slightly reduced because you don't need that much of them. Gold for the same basic reason, and also because it's gold. Bauxite gets a boost because real bauxite is quite common, and I felt that the previous config was a bit short on it, considering how much you need for low density structures.
Allotment:
Bauxite: 60->70 (and richness 6000->8000)
Gold ore: 60->50
Zinc ore: 60->50
Nickel ore: 60->50
Lithia water: 60->50
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