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Possible conflict with the Resource Spawner Overhaul mod. #50
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I can't think of anything in Nanobots that could cause this. I have some debug scripts that disable RSO all together but those only get run during world creation and you would know if they did :) Can you check config.lua and let me know if DEBUG is false? |
It is set to false. |
Unequipping Nano emitter, and unlearning the research does not fix the problem |
I will look into this tonight and see if I can find anything that might be causing this. Does this happen with just nanobots and rso installed? |
I will test this with just the rso and nanobots without any other mods and let you know. |
Problem still occurs with only rso and nanobots mods. |
Can you try it with RSO and Picker Extended? I am wondering if it might be something to do with the new settings options messing up the seed. |
You are right about picker extended also causing this issue. It seems however, that this problem is not entirely deterministic. The simple testing procedure is to load the "15_7" game save ( https://www.dropbox.com/s/ooc5ntw81639t7h/15_7.zip?dl=0 ), then enable god mode ( /c game.player.character = nil ), then zoom out for faster travel, then go directly left, to the edge of discovered map, and then some to discover more map and force ore patch generation. Before the big water, there should be large copper ore path, just on the top of the screen if you only press left from where you start in the game save, about . If you get to the water and there is no large ore patch, ore patch generation is not working propertly, if you do it is working propertly ( I have done this procedure, with, rso and nanobots, with rso and picker extended, and with rso only, about 50 times.
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Thanks for tests and load of information. I will give it a few shots and see if I can reproduce it. However I have a feeling it is a Factorio issue at this point also. I have a few pre-.15 maps I will give it a try on when I get a chance. |
I just want to let you know, i have managed to reproduce this problem with Nanobots disabled, so at this point, even though enabling or disabling Nanoobots do most of the time change the state of the problem, it's more than likely this problem is in factorio itself, and Orzelek did report this to the devs. More details in the same forum thread i linked at the beginning. |
Found Orzelek's post and it is indeed a Factorio bug/desync fixed in the next version. |
Hi, it's me again, sorry to bring you the bad news, i love your mod, but it seems like Nanobots screws up the ore patch generation in RSO, which is quite popular mod.
Long story short, it seems like having RSO and Nanobots mods, causes ore patches to be generated way to small to be usable.
You can read more about the problem in this thread, and specifically in this post ( I don't thing the original problem in this thread is related to Nanobots, so just skip to my posts in this thread ):
https://forums.factorio.com/viewtopic.php?p=264985#p264985
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