![]() Basically, you have to find a good trigger which matches your requirements as closely as possible, then you have to just add values and that’s it. I had a lot of experience with editors for StarCraft/Warcraft, in which you would write scripts in-game, using a system based on “triggers”. When I first tried the Factorio editor, I was surprised that it was actually quite limited. So I came up with the idea of making my own maps along the theme of the tutorial, only it wouldn’t be a tutorial anymore, but regular missions instead. At the same time, I didn’t want to keep starting a new game and building and developing everything from scratch. ![]() After 200 hours of Factorio I started to feel the slightly repetitive gameplay and was starting to miss a challenge. It’s actually hard for me to decide where to start, because the idea of additional objectives for the campaign was born in my head more than a year ago. I want to talk about my Story Missions mod. It’s pretty involved, and a lot of fun! Story Missions: The Story GreenFlag Rso-green_starting_area-Fv0.16.16-rest_not_really_having_any_patches2-rso_v3.5.4.png (126.36 KiB) Viewed 9461 times rso-green_starting_area-Fv0.16.16-rest_not_really_having_any_patches1-rso_v3.5.4.png (108.19 KiB) Viewed 9461 times rso-green_starting_area-Fv0.15.31-lots_of_lovely_small_ore_patches.png (133.Written by GreenFlag, edited by stringweasel, Nanogamer7, Conor_, Therenas, MyNameIsTrez, Firerazerįor the first issue in the last month of the year, first-time contributor GreenFlag presents their first big modding project that aims to add a proper RTS-style campaign to the game, in the spirit of the game’s tutorial levels. ![]() #Rso factorio download modsI will try some more tests without rso and swap some mods around but if you have a chance to have a look, it will be cool apart from in the last example where there are lots) (i started near the green box area, and walked around quite far, but hardly found any more resources. ![]() Please see some examples in case they help: ![]() I used to be able to do this before, especially for my P圜oal game, as it was really a lot of fun, walking around and finding lots of small patches of random ore, but needing to move the mining drill after an hour or so, when it ran out, forcing me to expand but not needing to go too far. "the actual message was thorium ore (and ferricupric ore) is not configured in rso, it wont be spawned"Īlso, apart from the starting area, (with or without "donut shapes" being used), i am no longer able to spawn all the other resources with "very high frequency" & "small". #Rso factorio download modI tried a new game (a few times now), to play a game in Factorio Version 0.16.16 (exp) with RSO v3.5.4 with mainly Angels, Bobs, and Yuoki (i called it AngelBobYoki) plus 1 mod from Dustine, but RSO gave a couple of error message about missing an ore, for example for this mod: (this was with a mixture of mods, mainly angels and bobs arumba pack plus some more)ġ) cool mod, especially using Donut shapesĢ) please can you help support yuoki, thorium, and dustines new ores (none of those appear)ģ) am i selecting any wrong configs as i cant seem to make lots of small patches appear?Īnd please find more details in case it helps: Hi orzelek, ive been using rso in pretty much all my games, starting from 0.14 factorio and it has been cool ![]()
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