You asked what I meant by 'pinning' and I believe that I more that adequately complied. This solution seems to be good enough as it solves the original problem of regenerated areas being completely devoid of resources. Two (pinned duplication) only happens if only part of a resource gets deleted. Under most circumstances there are no side effects, One (losing the resources in the starting area) only happens if the chunks in the start area get deleted. I stated the fact that my mod supported RSO as well as can be and informed the users of the side effects of using this mod in conjunction with yours. I also did not claim that RSO supported my mod. I'm not asking you to support selective deletion of resources. Orzelek wrote:RSO doesn't support selective deletion of resources. Allowed for paving other than concrete. Backported bugfixes from DestroyEmptåhunks 0.2.1 Ignore factories from mod Factorissimo2 Corrected typo causing multiplayer to fail Updated for Refined Concrete in Version 0.16.27
#Rso mod factorio download .16 mods#
It is not reliably safe to delete chunks from surfaces added by mods Limited to only deleting chunks from a single surface specified by an option. Now detect all non-vanilla tiles as paving added by other mods except those specifically ignored Removed hard-coded enumeration of tile names from other mods No need to search invisible chunks for player entities or paving (nearly three times faster) Otherwise, if RSO is allowed to regenerate them, it will spam the starting area with duplicates as many times as one clicks the button. If you delete the starting area chunks, those resources are gone. Unavoidable side effects: Because of the way RSO handles resource generation, if you've 'pinned' part of a resource, RSO will create an identical resource shifted by a bit within that region.