[Klonan] [2.1.7] Fulgora generates too much land on 2.0 saves

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pikmario
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[Klonan] [2.1.7] Fulgora generates too much land on 2.0 saves

Post by pikmario »

What happens?
When loading a 2.0 save in 2.1, terrain generated on Fulgora has dramatically more land than generated in 2.0, or generated in saves created in 2.1. So much more to the point where all islands can effectively be connected to each other with little issue.
Steps to reproduce
  1. Start a new game in 2.0 with default terrain generation.
  2. Use the editor to generate planets, then save the game.
  3. Load the save in 2.1.
  4. Use editor to swap to Fulgora surface.
Here's a fresh save I created in 2.0 that triggers the issue when loaded in 2.1. I've already generated the planets, so all that's required is swapping to Fulgora.
fresh 2.0.zip
(1.35 MiB) Downloaded 6 times
Expected result
Terrain generation should mostly match in 2.1 compared to what's generated in 2.0, with the exception of the new in-ocean ruins.
2.0:
2.0.png
2.0.png (1.9 MiB) Viewed 1041 times
2.1:
2.1.png
2.1.png (1.89 MiB) Viewed 1041 times
Actual result
A lot of the oil ocean becomes land, enough land to bridge gaps between nearly every island.
2.0 to 2.1.png
2.0 to 2.1.png (2.17 MiB) Viewed 1041 times
I've yet to see this issue on any saves created in 2.1, including one that uses the same seed and map exchange string from a 2.0 save.
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Re: [2.1.7] Fulgora generates too much land on 2.0 saves

Post by waterBear »

I just encountered this on a 2.0 save loaded in 2.1. New chunks have a lot of land that should probably be shallow oil.
06-24-2026, 14-18-28.png
06-24-2026, 14-18-28.png (132.21 KiB) Viewed 834 times
eugenekay
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Re: [2.1.7] Fulgora generates too much land on 2.0 saves

Post by eugenekay »

planet-map-gen.lua was modified for Version 2.1.7 to include the new "oil-ocean-shallow-2" and "oil-ocean-deep-2" tiles to the autoplace_settings - as well as the new decorative entities.

It makes sense that these new tile types would alter new-chunk generation, leading to the not-smooth transitions pictured. I think the new generation looks fine.
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Re: [2.1.7] Fulgora generates too much land on 2.0 saves

Post by Techjar »

eugenekay wrote: Wed Jun 24, 2026 10:11 pm planet-map-gen.lua was modified for Version 2.1.7 to include the new "oil-ocean-shallow-2" and "oil-ocean-deep-2" tiles to the autoplace_settings - as well as the new decorative entities.

It makes sense that these new tile types would alter new-chunk generation, leading to the not-smooth transitions pictured. I think the new generation looks fine.
Oh that actually gives a lot of insight to what the problem is. Autoplace settings are stored in the save, so there must've been an incorrect migration for 2.0 save data. I will investigate further.
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Re: [2.1.7] Fulgora generates too much land on 2.0 saves

Post by Techjar »

My suspicious was correct, this issue is somehow caused by the new tiles not being populated in the autoplace_settings. The following console command will fix the problem on a migrated 2.0 save:

Code: Select all

/c local mgs = game.surfaces.fulgora.map_gen_settings
mgs.autoplace_settings.tile.settings["oil-ocean-deep-2"] = {frequency=1, size=1, richness=1}
mgs.autoplace_settings.tile.settings["oil-ocean-shallow-2"] = {frequency=1, size=1, richness=1}
game.surfaces.fulgora.map_gen_settings = mgs
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Re: [2.1.7] Fulgora generates too much land on 2.0 saves

Post by mtfreitasf »

Techjar wrote: Thu Jun 25, 2026 12:52 am My suspicious was correct, this issue is somehow caused by the new tiles not being populated in the autoplace_settings. The following console command will fix the problem on a migrated 2.0 save:

Code: Select all

/c local mgs = game.surfaces.fulgora.map_gen_settings
mgs.autoplace_settings.tile.settings["oil-ocean-deep-2"] = {frequency=1, size=1, richness=1}
mgs.autoplace_settings.tile.settings["oil-ocean-shallow-2"] = {frequency=1, size=1, richness=1}
game.surfaces.fulgora.map_gen_settings = mgs
Techjar, I have opened a 2.0 save in 2.1. I didn’t see any changes in my Fulgora map, except that the new ruins in the oil sands are not generating, even if I go to ungenerated chunks. Is this the same issue as the one you found the solution? If I apply this solution, will the achievements be disabled? Thanks and best regards.
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Re: [2.1.7] Fulgora generates too much land on 2.0 saves

Post by Jap2.0 »

mtfreitasf wrote: Thu Jun 25, 2026 2:29 am
Techjar wrote: Thu Jun 25, 2026 12:52 am My suspicious was correct, this issue is somehow caused by the new tiles not being populated in the autoplace_settings. The following console command will fix the problem on a migrated 2.0 save:

Code: Select all

/c local mgs = game.surfaces.fulgora.map_gen_settings
mgs.autoplace_settings.tile.settings["oil-ocean-deep-2"] = {frequency=1, size=1, richness=1}
mgs.autoplace_settings.tile.settings["oil-ocean-shallow-2"] = {frequency=1, size=1, richness=1}
game.surfaces.fulgora.map_gen_settings = mgs
Techjar, I have opened a 2.0 save in 2.1. I didn’t see any changes in my Fulgora map, except that the new ruins in the oil sands are not generating, even if I go to ungenerated chunks. Is this the same issue as the one you found the solution? If I apply this solution, will the achievements be disabled? Thanks and best regards.
Different issue and achievements would be disabled, if I'm reading both of you correctly.
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Re: [2.1.7] Fulgora generates too much land on 2.0 saves

Post by Techjar »

mtfreitasf wrote: Thu Jun 25, 2026 2:29 am
Techjar wrote: Thu Jun 25, 2026 12:52 am My suspicious was correct, this issue is somehow caused by the new tiles not being populated in the autoplace_settings. The following console command will fix the problem on a migrated 2.0 save:

Code: Select all

/c local mgs = game.surfaces.fulgora.map_gen_settings
mgs.autoplace_settings.tile.settings["oil-ocean-deep-2"] = {frequency=1, size=1, richness=1}
mgs.autoplace_settings.tile.settings["oil-ocean-shallow-2"] = {frequency=1, size=1, richness=1}
game.surfaces.fulgora.map_gen_settings = mgs
Techjar, I have opened a 2.0 save in 2.1. I didn’t see any changes in my Fulgora map, except that the new ruins in the oil sands are not generating, even if I go to ungenerated chunks. Is this the same issue as the one you found the solution? If I apply this solution, will the achievements be disabled? Thanks and best regards.
Yeah, there are also missing entries for the entity and decorative autoplace settings, which contain the new oil sands ruins. I just didn't go through all of them, only the tiles since that one is pretty visually awful. Achievements will be disabled since it's a console command, however there are alternative ways of executing the script that can bypass that, but for the sake of brevity I'll leave it to you to figure that out. Hopefully we get a proper patch to this issue so there's no need to mess with the manual fix.
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Re: [2.1.7] Fulgora generates too much land on 2.0 saves

Post by Klonan »

Thanks for the report,

This is fixed for the next release

(there will be some seams in map generation, but the is unavoidable)
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