[0.9.2] Resource generation

Bugs that are actually features.
DRBLN
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[0.9.2] Resource generation

Post by DRBLN »

Just tried it out, the Ore generation is still just as screwed up as it was in 9.0.
Ores with "small" sometimes end up with giant patches of the ore and other ores with "Very Big" are barely large enough to fit a single drill.

TheSAguy
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Re: [0.9.2] Resource generation

Post by TheSAguy »

I must agree that I really don’t think the map generating parameters work properly for resource distribution and size.

I set my resources on Small and still get vast fields of recourses sometimes.. Other times I barely get anything on the map at all. Seems like the ranges might be too big per setting or something.

I also question the “Restart” function when re-creating maps. Does it really use your setup settings?
Might suffer from the same as the first issue, where the ranges are so big for each setting, that there are just no real consistency with regards to settings and the maps being created.

It would also be nice if they could add some code for your starting area, to ensure there are at least a little of everything. When starting a new game, I have to re-start a lot of times, just to get at least something if each in the starting area.

Guess it’s the pitfall of 100% random maps. Everything has its pros and cons.

slpwnd
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Re: [0.9.2] Resource generation

Post by slpwnd »

I would like to clarify one thing. The map generation works purely on Perlin noise. If ore field size is set to Very Big that doesn't actually mean that every single ore field will be Very Big. What that means is that on average the fields should be rather big.

Also the problem at the moment is that the frequency and size are not independent variables. They are both changing the properties of the perlin noise and thus they are influencing each other. There is some mechanism to compensate for this, but its accuracy is questionable. For instance changing the frequency to high also lowers the size, because high frequencies are represented by lower wavelengths of the perlin noise, which appear "often" but in low quantities.

Maybe we should simplify the whole gui and drop the frequency - size settings because they don't work well together and that is imho causing a lot of confusion. Simply having something like very little - little - normal - a lot - plenty settings for resources would be easy to understand and also easier to implement.

I will try to tweak some numbers for the 0.9.2, but changing the mechanism will have to wait, because that it too big of a change.

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Klonan
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Re: [0.9.2] Resource generation

Post by Klonan »

Seems to be RNG being random

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