Search found 11 matches
- Wed Oct 30, 2024 1:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.10] Vulcanus Map generation not working
- Replies: 5
- Views: 1287
Re: [Genhis][2.0.10] Vulcanus Map generation not working
Thanks for the reply
- Wed Oct 30, 2024 12:03 pm
- Forum: Technical Help
- Topic: convert map exchange string to map generator settings
- Replies: 9
- Views: 6773
Re: convert map exchange string to map generator settings
update for Space Age (game.write_file replaced with helpers.write_file): /c helpers.write_file("map-gen-settings.json", helpers.table_to_json(game.player.surface.map_gen_settings)) For Nauvis playthrought is fine but if you plan on playing Space Age and landing on other planets you would ...
- Wed Oct 30, 2024 11:19 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.10] Vulcanus Map generation not working
- Replies: 5
- Views: 1287
Re: [Genhis][2.0.10] Vulcanus Map generation not working
Now I understand more where the issue comes from, I did try generating the map using the Windows factorio version with the map exchange string. Using the editor I went to vulcanus, this time everything was correctly generated, the things it share in common were the cliff patterns, demolisher regions...
- Tue Oct 29, 2024 2:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.10] Vulcanus Map generation not working
- Replies: 5
- Views: 1287
Re: [2.0.10] Vulcanus Map generation not working
I've attached the savefile and the map-gen-settings I've used to create the map These were my steps for creating the map-gen-settings from a exange string: 1) I generated the map using this string >>>eNp1U72LE0EUn7kYcuYSDRIU4TgjXCXEQq+wkOyohYjov7BONpPc4GY3zkfktDDgFSKCCDbaaGFjDqy0ECwCNgoKopXdyTUWgh5G...
- Tue Oct 29, 2024 1:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.10] Vulcanus Map generation not working
- Replies: 5
- Views: 1287
[Genhis][2.0.10] Vulcanus Map generation not working
On my playthrough when i land on vulcanus it only generates coal patches, demolishers and clifs. But the map generation is creating it on a grass land without the other resources. I've tried reloading from other saves but still is the same. Im playing this on a headless server, I did generate the ma...
- Thu Oct 24, 2024 7:16 pm
- Forum: Duplicates
- Topic: [2.0.9] Debug settings menu not focused after opening and closing map view
- Replies: 1
- Views: 69
Re: [2.0.9] Debug settings menu not focused after opening and closing map view
Sorry seems it has been fixed on 2.0.10
- Thu Oct 24, 2024 7:09 pm
- Forum: Duplicates
- Topic: [2.0.9] Debug settings menu not focused after opening and closing map view
- Replies: 1
- Views: 69
[2.0.9] Debug settings menu not focused after opening and closing map view
Steps to reproduce: [F4] Open Debug settings -> [M] Open Map/Remote View (The debug settings menu is the only one is not closed after opening the remote view) -> [M] Close Map view. Now the debug settings menu is being displayed but the menu not interactive or focused. I have to close[F4] and open[F...
- Fri Jun 21, 2024 12:16 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 76181
Re: Friday Facts #416 - Fluids 2.0
The idea of simplifying the problem into segments in order to save compute is a great one not only works great on fluids but maybe this can be implemented into the pollution computation, for the odd people making megabases on death world and now with improved bots that can place way more concrete on...
- Sat Sep 09, 2023 12:32 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 198752
Re: Friday Facts #375 - Quality
8) Filter for any item with the quality greater than normal for example would be nice for hand feeding recycling setups in the mid game, for the extra production of a mall it can get tedious to filter out 5 classes per 20 possible inputs 9) how will the recycler behave on mods like py or seablock wh...
- Sat Sep 09, 2023 12:17 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 198752
Re: Friday Facts #375 - Quality
As long as there aren't any quality science packs it wont be intrusive, just a nice new challenge for designing a new kind of mall for end game separate from the science production, the more productivity more free stuff without ups hit and less entities now. I like this new mechanic an interesting n...
- Fri Sep 08, 2023 9:23 pm
- Forum: General discussion
- Topic: Quality Cityblocks?
- Replies: 1
- Views: 999
Quality Cityblocks?
With the new Friday facts explaining the upcoming quality feature if quality roboports could have an extended logistical and construction range maybe there's an incentive to change the cityblock size to make use of the larger logistics area giving more space for bigger unloading stations inside a ci...