Search found 75 matches

by TOGoS
Fri Sep 06, 2019 3:32 pm
Forum: Modding help
Topic: Speed up custom map generation
Replies: 15
Views: 268

Re: Speed up custom map generation

It might be possible to do something like this using spot noise. Spot noise returns a value indicating the closeness to the nearest of many points from an internally-generated list. If you took several spot noise expressions (using different lists of points, which you'd get by providing them with di...
by TOGoS
Fri Aug 23, 2019 2:26 pm
Forum: Modding help
Topic: map_gen_settings and autoplacers
Replies: 19
Views: 427

Re: map_gen_settings and autoplacers

Two of those have associated noise expressions, `probability_expression`, and `richness_expression`. Those are the two fundamental noise equations that are used in placing resources by the C++ version of `on_chunk_generated`. To override those two properties for a specific surface you can change th...
by TOGoS
Mon Aug 19, 2019 1:04 pm
Forum: Modding help
Topic: map_gen_settings and autoplacers
Replies: 19
Views: 427

Re: map_gen_settings and autoplacers

Those just link here. https://lua-api.factorio.com/latest/Concepts.html#NoiseExpression Someone told me these were used for the adjustable settings on the map generation page. I am also unsure as to how to interface with these properly when writing my own noise expressions. What are you trying to a...
by TOGoS
Fri Aug 16, 2019 4:23 pm
Forum: Modding help
Topic: map_gen_settings and autoplacers
Replies: 19
Views: 427

Re: map_gen_settings and autoplacers

PyroFire wrote:
Fri Aug 16, 2019 3:28 pm
Not sure what these are:
game.named_noise_expressions - https://lua-api.factorio.com/latest/Lua ... xpressions
https://wiki.factorio.com/Prototype/Nam ... Expression
by TOGoS
Thu Aug 15, 2019 4:38 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.59] Setting cliffs indestrucible does not stop cliff explosives
Replies: 7
Views: 586

Re: [Rseding91] [0.17.59] Setting cliffs indestrucible does not stop cliff explosives

If making a cliff truly indestructible requires making at least one of its neighbours indestructible too, I don't see how that could be called wrong, maybe just a bit surprising to the uninitiated. Hmm, yeah, it'll take a little bit of work so that the correction logic takes that into account, but ...
by TOGoS
Wed Aug 14, 2019 7:32 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.59] Setting cliffs indestrucible does not stop cliff explosives
Replies: 7
Views: 586

Re: [Rseding91] [0.17.59] Setting cliffs indestrucible does not stop cliff explosives

I can "fix" this but the fix isn't so clear. If a specific cliff is indestructible does that mean that it can't change shape if the cliff next to it is destroyed? Because technically that alters the cliff. The indestructible flag was added for entities that have health and could be damaged - cliffs...
by TOGoS
Fri Jul 19, 2019 7:11 pm
Forum: Pending
Topic: [Togos] [0.17.36] Autoplace settings cause pathological behavior in map generator
Replies: 3
Views: 419

Re: [Togos] [0.17.36] Autoplace settings cause pathological behavior in map generator

Could you send me the list of mods you're using? Actually I think the problem isn't random_spot_size_minimum, but resource_index. I've attempted to reproduce this by using the same settings for uranium-ore and patches do show up. So some other questions: Is this still a problem with the current vers...
by TOGoS
Thu Jul 18, 2019 6:38 pm
Forum: Pending
Topic: [Togos] [0.17.36] Autoplace settings cause pathological behavior in map generator
Replies: 3
Views: 419

Re: [Togos] [0.17.36] Autoplace settings cause pathological behavior in map generator

I will look further into this, but my impression based just on the description is that it's trying to make patches that are far too large. random_spot_size_minimum = 20, random_spot_size_maximum = 100, Usually random_spot_size_minimum and random_spot_size_maximum are numbers close to 1. Maybe 0.5 to...
by TOGoS
Mon Jul 15, 2019 5:23 pm
Forum: Resolved Problems and Bugs
Topic: [TOGoS] [0.17.51] Possibly unintended map generation changes
Replies: 14
Views: 5668

Re: [TOGoS] [0.17.51] Possibly unintended map generation changes

Anyway, the upshot of all this is that 0.17.57 should restore ore placement as it was in 0.17.50. I'm jumping way to the side of the topic here, I think, but I'm not certain. If it is irrelevant, just tell me so and I'll not trouble you further. Anyway, when mods add additional base resources right...
by TOGoS
Mon Jul 15, 2019 5:10 pm
Forum: Resolved Problems and Bugs
Topic: [TOGoS] [0.17.51] Possibly unintended map generation changes
Replies: 14
Views: 5668

Re: [TOGoS] [0.17.51] Possibly unintended map generation changes

What is the intended resource balance ? Do these changes actually modify it in any way, globally speaking ? If they do, which distribution is closer to the intended one ? If they don't, how much does the local impact matter (this is likely to be quite subjective...) The 'correct balance' was determ...
by TOGoS
Fri Jul 12, 2019 9:42 pm
Forum: Resolved Problems and Bugs
Topic: [TOGoS] [0.17.51] Possibly unintended map generation changes
Replies: 14
Views: 5668

Re: [TOGoS] [0.17.51] Possibly unintended map generation changes

I was tempted to leave this as "Won't Fix" for the reasons given above, but I wanted to know why the ooverall change in copper was happening. In 0.17.50, candidate_point_count was 128, which means when divided up among 6 resource types, the first 2 types (iron and copper) got 22 spots, while the res...
by TOGoS
Thu Jun 27, 2019 7:40 pm
Forum: Resolved Problems and Bugs
Topic: [TOGoS] [0.17.51] Possibly unintended map generation changes
Replies: 14
Views: 5668

Re: [TOGoS] [0.17.51] Possibly unintended map generation changes

I also compared a few different maps and indeed, copper ore tends to be more abundant in the 0.17.50-like version (that's data commit ID f8eb4d01).

I did anticipate that there would be a few map generator changes before 0.17 stable, though. "That's what experimental releases are for"
by TOGoS
Wed Jun 26, 2019 11:12 pm
Forum: Implemented mod requests
Topic: LuaGameScript.evaluate_noise_expression(Position, NoiseExpression, MapGenSettings)
Replies: 6
Views: 296

Re: LuaGameScript.evaluate_noise_expression(Position, NoiseExpression, MapGenSettings)

If all goes well this should be available in 0.17.53. Probability and richness of any tile, entity, or decorative, and any tile property referenced by them (e.g. elevation, temperature, moisture, cliffiness) or explicitly listed in map gen settings.property_expression_names is available to be querie...
by TOGoS
Wed Jun 26, 2019 7:35 pm
Forum: Resolved Problems and Bugs
Topic: [TOGoS] [0.17.51] Possibly unintended map generation changes
Replies: 14
Views: 5668

Re: [TOGoS] [0.17.51] Possibly unintended map generation changes

Giving this a day or two for feedback, but leaning towards "Won't fix"
by TOGoS
Tue Jun 25, 2019 9:08 pm
Forum: Resolved Problems and Bugs
Topic: [TOGoS] [0.17.51] Possibly unintended map generation changes
Replies: 14
Views: 5668

Re: [TOGoS] [0.17.51] Possibly unintended map generation changes

Here's what happened! The way ore patches are placed is that for each region of the map, one long list of points on the map is generated (attempting to keep space between the points), sorted by favorability (descending, such that candidate points with the highest favorability are the first to be cho...
by TOGoS
Mon Jun 24, 2019 10:16 pm
Forum: Implemented mod requests
Topic: LuaGameScript.evaluate_noise_expression(Position, NoiseExpression, MapGenSettings)
Replies: 6
Views: 296

Re: LuaGameScript.evaluate_noise_expression(Position, NoiseExpression, MapGenSettings)

Coming up with an API for this that is clean, relatively efficient, and not totally at odds with how things work internally is turning out to be a challenge. The easiest thing to implement would be a method on LuaSurface that takes a list of property names and X,Y inputs. This would sort of allow th...
by TOGoS
Thu Jun 20, 2019 6:07 pm
Forum: Implemented mod requests
Topic: LuaGameScript.evaluate_noise_expression(Position, NoiseExpression, MapGenSettings)
Replies: 6
Views: 296

Re: LuaGameScript.evaluate_noise_expression(Position, NoiseExpression, MapGenSettings)

The proposed format is: LuaGameScript.evaluate_noise_expression(Position, NoiseExpression, MapGenSettings) MapGenSettings would be optional and default to LuaGameScript.default_map_gen_settings I've been thinking on this subject this week. I had a slightly different API in mind, though it would acc...
by TOGoS
Thu Jun 06, 2019 12:02 am
Forum: Modding interface requests
Topic: [0.17.x] demo-resource-autoplace.lua sucks
Replies: 20
Views: 947

Re: [0.17.x] demo-resource-autoplace.lua sucks

So, Key flaws. 1. It is dependant on the user manually calling get_next_resource_index() for every resource, and passing the value back to the ore generator. In theory, you don't need this, it could simply be an internal value that increments each time resource_autoplace_settings is called. next_re...
by TOGoS
Tue May 21, 2019 5:46 pm
Forum: Implemented mod requests
Topic: Add multiple preview generation to the CLI
Replies: 4
Views: 201

Re: Add multiple preview generation to the CLI

I wanted to keep the old behavior where --generate-map-preview's argument is treated as the filename (because I have a set of scripts that depends on the meaning of that argument being consistent across Factorio versions). So if you want the 'directory full of maps with different seeds' behavior, ju...
by TOGoS
Sat May 18, 2019 6:56 pm
Forum: Resolved Problems and Bugs
Topic: [TOGoS] Map Gen changed with same exchange string
Replies: 2
Views: 819

Re: [TOGoS] Map Gen changed with same exchange string

Appears to be a bug in 0.17.41. Will look into. Thanks for the report!

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