Search found 8 matches

by menschmaschine
Sun Dec 09, 2018 11:12 am
Forum: Modding help
Topic: mapseed, replay, cliff-settings in presets-file
Replies: 5
Views: 1749

Re: mapseed, replay, cliff-settings in presets-file

Well, that did not work, so i tried other versions of syntax. I am not a programmer and do not know how to add those settings/values/lines of code to that file, which is why i am asking here since simply copying the map-gen-settings.example.json example does not work. I am beginning to wonder why it...
by menschmaschine
Sat Dec 08, 2018 11:09 pm
Forum: Modding help
Topic: mapseed, replay, cliff-settings in presets-file
Replies: 5
Views: 1749

Re: mapseed, replay, cliff-settings in presets-file

Ah, that's a bummer regarding the Seed and the Replay-setting. I tried adding this to the basic_settings Section Cliffs= { cliff_elevation_0 = 2.5, cliff_elevation_interval = 2.5, }, aswell as the original Syntax from map-gen-settings.example.json but neither seem to work. I tested this with both Se...
by menschmaschine
Sat Dec 08, 2018 10:24 pm
Forum: Modding help
Topic: mapseed, replay, cliff-settings in presets-file
Replies: 5
Views: 1749

mapseed, replay, cliff-settings in presets-file

Greetings, since ages i wanted to make a map generator preset and after some hiatus now got a few steps closer to my goal. Which specifically is to include all settings into the "data-final-fixes"-file that are exposed in the Presets-GUI. That is, all but three. 1. The Mapseed There are va...
by menschmaschine
Sat Dec 30, 2017 4:14 am
Forum: News
Topic: Friday Facts #223 - Reflections on 2017
Replies: 116
Views: 44488

Re: Friday Facts #223 - Reflections on 2017

kovarex wrote "Jakub Dvorský, the head of Amanita design, said that projects tend to be more creative in the fist 3 years of the development, while the last 2 years are more about tweaking, polishing and finishing. I feel exactly the same about Factorio. Most of the creative work has been done,...
by menschmaschine
Mon Dec 18, 2017 8:07 pm
Forum: Not a bug
Topic: [kovarex] [16.0] Inserting on underground belt behaves different
Replies: 24
Views: 26203

Re: [kovarex] [16.0] Inserting on underground belt behaves different

It is kinda the same with all these management-"games", be that Factorio, OpenTTD or Simcity. We get accustomed to a way we create, built and resolve problems. We also love our builds, even more so, when they span many updates and/or are substantially big. Especially if a specific behaviou...
by menschmaschine
Sat Dec 09, 2017 12:50 am
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 77255

Re: Friday Facts #220 - The best Friday Facts ever

From the FF-text "We decided that Factorio fans would really like to play during the holidays..." Hm, it is like... the Factorio team juuuuust started gamedevelopment yesterday *grins* You know... like, after such a long time since the last update, with -such- great new features, who would...
by menschmaschine
Sat Nov 11, 2017 12:39 am
Forum: News
Topic: Friday Facts #216 - Paving a path for the GUI update
Replies: 57
Views: 29224

Re: Friday Facts #216 - Paving a path for the GUI update

Kovarex wrote : At that time, one of the new programmers wanted to fix some of the hacks. The result was, that he wanted to fix everything, and after 9 months of repeated inability to show anything, he was fired. That makes me sad too and a little bit angry. Why would a guy be fired after failing at...
by menschmaschine
Sat Jul 08, 2017 4:51 am
Forum: News
Topic: Friday Facts #198 - Rail segment visualisation
Replies: 116
Views: 68070

Re: Friday Facts #198 - Rail segment visualisation

Greetings kovarex, why would it be a concern at all, if it looks ugly as long as it it depicts data properly and easy to read? It is not supposed to be toggled on at all times and users should be (and in this game probably are) aware of that, so they would not blame the developers for a bad GUI-Desi...

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