Search found 231 matches

by MrGrim
Sun Jul 03, 2016 2:03 am
Forum: Technical Help
Topic: Factorio Pulling Saved Games Out of Thin Air
Replies: 3
Views: 937

Re: Factorio Pulling Saved Games Out of Thin Air

Oxyd wrote:Steam Cloud, possibly?
Of course! I totally forgot Steam does that!

Wow! Thank you! You've helped save my sanity tonight! :D
by MrGrim
Sun Jul 03, 2016 2:02 am
Forum: News
Topic: Friday Facts #145 - 0.13 experimental is out
Replies: 62
Views: 30094

Re: Friday Facts #145 - 0.13 experimental is out

"There have been many complains regarding the terrain generation, we didn't encounter these problems in our games, but we should probably go back to it and tweak it a little." Please, are you guys saying you never encountered something like this in your 0.13 new maps? http://images.akamai...
by MrGrim
Sun Jul 03, 2016 1:46 am
Forum: Technical Help
Topic: Factorio Pulling Saved Games Out of Thin Air
Replies: 3
Views: 937

Factorio Pulling Saved Games Out of Thin Air

This one is bizarre. Not really a bug, but it's something I cannot explain for the life of me. Until terrain generation is fixed I decided to revert back to 0.12.35. I have a large data drive, D:, that I backed up my 0.12.35 AppData folder to. Since I spent a lot of time making various mods work for...
by MrGrim
Fri Jul 01, 2016 9:30 pm
Forum: Releases
Topic: Version 0.13.2
Replies: 43
Views: 30462

Re: Version 0.13.2

And news/Planning on the terrain generation? I pretty much will try to stay away from .13 until the terrain generation is more sensible. Right now I seem to be unable to get anything resembling a sane terrain setup - biomes always are tiny and look like someone on LSD dreams of painting. Which mean...
by MrGrim
Fri Jul 01, 2016 3:34 pm
Forum: General discussion
Topic: Thoughts on 0.13 Terrain Generation
Replies: 59
Views: 20307

Re: Thoughts on 0.13 Terrain Generation

Actually, I like the new terrain generation. It looks, to me, more realistic than the otherwise bland treatment of biomes we had before. It looks wilder. ie. more realistic. Deserts don't tend to alternate with grasslands every 100 feet irl :D Not if we're talking, like, the Sahara , no, but irl bi...
by MrGrim
Fri Jul 01, 2016 3:20 pm
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 123231

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

That's pretty much the opposite direction I'm going (I want one item that does all the things essentially freely, to reduce item/recipe clutter - with the eventual goal of not needing a dedicated category), but by all means fork it and make a complex-recipes version! You might want to fork off befo...
by MrGrim
Fri Jul 01, 2016 1:48 pm
Forum: Releases
Topic: Version 0.13.2
Replies: 43
Views: 30462

Re: Version 0.13.2

I would prefer one big tree with sliders and highlighting patch to selected tech. I second the suggestion of putting all trees in a long horizontally scrollable strip. The research layout could be more like the ones in Civilisation Games are. Those are laid out horizontally ... I can swear I read s...
by MrGrim
Fri Jul 01, 2016 1:26 pm
Forum: General discussion
Topic: Thoughts on 0.13 Terrain Generation
Replies: 59
Views: 20307

Re: Thoughts on 0.13 Terrain Generation

Qon wrote:... or native nest spawing on top of you.
Ouch!!
by MrGrim
Fri Jul 01, 2016 1:24 pm
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 123231

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

I am half tempted to expand on this for personal use and have it be created like concrete and not from concrete. Using additional items in the recipe to change the color. Use a piece of copper ore to get redder colors, coal for darker etc. In my dedicated Factorio modding browser window are about 6...
by MrGrim
Fri Jul 01, 2016 2:09 am
Forum: General discussion
Topic: Thoughts on 0.13 Terrain Generation
Replies: 59
Views: 20307

Re: Thoughts on 0.13 Terrain Generation

Sharp boundaries are to be expected with any reasonably performant update to the map generation. I just hope they have enough leeway to add in a continental-scale modulation for larger biome distributions again. I've actually been curious about this. The FFF about the new system talking about how m...
by MrGrim
Fri Jul 01, 2016 12:15 am
Forum: General discussion
Topic: Thoughts on 0.13 Terrain Generation
Replies: 59
Views: 20307

Re: Thoughts on 0.13 Terrain Generation

TerraFirma wrote:Actually, I like the new terrain generation. It looks, to me, more realistic than the otherwise bland treatment of biomes we had before. It looks wilder. ie. more realistic.
Deserts don't tend to alternate with grasslands every 100 feet irl :D
by MrGrim
Thu Jun 30, 2016 11:50 pm
Forum: Resolved Problems and Bugs
Topic: *[13.1]Train PF don't give penalty to circuit closed signal
Replies: 16
Views: 9416

Re: [0.13.1] Train pathfinding algo ignores locked blocks

I can't figure out a way to request update notifications for a thread without replying so.. replying.
by MrGrim
Thu Jun 30, 2016 11:40 pm
Forum: Releases
Topic: Version 0.13.2
Replies: 43
Views: 30462

Re: Version 0.13.2

devilwarriors wrote:where's the new concrete dev?

viewtopic.php?f=5&t=27489
The people demand concrete! ;)

.. request ... concrete...

Please? :)
by MrGrim
Thu Jun 30, 2016 11:33 pm
Forum: Duplicates
Topic: [0.13.0] Terrain segmentation
Replies: 50
Views: 22239

Re: [0.13.0] Terrain segmentation

I did some investigation of this and compared different 0.13 map generation settings. https://forums.factorio.com/viewtopic.php?f=7&t=27521 Based on https://forums.factorio.com/viewtopic.php?f=173&t=20858 it seems like something that's going to be ignored for a while while they're fighting ...
by MrGrim
Thu Jun 30, 2016 9:13 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.1] Map generation process is very strange
Replies: 31
Views: 24412

Re: [0.13.1] Map generation process is very strange

This is excellent! Thanks for putting the work in to showing the clearest example that I've seen so far of the wonkiness of the map generator!
by MrGrim
Thu Jun 30, 2016 9:11 pm
Forum: General discussion
Topic: Thoughts on 0.13 Terrain Generation
Replies: 59
Views: 20307

Re: Thoughts on 0.13 Terrain Generation

People reading this thread are probably interested in my bug report: https://forums.factorio.com/viewtopic.php?f=7&t=27199 The mod Water Maze does it's own terrain generation. You can outrun the generator though get killed because it spawns water under you if you go really fast. But A good star...
by MrGrim
Thu Jun 30, 2016 6:14 pm
Forum: General discussion
Topic: Thoughts on 0.13 Terrain Generation
Replies: 59
Views: 20307

Re: Thoughts on 0.13 Terrain Generation

It would be feasible to replace terrain generation also - it doesn't need regen option so might be a bit easier actually. Coming up with nice algorithms that can adhere to chunk by chunk generation would be more of a challenge. Challenge accepted. ;) Do you know off the top of your head whether dec...
by MrGrim
Thu Jun 30, 2016 4:22 pm
Forum: Duplicates
Topic: [0.13.0] Terrain segmentation
Replies: 50
Views: 22239

Re: [0.13.0] Terrain segmentation

I posted this under general discussion not thinking to check the bug report forum before. I wasn't sure if what I was seeing was a bug: https://forums.factorio.com/viewtopic.php?f=5&t=27655 There's a screenshot there showing a 0.12 save with a large area revealed surrounded by new 0.13 charted t...
by MrGrim
Thu Jun 30, 2016 3:51 pm
Forum: General discussion
Topic: Thoughts on 0.13 Terrain Generation
Replies: 59
Views: 20307

Re: Thoughts on 0.13 Terrain Generation

About RSO - thanks for the nice screenshot. I did have a feeling that there are many more enemy bases suddenly. And I'm puzzled about it - I did not change anything in the mod code or config to change amount of enemies. You can reduce enemy amounts in new games from settings but on upgraded map you...
by MrGrim
Thu Jun 30, 2016 5:31 am
Forum: General discussion
Topic: Smart Loader
Replies: 9
Views: 5673

Re: Smart Loader

D'OH! The wiring behavior changed. I can't grab a wire and go from chest to chest to chest as before. Have to wire the 1st to the 2nd, then deselect the wire, then wire the 2nd to the 3rd and so forth... Ya I discovered that little change fixing my own loaders. Not a fan of that one! At least 'Q' d...

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