Search found 93 matches
- Mon Aug 19, 2019 1:04 pm
- Forum: Modding help
- Topic: map_gen_settings and autoplacers
- Replies: 19
- Views: 19703
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...
- Fri Aug 16, 2019 4:23 pm
- Forum: Modding help
- Topic: map_gen_settings and autoplacers
- Replies: 19
- Views: 19703
Re: map_gen_settings and autoplacers
https://wiki.factorio.com/Prototype/Nam ... ExpressionPyroFire wrote: βFri Aug 16, 2019 3:28 pmNot sure what these are:
game.named_noise_expressions - https://lua-api.factorio.com/latest/Lua ... xpressions
- 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: 3733
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 ...
- 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: 3733
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 damage...
- 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: 1843
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...
- 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: 1843
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...
- 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: 12155
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...
- 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: 12155
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...
- 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: 12155
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, whi...
- 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: 12155
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"
I did anticipate that there would be a few map generator changes before 0.17 stable, though. "That's what experimental releases are for"
- Wed Jun 26, 2019 11:12 pm
- Forum: Implemented mod requests
- Topic: LuaGameScript.evaluate_noise_expression(Position, NoiseExpression, MapGenSettings)
- Replies: 6
- Views: 2253
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...
- 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: 12155
Re: [TOGoS] [0.17.51] Possibly unintended map generation changes
Giving this a day or two for feedback, but leaning towards "Won't fix"
- 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: 12155
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...
- Mon Jun 24, 2019 10:16 pm
- Forum: Implemented mod requests
- Topic: LuaGameScript.evaluate_noise_expression(Position, NoiseExpression, MapGenSettings)
- Replies: 6
- Views: 2253
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...
- Thu Jun 20, 2019 6:07 pm
- Forum: Implemented mod requests
- Topic: LuaGameScript.evaluate_noise_expression(Position, NoiseExpression, MapGenSettings)
- Replies: 6
- Views: 2253
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...
- Thu Jun 06, 2019 12:02 am
- Forum: Modding interface requests
- Topic: [0.17.x] demo-resource-autoplace.lua sucks
- Replies: 20
- Views: 5238
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...
- Tue May 21, 2019 5:46 pm
- Forum: Implemented mod requests
- Topic: Add multiple preview generation to the CLI
- Replies: 4
- Views: 1720
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...
- Sat May 18, 2019 6:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [TOGoS] Map Gen changed with same exchange string
- Replies: 2
- Views: 2743
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!
- Tue Apr 30, 2019 6:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [TOGoS] [0.17.31] Map generation preset mod setting "research_queue_from_the_start" does not work
- Replies: 4
- Views: 3497
Re: [TOGoS] [0.17.31] Map generation preset mod setting "research_queue_from_the_start" does not work
There appear to be two problems here: The documentation is wrong. basic_settings.research_queue_from_start doesn't do anything. It should be advanced_settings.difficulty_settings.research_queue_setting. Support to load this setting from presets is missing. Both should be fixed for the next release, ...
- Tue Apr 30, 2019 1:51 am
- Forum: Resolved Problems and Bugs
- Topic: [TOGoS] [0.17.28] autoplace_specification.control returns nil on resource with control specified
- Replies: 1
- Views: 2033
Re: [TOGoS] [0.17.28] autoplace_specification.control returns nil on resource with control specified
You guessed right. 'control' was arbitrarily not included in the Lua table for non-peak-based AutoplaceSpecifications. It will be in 0.17.35. Thanks for the report!