Search found 48 matches
- Tue Jul 05, 2016 12:13 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.1] Map generation process is very strange
- Replies: 31
- Views: 25906
Re: [0.13.1] Map generation process is very strange
I went and looked at 0.12.35 map generation in order to compare it to the 0.13.x map generation. These maps are all generated with a fresh install of 0.12.35 using seed 1946374888. Due to the changes in map generation code the seed does not and is not expected to be identical or even similar between...
- Mon Jul 04, 2016 10:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.1] Map generation process is very strange
- Replies: 31
- Views: 25906
Re: [0.13.1] Map generation process is very strange
ytsejam, I noticed that your maps aren't quite generated like mine so I generated my own set off of my seed. Your starting area and lakes don't generate identically and then grow. They ought to if you're using identical settings between the different map settings which is what got me noticing the ch...
- Mon Jul 04, 2016 9:18 pm
- Forum: Duplicates
- Topic: [0.13.0] Terrain segmentation
- Replies: 50
- Views: 23907
Re: [0.13.0] Terrain segmentation
Another thing i've noticed is if I set enemy spawns to low or very low everything, but starting area to "none" it's as if the biter settings got turned to very high. That sounds reasonable because if you don't have a starting area there's no ramp of difficulty. It's more of a mod option, ...
- Mon Jul 04, 2016 9:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.x] [cube] game.regenerate_entity is just... wrong.
- Replies: 6
- Views: 3958
Re: [0.13.x] game.regenerate_entity is just... wrong.
I wonder if this is some how connected to the behavior I observed at viewtopic.php?p=174148#p174148 with "water in starting area only" where the starting area code seems to cover the entire map instead of being confined to, well, the starting area.
- Mon Jul 04, 2016 9:08 pm
- Forum: Ideas and Suggestions
- Topic: Save games record more version & mod data
- Replies: 0
- Views: 589
Save games record more version & mod data
I've been reading the bug report forums a lot lately and I see a few questions pop up very frequently even when the save file is attached to the OP: What version did you start this map on? Did you migrate this map from version X to version Y? Have you used any mods? Perhaps save files ought to recor...
- Mon Jul 04, 2016 3:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.4] [UX issue] [Hanziq] Unnecessary restarts
- Replies: 1
- Views: 980
Re: [0.13.4] [UX issue] Unnecessary restarts
I installed all of Bob's Mods via the mod portal when 0.13 first came out just to see how it all worked. I was pretty tired of restarting after the 15th time or so.
- Sat Jul 02, 2016 12:11 pm
- Forum: Duplicates
- Topic: [0.13.0] Terrain segmentation
- Replies: 50
- Views: 23907
Re: [0.13.0] Terrain segmentation
However, they did not acknowledged the terrain generation is bugged "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." To me, that's like "no idea what you're ...
- Sat Jul 02, 2016 5:22 am
- Forum: Resolved Problems and Bugs
- Topic: *[13.1]Train PF don't give penalty to circuit closed signal
- Replies: 16
- Views: 10106
Re: [13.0] Train not going to available station, waiting on red
How costly is it in terms of processing to have a train re-evaluate its path or to add something like path finding weights for paths which will clearly never be available or the time to wait is unknown? Could trains re-evaluate their paths, say, once a second (every few seconds?) when stopped (even ...
- Sat Jul 02, 2016 4:58 am
- Forum: Resolved Problems and Bugs
- Topic: [Network Protocol] Connection brokering potential DDOS
- Replies: 12
- Views: 6710
Re: [Network Protocol] Connection brokering potential DDOS
So it seems like their idea of UDP NAT punching in order to avoid using TCP has basically resulted in needing to re-implement much of TCP... except in UDP? Oh NAT, will there be no end to your screwing up of the internet. https://www.factorio.com/blog/post/fff-143 https://www.factorio.com/blog/post/...
- Sat Jul 02, 2016 3:46 am
- Forum: Duplicates
- Topic: [0.13.0] Terrain segmentation
- Replies: 50
- Views: 23907
Re: [0.13.0] Terrain segmentation
I just finished my 0.12.35 map which migrated to 0.13 and decided to start a new game. Now on 0.13.2 This segmentation totally ruins all maps! After near 30 attempts I just could not get a single map I could agree to play on. Totally rediculous! Please fix asap! Yeah. I wanted to start fresh for 0....
- Fri Jul 01, 2016 6:14 am
- Forum: Duplicates
- Topic: Crash on update 0.13.0 -> 0.13.1
- Replies: 2
- Views: 1378
Re: Crash on update 0.13.0 -> 0.13.1
I had an error while updating from 0.13.1 to 0.13.2 and it looks like the same issue as this one (Error Util.cpp:77) so I'm posting it here instead of making a new thread. Just like the OP, no obvious issues or problems after the update but I felt I may as well report it anyways since a crash is a c...
- Fri Jul 01, 2016 5:26 am
- Forum: Not a bug
- Topic: map generation speed depends on game speed
- Replies: 2
- Views: 1349
Re: map generation speed depends on game speed
This may not be a bug but it would be really handy to have listed on the wiki somewhere. I came across the force.chart() function when wanting to reveal large areas of maps for comparison but I never ran into the fact it's tied to game speed until now. This would have been really helpful as I was wo...
- Fri Jul 01, 2016 4:59 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.1] Map generation process is very strange
- Replies: 31
- Views: 25906
Re: [0.13.1] Map generation process is very strange
I'd love to see a blending of the new biome generation with the old. This new pattern gives more interest locally, but becomes monotonous on a large scale. The old one gave nice variation globally, but was rather repetitive locally. Segmentation, Biomes, and Starting Resources seem like the only is...
- Thu Jun 30, 2016 7:26 pm
- Forum: Duplicates
- Topic: [0.13.0] Terrain segmentation
- Replies: 50
- Views: 23907
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 m...
- Thu Jun 30, 2016 7:23 am
- Forum: Not a bug
- Topic: 13.1 Game doesn't check supported versions of mods on update
- Replies: 13
- Views: 4343
Re: [0.13.1] Close to desktop after upgrade breaks installed mod
Mods have to be tested by the mod developer, not the game developer. NaB Yes. If we disabled a mod the first time it had an error during loading making a mod would be a giant pain the ass. Contact the mod author about fixing their mods. Perhaps a config file directive along the lines of AutoDisable...
- Thu Jun 30, 2016 7:07 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13] Factorio no longer works on Windows XP
- Replies: 20
- Views: 13116
Re: [0.13] Factorio no longer works on Windows XP
First point: Does you team actively not support Windows XP anymore? That can be a problem, as you might have somebody go to the court to get back the price of a new windows version and, depending on you country, might even get it. Same problem might occur to the Factorio devs. Really? Microsoft off...
- Wed Jun 29, 2016 3:15 pm
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Mods: General Discussion
- Replies: 439
- Views: 167454
Re: [0.13.x] Bob's Mods: General Discussion
So, i dont know if its something to do with some new way of handling biter expansion or if its a bug somewhere in bobs, but i started a new game, played for an hour. I noticed a base near me, i checked it out, it had 2 large worms, one of them poison, that felt a little buggy? https://forums.factor...
- Wed Jun 29, 2016 2:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.0] [Hanziq] "API call failed" during mod browsing [reopened]
- Replies: 20
- Views: 11813
Re: [0.13.0] "API call failed" during mod browsing [reopened]
After clicking through enough mods on the portal I eventually get a CTD from API call failed 0.000 2016-06-29 07:00:19; Factorio 0.13.1 (Build 22864, win64, alpha) 0.000 Operating system: Windows 10 0.000 Program arguments: "E:\Factorio_0.13_Fresh_Install\bin\x64\Factorio.exe" "--wait...
- Wed Jun 29, 2016 1:43 pm
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Mods: General Discussion
- Replies: 439
- Views: 167454
Re: [0.13.x] Bob's Mods: General Discussion
Error message is
So you guessed correctly.
Code: Select all
Error while loading entity prototype "diesel-locomotive-2" (locomotive): No such node (reversing_power_modifier)
Modifications: boblogistics
- Wed Jun 29, 2016 12:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.1] Map generation process is very strange
- Replies: 31
- Views: 25906
[0.13.1] Map generation process is very strange
edit: Changing the title to 0.13.1 after a brief test to confirm that 0.13.1 is generating identical maps. Summary Water Only In Starting Area causes many small lakes to be generated all over the map. Increasing the amount of water on a map decreases the size of biomes. The underlying first step of ...