Search found 48 matches
- Wed Jun 29, 2016 3:51 am
- Forum: General discussion
- Topic: Taking a screen shot of the Map (not the game world)
- Replies: 4
- Views: 2008
Re: Taking a screen shot of the Map (not the game world)
If your specific problem is oil, it might be easier to install a mod that makes oil patches more visible. Do you have any suggestions for this in particular? I took a look over http://www.factoriomods.com/most-popular/category/oil and a brief Google search but didn't see anything outstanding for th...
- Wed Jun 29, 2016 12:38 am
- Forum: General discussion
- Topic: Taking a screen shot of the Map (not the game world)
- Replies: 4
- Views: 2008
Re: Taking a screen shot of the Map (not the game world)
Have you tried using the map editor? You can use the same map gen settings and try different seeds and then scroll around to view the map in detail. There is no fog of war in the editor so you can look at as much of the map as you want. This was what I was doing at first, but I got tired of waiting...
- Wed Jun 29, 2016 12:03 am
- Forum: General discussion
- Topic: Taking a screen shot of the Map (not the game world)
- Replies: 4
- Views: 2008
Taking a screen shot of the Map (not the game world)
Is it possible to take a screen shot of the game's Map? As in the one accessed by hitting M and not the normal game world? The reason that I want to do this in particular is that I want to generate several dozen maps and then compare them, but doing so using the built in screen shot command makes it...
- Tue Jun 28, 2016 7:39 pm
- Forum: Not a bug
- Topic: [0.13.0] Spawners spawn far too close
- Replies: 25
- Views: 16006
Re: [0.13.0] Spawners spawn far too close
Do they actually migrate, or does the game spawn a new base somewhere near another base? I mean, was new base spawning changed to maybe only occur at the location of a current biter? If so, that's awesome. Especially if some biters are actually "base makers" that actually wander around lo...
- Tue Jun 28, 2016 3:31 am
- Forum: Duplicates
- Topic: [0.13.0] Terrain segmentation
- Replies: 50
- Views: 23907
Re: [0.13.0] Terrain segmentation
I also noticed that richness of Oil did not seem to be increasing with distance from the spawn. At approximately -2500,-2250 I was seeing oil at a richness of just 43% where as near by copper was up to 13k per square. This has been reported here: https://forums.factorio.com/viewtopic.php?f=7&t=...
- Tue Jun 28, 2016 2:43 am
- Forum: Duplicates
- Topic: [0.13.0] Terrain segmentation
- Replies: 50
- Views: 23907
Re: [0.13.0] Terrain segmentation
I tried generating some new maps right after release and couldn't get ones I liked the look of (mostly due to terrain segmentation and water distribution) but I didn't really give it much thought at the time. After seeing this thread I went and made myself a couple of maps with all of the settings a...
- Tue Jun 28, 2016 1:54 am
- Forum: Not a bug
- Topic: [0.13.0]Map strings not the same
- Replies: 5
- Views: 2173
Re: [0.13.0]Map strings not the same
Unlikely to be considered a bug since the change log lists "Map generator algorithm changed, further resource field now have greater richness."
- Mon Jun 27, 2016 11:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.0] [Hanziq] "API call failed" during mod browsing [reopened]
- Replies: 20
- Views: 11815
Re: [0.13.0] "API call failed" during mod browsing
Happens with any mod after clicking on 3-5 of them or so. I don't believe I've seen it happen on the first mod click yet, but I suppose I can't say that it won't happen then either. 0.000 2016-06-27 15:56:09; Factorio 0.13.0 (Build 22782, win64, alpha) 0.000 Operating system: Windows 10 0.000 Progra...