Search found 48 matches

by ixnorp
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...
by ixnorp
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...
by ixnorp
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...
by ixnorp
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...
by ixnorp
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=...
by ixnorp
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...
by ixnorp
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."
by ixnorp
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...

Go to advanced search