Search found 431 matches

by IronCartographer
Sat Jul 02, 2016 2:46 am
Forum: Ideas and Suggestions
Topic: [0.13] Per save achievements / Re-Give Achievement When Starting new Game (Locally)
Replies: 2
Views: 1446

Re: [0.13] Per save achievements.

I agree, per-save achievements would be a welcome change--as an option, at least!

See additional discussion here: https://www.reddit.com/r/factorio/comme ... _perworld/
by IronCartographer
Sat Jul 02, 2016 2:41 am
Forum: Ideas and Suggestions
Topic: Copy/Paste indicators
Replies: 6
Views: 1452

Re: Copy/Paste indicators

Just make the box indicating that you've pasted visible until you let go of Shift, or copy something else. You'll get the benefit of showing multiple successful pastes, without much performance impact.
by IronCartographer
Fri Jul 01, 2016 1:14 am
Forum: General discussion
Topic: Thoughts on 0.13 Terrain Generation
Replies: 59
Views: 14302

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.
by IronCartographer
Fri Jul 01, 2016 12:16 am
Forum: General discussion
Topic: Thoughts on 0.13 Terrain Generation
Replies: 59
Views: 14302

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. On a small scale, that's true. But when you zoom out, something has been lost. It would be nice if the old large-scale biome ...
by IronCartographer
Fri Jul 01, 2016 12:02 am
Forum: Resolved Problems and Bugs
Topic: [0.13.1] Map generation process is very strange
Replies: 31
Views: 19927

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 iss...
by IronCartographer
Thu Jun 30, 2016 5:02 pm
Forum: Duplicates
Topic: [0.13.0] Terrain segmentation
Replies: 50
Views: 15913

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 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 terr...
by IronCartographer
Thu Jun 30, 2016 3:54 pm
Forum: Duplicates
Topic: [0.13.0] Terrain segmentation
Replies: 50
Views: 15913

Re: [0.13.0] Terrain segmentation

It really looks like the underlying height map is indicating areas far from large bodies of water should tend to be more dry, while areas by a lot of water should be more green. This creates nice *local* variation, but on a global scale it gets repetitive because they can't simulate rainfall high/lo...
by IronCartographer
Thu Jun 30, 2016 6:03 am
Forum: Duplicates
Topic: Free Electricity
Replies: 1
Views: 450

Re: Free Electricity

They're working on this. You're not getting free power; it's a virtual connection or "wireless electricity hack" as Klonan put it. :lol: https://forums.factorio.com/viewtopic.php?f=7&t=27354 Deconstructing then rebuilding one of the two grids will restore sanity. I'm not sure if there'...
by IronCartographer
Thu Jun 30, 2016 3:23 am
Forum: Resolved Problems and Bugs
Topic: [0.13.1][Oxyd] Items from destroyed belts are lost to ghosts
Replies: 1
Views: 1134

[0.13.1][Oxyd] Items from destroyed belts are lost to ghosts

In a fresh 0.13 game (or in 0.12) items are persisted on the ground when a belt is destroyed.

In 0.13.1, once construction planning is researched (/c game.player.force.technologies['automated-construction'].researched = true) and ghost images appear after belts are destroyed, these items are lost.
by IronCartographer
Thu Jun 30, 2016 1:24 am
Forum: Resolved Problems and Bugs
Topic: [0.13.0] Power Switch Hack [reopened]
Replies: 15
Views: 8070

Re: [0.13.0] Power Switch Hack [reopened]

Graph theory with entire subgraphs becoming nodes and allowing arbitrary connectivity gets complicated. Good luck ironing this out guys!
by IronCartographer
Tue Jun 28, 2016 2:39 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.0] Power Switch Hack [reopened]
Replies: 15
Views: 8070

[0.13.0] Power Switch Hack [reopened]

Replay is enabled in the attached save file to show exact steps. Power switch is placed between two connected poles, wired to each, then the poles are disconnected manually. At this point there is an invisible connection bypassing the power switch, which may be removed along with intermediate power ...

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