[2.0.9] Cliff Generation Scales with Water

Bugs that are actually features.
jack46m
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[2.0.9] Cliff Generation Scales with Water

Post by jack46m »

What did you do?

Vanilla factorio 2.0.9 no mods, go to create a new world and hit preview. Set water scaling to 100% (default), 50%, and 17%.

What happened?

The cliffs scale with the water scaling factor, resulting in tight clusters of cliff that are impassable.

100%:
10-23-2024, 14-58-12.png
10-23-2024, 14-58-12.png (411.79 KiB) Viewed 264 times
50%:
10-23-2024, 14-59-39.png
10-23-2024, 14-59-39.png (425.21 KiB) Viewed 264 times
17%:
10-23-2024, 14-59-51.png
10-23-2024, 14-59-51.png (567.69 KiB) Viewed 264 times
What did you expect to happen instead? It might be obvious to you, but do it anyway!

I expected cliffs to scale properly.

Does it happen always, once, or sometimes?

Always

17% Water Scale, 600% Cliff Frequency & Continuity
10-23-2024, 15-09-33.png
10-23-2024, 15-09-33.png (4.11 MiB) Viewed 264 times
10-23-2024, 15-09-46.png
10-23-2024, 15-09-46.png (162.55 KiB) Viewed 264 times
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Earendel
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Re: [Earendel][2.0.9] Cliff Generation Scales with Water

Post by Earendel »

Hello. The "water" slider is actually the terrain elevation frequency, it always has been. If you make the frequency really small then it squashes cliffs together too because they are based on elevation. Since neither water nor cliffs can reasonably be separated from elevation, this is working as intended.
bartekltg
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Re: [2.0.9] Cliff Generation Scales with Water

Post by bartekltg »

Earendel wrote: Thu Oct 24, 2024 8:53 am Since neither water nor cliffs can reasonably be separated from elevation, this is working as intended.
There is a small QoL issue with it. Since a player can turn off water entirely, disabling the scale sliders, manipulating with cliffs' parameters becomes harder.
Chindraba
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Re: [Earendel][2.0.9] Cliff Generation Scales with Water

Post by Chindraba »

Earendel wrote: Thu Oct 24, 2024 8:53 am Hello. The "water" slider is actually the terrain elevation frequency, it always has been. If you make the frequency really small then it squashes cliffs together too because they are based on elevation. Since neither water nor cliffs can reasonably be separated from elevation, this is working as intended.
Is there any way to rework your magic on the cliffs so that the water and cliff sliders behave more as they did in 1.1. In 1.1 reducing the water scale affected the cliffs not attached to the shoreline very little. In short, adjusting the water scale in 1.1 would keep the cliffs attached to the shore on the shore and the cliffs not attached to the shore would retain their position, size and scale.
By way of demonstration, in the 3 water scales settings of 150%, 100% and 50% observer the bunch of cliffs in the red zone for 1.1.
water1-150.png
water1-150.png (832.09 KiB) Viewed 83 times
water1-100.png
water1-100.png (851.08 KiB) Viewed 83 times
water1-050.png
water1-050.png (896.34 KiB) Viewed 83 times
The cliffs in 1.1 remain in place and keep their size and shape as the water encroaches.
Then observe the cliffs in the red and lime zones for 2.0.
water2-150.png
water2-150.png (897.27 KiB) Viewed 83 times
water2-100.png
water2-100.png (793.49 KiB) Viewed 83 times
water2-050.png
water2-050.png (937.08 KiB) Viewed 83 times
The pattern of the cliffs remains the same while the scale reduces and the distance from center reduces.
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