[0.7.5] Island Start

Bugs that are actually features.
Post Reply
User avatar
Zemerson
Long Handed Inserter
Long Handed Inserter
Posts: 52
Joined: Thu Nov 28, 2013 9:57 am
Contact:

[0.7.5] Island Start

Post by Zemerson »

I have an image of a start on a random map, it started me on an island that I can't get off.
Attachments
troubled start.png
troubled start.png (903.26 KiB) Viewed 10506 times

User avatar
rk84
Filter Inserter
Filter Inserter
Posts: 556
Joined: Wed Feb 13, 2013 9:15 am
Contact:

Re: [0.7.5] Island Start

Post by rk84 »

Test mode
Searching Flashlight
[WIP]Fluid handling expansion
[WIP]PvP gamescript
[WIP]Rocket Express
Autofill: The torch has been pass to Nexela

User avatar
ssilk
Global Moderator
Global Moderator
Posts: 12888
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: [0.7.5] Island Start

Post by ssilk »

Seems, that the player should be able to built a bridge/land from beginning.
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...

User avatar
Nova
Filter Inserter
Filter Inserter
Posts: 947
Joined: Mon Mar 04, 2013 12:13 am
Contact:

Re: [0.7.5] Island Start

Post by Nova »

In my opinion it IS a bug, just not an important one. ^^
Greetings, Nova.
Factorio is one of the greatest games I ever played, with one of the best developers I ever heard of.

User avatar
Dysoch
Filter Inserter
Filter Inserter
Posts: 445
Joined: Fri Oct 18, 2013 2:27 pm
Contact:

Re: [0.7.5] Island Start

Post by Dysoch »

Nova wrote:In my opinion it IS a bug, just not an important one. ^^
If i am correct it very tricky to fix as a bug.

That is because of the fact that they need to add an check interface to search the surroundings of the start location to see if there is a way off the island. Considering that i once started a game, and found out after 24 hours that there is no way off the island (was a huge island) the search radius has to be large. That simply means longer generating of terrain, or even in some cases (if it keeps detecting a closed off island, and generates a new land) an nearly infinite loop.

So my advise is, dismiss this as a flaw, not a bug. Its relative easy to click restart and start in a new island (thats my opinion)
Creator of:
- DyTech
- DyWorld
- DyWorld-Dynamics
- DyWorld-Dynamics 2
Active since Factorio 0.6

User avatar
ssilk
Global Moderator
Global Moderator
Posts: 12888
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: [0.7.5] Island Start

Post by ssilk »

I don't see any big issue against enabling the player to gain land. Not big amounts, only tile by tile. (*)

How would it be to have always a big (or endless?) dirt-resource two tiles away from start? Could not be mined by miners/only the player can use it to dig dirt and put it into water to gain land and built - I this case - a bridge to the continent? And takes a while, but as Dysoch says: he can restart.

(*) interesting: the other way (remove land, replace with water) is much more useable to trick the game out. Simplest example: make water around some nests. But I found no good way to trick the game by gaining land, or did someone have an idea?
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...

Garm
Filter Inserter
Filter Inserter
Posts: 368
Joined: Mon Nov 18, 2013 9:46 pm
Contact:

Re: [0.7.5] Island Start

Post by Garm »

I do believe giving player an ability to traverse the water is much more elegant, than adding crutches to the worldgen.

- wooden bridges (allow only player/biter movement)
- stone\steel bridges (allow train/car movement)
- water pumps slowly draining water from lakes.

and so on and so forth.

User avatar
cube
Former Staff
Former Staff
Posts: 1111
Joined: Tue Mar 05, 2013 8:14 pm
Contact:

Re: [0.7.5] Island Start

Post by cube »

All of you are right! It is a bug, kinda difficult one to solve, and not very critical one. Later in the development we will probably add some ways to traverse water: wading through shallow water, boats, or bridges (also on the "nice to have" list is a terrain generator that can make river systems to add some more realism to the world).

For now just regenerate the game :-)
I have no idea what I'm talking about.

Wardiaper
Inserter
Inserter
Posts: 20
Joined: Sat Mar 30, 2013 1:44 am
Contact:

Re: [0.7.5] Island Start

Post by Wardiaper »

I haven't played this for a while, but I was just thinking about this after messing with the editor today how great it would be to have island maps and having to build bridges to connect everything and get to all the resources.

User avatar
ssilk
Global Moderator
Global Moderator
Posts: 12888
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: [0.7.5] Island Start

Post by ssilk »

Much better idea: this is a planet, right?

I calculated some times ago, that a typical PC can store enough land for a quarter of Luxembourg. What if we "surrounded" the world after that size? I mean: planets are round. If we drive an hour in one direction, we have surrounded the world. :)
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...

Post Reply

Return to “Not a bug”