Re: 0.16 Map generation Feedback
Posted: Fri Aug 17, 2018 12:50 pm
I wish there was an option for "never create mixed ore patches"
If this was truly the behavior we would not have so much trouble.Zavian wrote: @ alyssa. I think that most of your problems comes from not understanding the interaction of frequency and size. Low frequency means that resource patches tend to be big. low size means that resource patches tend to be frequent.
TBH trying to spawn ores while avoiding water is very annoying and computionally intensive. As for base game gen not following the rules - I tried and I gave up quickly trying to figure out what is what there based on perlin noise knowledge and explanations (both settings and autoplace params).zOldBulldog wrote:If this was truly the behavior we would not have so much trouble.Zavian wrote: @ alyssa. I think that most of your problems comes from not understanding the interaction of frequency and size. Low frequency means that resource patches tend to be big. low size means that resource patches tend to be frequent.
The problem is that the 0.16 generator does not follow these rules too well. Most of the time choosing low frequency, high size, high richness results in lots of tiny deposits, while more moderate choices result in fewer but larger (sometimes MUCH larger) deposits
Then when you start tweaking water, you can seriously make ores scarce. It seem to be that the generator places ores before water, so lots of water often results in very little ores even when using high ore settings.
To be honest, while it is possible to make it generate decent maps, the 0.16 map generator is just too hard and counterintuitive ato use. It needs some serious adjustments so that the masses can use it successfully.
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So you're telling me that this generator is unable to make a map with very rare and small ore patches ?Zavian wrote:I think extreme values would simply break the generator.
@ alyssa. I think that most of your problems comes from not understanding the interaction of frequency and size. Low frequency means that resource patches tend to be big. low size means that resource patches tend to be frequent. With the current generator, what you want just does not work.
Try using a splitter with filtered output.Avezo wrote:I wish there was an option for "never create mixed ore patches"
It didn't - it still is in the development phase. The whole game is. That is what "early access" and 0.x.x versioning is meant to indicate.Alyssa wrote:How such a limited generator even passed the developer phase again?
keep in mind that size is the whole problem in your settings. Just put very big and rest should be fineAlyssa wrote: ↑Thu Aug 16, 2018 11:42 pmHello
I've started Factorio again after some time of inactivity,my idea was to make a railworld-like map,with "Very Low" frequency on all resources.
Well,I spent a good 30 minutes in the settings and...maps just weren't right.
The resource is distribution is nowhere near as "very low" and "very small", have a look at this example:
There's a ridiculously high amount of uranium(set to very low / very poor / very small!) and iron / copper as well (again, all set to very low frequency / very small and very poor!), and that oil patch over there? that's supposed to be "very small"? it looks between big and very big to me.
I don't know if the map generator is supposed to work like this, but this is ridiculous to me, absolutely so, when I think of a "very low" frequency I think that there should be like 95% of the map empty with very small patches there and there,not that overwhelming amount of resources everywhere and there's no way I can play a proper rail world game like this.
Edit:
Another example:
= = >
Huge, ENORMOUS iron / copper deposits on the map, so much for "very small"! and wasn't uranium supposed to be a very scarce / rare resource by default? look at those uranium deposits....
This photo randomically just appeared in my whatsapp now. I dedicate it 4 youjoseailton wrote: ↑Fri Sep 28, 2018 1:43 amWhen you set your mining drills, just put them one tile after the mixed ores, so you end up ignoring the mixed parts.
I would like to have truely mixed ore patches. There could be a mix of many ores in same square. When we have practical filtering option in splitters there could be some actual use for it also in vanilla game. Balancing of use of multiple products is also very interesting technical challenge. I like very much mods which add side products in recipes.
Yes, mixed ores would be nice.Hannu wrote: ↑Fri Sep 28, 2018 1:23 pmI would like to have truely mixed ore patches. There could be a mix of many ores in same square. When we have practical filtering option in splitters there could be some actual use for it also in vanilla game. Balancing of use of multiple products is also very interesting technical challenge. I like very much mods which add side products in recipes.
It is true, but it would be easy to fix. I would suggest 10 x 10 tile dump hill which could take million stone or ore items (everything which you can pile to huge heaps in real mining operations). You could take them later with inserter.Oktokolo wrote: ↑Sat Sep 29, 2018 1:32 amVanilla is exceptionally bad at warehousing of overproduction though. You would have to do the tedious chest arrays and keep extending them as they accumulate more and more of some ore that you do not need as much as is mined together with the stuff you actually want.
I do not expect that they add it ever in the vanilla game but possibility to mod it would be nice. Also ore generation which mix different ores in adjacent tiles would give the same results.So they can only add true mixed ore worlds if they also add a proper "stockpile" option.
I honestly disagree with this. I find the maps have plenty of character and I even managed to create a little practice island for myself where I learned to play Factorio.TerribleEngineer001 wrote: ↑Thu Dec 14, 2017 2:33 am- the generated map lacks character (I probably generated 200+ maps in preview and never saw a peninsula like map or approaching).
This might seem a bit controversial so we can add an option that disables this whole starting area logic, for purists.
I agree with this very much.All that said, I was perfectly happy when ore placement was unpredictable and sometimes there was no copper in the starting area and really long belts (and walls to defend them) were in order. So if I have my way there will be a "no special starting area resource placement" option.
Never used RSO (vanilla ore generation work fine for me) - but i would expect it to have a mixed ores generation option.Hannu wrote: ↑Mon Oct 01, 2018 7:35 amI do not expect that they add it ever in the vanilla game but possibility to mod it would be nice. Also ore generation which mix different ores in adjacent tiles would give the same results.So they can only add true mixed ore worlds if they also add a proper "stockpile" option.
This doesn't really work nicely when the ore-to-ore boundaries aren't straight vertical or horizontal, the filtering via Splitter is the slickest solution available now. Before that existed, Filter Inserters were the way to deal with that problem (you only need 2 if the throughput of the boundary miners was low enough, and if not, Stack Filter Inserters could be used instead).joseailton wrote: ↑Fri Sep 28, 2018 1:43 amWhen you set your mining drills, just put them one tile after the mixed ores, so you end up ignoring the mixed parts.