Kobrar wrote:
You seem to insist on current generation algorithm to be the only one to be used ever.
Not much to add to Katyal's answer: you want to have two completely opposed needs:
- spreading the resources equally on the map
- having "balanced" resources near the base.
That ain't gonna work. :) you cannot say: I want to have salt and pepper evenly spread by random over my tomatoes AND when I look at one tomato, the number of salt and pepper corns should be between 20 and 25 each.
Perhaps I should explain the map generator?
The current map generator is currently simple implementation of Perlin Noise. See Links on that page
https://forums.factorio.com/wiki/inde ... _generator
Such algorithms tend to behave at some point quite differently, when you change them too much. It's a bad idea to change such quite explored algorithms too much.
Indeed the world generator uses two map generators (same algorithm but with different parameters): one for the starting area and one for the rest. The two maps are "blended" from one to the other map, sometimes you can see this zone around your staring zone.
This is also my idea: having more of such zones. Having "pre-salted and pre-peppered tomatoes", which you can place to guarantee some equal distributed resources.
There is nothing against implementing more map algorithms, for example a fractal landscape algorithm. Or having landscape, which changes with the time.
But in the end, the world generator for Factorio fulfills the following needs:
- deterministic
same starting conditions (map seed) generates the same map. Exactly the same.
This is needed, cause for multiplayer, when a new player finds a new pice of map.
- speed
The map is created in chunks, a chunk is 32*32 tiles, that 1024 tiles to be generated and that within 1/60 second, while doing much other stuff.
- scalability
The map can be generated in parallel on different CPUs or computers
- randomness
The map should look random, equally distributed
- and some more I forgot:)