"goldilocks" worlds
"goldilocks" worlds
My biggest struggle with Factorio is finding the perfect world, a small lake, a big source of iron, copper and coal, and a source of stone, my problem is the sources are to small, mashed together or one is missing, im just wondering if any one has found the "perfect world"
Re: "goldilocks" worlds
I assume you want one with all normal generator settings. Am I right?
Last edited by Gergely on Sat May 05, 2018 6:56 pm, edited 1 time in total.
Re: "goldilocks" worlds
Use the RSO mod to get proper resource generation. You'll never go back
It was originally meant to make train play more feasible, but with the standard region size resources are still pretty close together and you can change the region size and resource chance how you like it. You get guaranteed resources in the starting area and there is a multiplier setting to adjust them upwards if you want more.
It was originally meant to make train play more feasible, but with the standard region size resources are still pretty close together and you can change the region size and resource chance how you like it. You get guaranteed resources in the starting area and there is a multiplier setting to adjust them upwards if you want more.
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Re: "goldilocks" worlds
I find most maps to be great. To increase resources go to the settings. There's 3 different ways to change how ore patches form.
Here's the maps I play on. They all have what you ask for:
1346835189
2222437606
Here's a rather beautiful one which I just happened to spawn when making a reply in another topic (this one has super easily accessed oil too if you want an easy start):
3916949163
Here's the maps I play on. They all have what you ask for:
1346835189
2222437606
Here's a rather beautiful one which I just happened to spawn when making a reply in another topic (this one has super easily accessed oil too if you want an easy start):
3916949163
Re: "goldilocks" worlds
Please include the map exchange string... since those map seeds don't mean anything unless we know what water and other terrain generation settings you used.Hedning1390 wrote:I find most maps to be great. To increase resources go to the settings. There's 3 different ways to change how ore patches form.
Here's the maps I play on. They all have what you ask for:
1346835189
2222437606
Here's a rather beautiful one which I just happened to spawn when making a reply in another topic (this one has super easily accessed oil too if you want an easy start):
3916949163
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Re: "goldilocks" worlds
The point was that he could tailor the seed to what he wanted. One of them don't have biters. Maybe he wants biters.
But sure I can include the strings:
>>>eNpjYBBg0GRgYGBm5mFJzk/MYWJl5UrOLyhILdLNL0oF8jiTi0pT
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gBXYYDxi3zAwI8MGe3eLVNwCJQJKv<<<
>>>eNpjYBBg0GRgYGBm5mFJzk/MYWRl5UrOLyhILdLNL0oF8jiTi0pT
UnXzM0FSbCmpxalFJczMzCwpmWCaKzUvNbdSNymxOJWRgZE1vSixuJi
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>>>eNpjYBBg0GRgYGBk4WFJzk/MYWZm5krOLyhILdLNL0oF8jiTi0pT
UnXzM0FSbCmpxalFJUAWS0ommOZKzUvNrdRNSiwGKWZNL0osLgYyODK
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AixwDC/+sZDP7/B2Eg6wLQiSAMBEBlQAEYYE3OyUxLY2BQcARhRkbGa
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WmQEBPti/13zQBQCx9pRX<<<
But sure I can include the strings:
>>>eNpjYBBg0GRgYGBm5mFJzk/MYWJl5UrOLyhILdLNL0oF8jiTi0pT
UnXzM0FSbCmpxalFJczMzCwpmWCaKzUvNbdSNymxOJWRkZk1vSixuBg
ozJFZlJ8HNYGlODEvBSjGWlySnwcSYC0pSk0FqeIuLUrMyyzNhSpkYP
wq5B7Q0CLHAML/6xkM/v8HYSDrAtCJIAxyKQMjUAAGWJNzMtPSGBgUH
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gBXYYDxi3zAwI8MGe3eLVNwCJQJKv<<<
>>>eNpjYBBg0GRgYGBm5mFJzk/MYWRl5UrOLyhILdLNL0oF8jiTi0pT
UnXzM0FSbCmpxalFJczMzCwpmWCaKzUvNbdSNymxOJWRgZE1vSixuJi
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C9RqxIBsfQrCcydhNh5GshrNDSowN5g4YPECmogKUsBzgexJgRMvmOG
OAIbgBXYYDxi3zAwI8MG+ofIcDwC9YpO0<<<
>>>eNpjYBBg0GRgYGBk4WFJzk/MYWZm5krOLyhILdLNL0oF8jiTi0pT
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7iTMxsNIVqO5QQXmBhMHLF5AE1FBCngukD0pcOIFM9wRwBC8wA7jAeO
WmQEBPti/13zQBQCx9pRX<<<
Re: "goldilocks" worlds
Biter setting won't affect the terrain settings. The map exchange string includes all the terrain settings (well, along with enemies and ore); changing resource settings won't change the map (biter bases are technically resources). The fact is... the differing settings of things like grass, desert, and especially water; will completely change hoe the map generates.Hedning1390 wrote:The point was that he could tailor the seed to what he wanted. One of them don't have biters. Maybe he wants biters.
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Re: "goldilocks" worlds
Where are all these myths coming from? No they don't change map gen completely. If you change all settings to their polar opposite of course the maps will look very different, but the general layout will still be the same.
For proof this map was heavy on grass in the explored area:
https://i.imgur.com/8iBr9bD.png
so I removed all grass completely:
https://i.imgur.com/F047rmk.png
Oh, look. It looks exactly the same, just with a color change. I mean you literally have to overlay one on top of the other to notice any differences. All coastlines and lakes are almost exactly the same and all ore deposits are in exactly the same location and size.
In the topic about 0.16 map gen I showed what happened when you changed water, so you can have a look at that over there.
I'm starting to get why people are so upset with 0.16 map gen, because there is some conspiracy here spreading lies about it. Try for yourself people!
For proof this map was heavy on grass in the explored area:
https://i.imgur.com/8iBr9bD.png
so I removed all grass completely:
https://i.imgur.com/F047rmk.png
Oh, look. It looks exactly the same, just with a color change. I mean you literally have to overlay one on top of the other to notice any differences. All coastlines and lakes are almost exactly the same and all ore deposits are in exactly the same location and size.
In the topic about 0.16 map gen I showed what happened when you changed water, so you can have a look at that over there.
I'm starting to get why people are so upset with 0.16 map gen, because there is some conspiracy here spreading lies about it. Try for yourself people!
Re: "goldilocks" worlds
i currently use RSO with starting resources set to 8x.
before that, i used to make custom maps and just create starting ore fields in a ~300x300 area and delete all the normal resources that were there.
before that, i used to make custom maps and just create starting ore fields in a ~300x300 area and delete all the normal resources that were there.