Starting on a small isle?? Read this before you post!

We are aware of them, but they have low priority. We have more important things to do. They go here in order not to take space in the main bug thread list.
daniel34
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Re: Starting on a small isle?? Read this before you post!

Post by daniel34 »

AyrA wrote:I think this generates the smallest possible land you can have in the game and is quite hilarious.
Start on this one and have fun:
Image

BTW you are not alone:
Image
AyrA wrote:Possible solutions
Add a simple A* path finder to the game. The provided wiki link has pseudocode included.
Use the algorithm to check, if the player can reach at least 10'000 items (not map squares) of all basic resources(coal, stone, copper, iron, oil, alien base), except if he has disabled one of these of course.
If not enough resources are found, use the next seed available. (seed+1).

The number of items to search can be increased to the number of items needed to complete the game objective to ensure a map is guaranteed to be solved. Another cheap method would be to ensure, that a water body cannot 'touch itself'. This would also remove islands, which are unuseable at the moment.
I'm pretty sure the devs have a good reason why they haven't implemented an algorithm for not starting on an island yet. It seems pretty easy to do on paper, but what's actually going on at the source code level is hidden from us.
quick links: log file | graphical issues | wiki
enmoku
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Re: Starting on a small isle?? Read this before you post!

Post by enmoku »

Not sure if this has been said, but simpler solution to changing the map generator drastically or regenerating the map if on an island. Check the start location in some part of the map generation (just generate path to X distance away in multiple directions and see if they are reachable for example), if it's invalid, MOVE the start location and check again. You don't need to do the whole thing all over again. And continue generating/altering the start zone around the valid location as normal, not before.
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Re: Starting on a small isle?? Read this before you post!

Post by mwalimu »

After reading through this thread and a few other discussions on island spawns, there's one possible solution that I didn't come across. Give the player an opportunity to place himself somewhere else on the starting map. He'd only be able to do this once without disabling achievements (if the player changes his mind, he could start over using the map exchange string). I'll leave as an exercise for the developers how best to handle the user interface for providing that option.
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Re: Starting on a small isle?? Read this before you post!

Post by Bizz Keryear »

I also call this a bug as well
And some of the things said below are quite reasonable, but instead I just would change the map algorithm to create 1 wide land bridges to the land mass until this issue is resolved ... and with the recent changes (being able to create land of your own from stone) maybe less (than 10k) resources and not including enemy bases ... you can build there if you want / have to ... means you have to be careful to not to waste your stones.

A other way would be to add enough stones to get you to next bigger land masses.
AyrA wrote:Precondition
Use this map string

Code: Select all

>>>AAAMAA8AAAADAwYAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl
AwMCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlAQAACAAAAGl
yb24tb3JlAwMCBQAAAHN0b25lAwMCq4L0sHYyAAD4aQAAAAAAAAAAAA
AFAEAlDj4=<<<
Problem
This map exchange string will create an unusable map. It was randomly generated by factorio when creating a new game. I think this generates the smallest possible land you can have in the game and is quite hilarious. You can't die, but also you can't win.

Reproducible
Yes

Possible solutions
Add a simple A* path finder to the game. The provided wiki link has pseudocode included.
Use the algorithm to check, if the player can reach at least 10'000 items (not map squares) of all basic resources(coal, stone, copper, iron, oil, alien base), except if he has disabled one of these of course.
If not enough resources are found, use the next seed available. (seed+1).

The number of items to search can be increased to the number of items needed to complete the game objective to ensure a map is guaranteed to be solved. Another cheap method would be to ensure, that a water body cannot 'touch itself'. This would also remove islands, which are unuseable at the moment.
axelsword
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Re: Starting on a small isle?? Read this before you post!

Post by axelsword »

Another island spawn, 0.15
screen shot
map exchange string
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Re: Starting on a small isle?? Read this before you post!

Post by Koub »

It's not needed to report each single individual map where you spawn on an island.
You can just hit "restart" and play, as said earlier, it's a very known issue.
Koub - Please consider English is not my native language.
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Re: Starting on a small isle?? Read this before you post!

Post by Tubig »

axelsword wrote:Another island spawn, 0.15
screen shot
map exchange string
This is a particularly interesting map because, although an island start, it is playable. Looks like there are enough resourses on the island to build a bridge to the mainland. Challanging, but not impossible.
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Re: Starting on a small isle?? Read this before you post!

Post by userasd »

Tubig wrote:
axelsword wrote:Another island spawn, 0.15
screen shot
map exchange string
This is a particularly interesting map because, although an island start, it is playable. Looks like there are enough resourses on the island to build a bridge to the mainland. Challanging, but not impossible.

Not even challenging. You have a base protected from bugs. GG EASY
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Re: Starting on a small isle?? Read this before you post!

Post by wvlad »

Simple idea: you could start in a ghost mode and pick a place where you wonna start in a limited square.
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Re: Starting on a small isle?? Read this before you post!

Post by kreatious »

Could the player's starting position just be randomly (but still deterministic) re-positioned, until you're not on a small island? Small islands can be checked by scanning 100 tiles in each cardinal direction, counting the number of land tiles till' ya hit water, adding them up and seeing if the result is less than 250. After 100 failed random guesses, spawn the player on a small island anyway. This won't solve the issue 100%, but it'll reduce the number of bug reports about this issue.
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Re: Starting on a small isle?? Read this before you post!

Post by Patashu »

kreatious wrote:Small islands can be checked by scanning 100 tiles in each cardinal direction, counting the number of land tiles till' ya hit water, adding them up and seeing if the result is less than 250. After 100 failed random guesses, spawn the player on a small island anyway.
Or more rigorously by using a blob detection algorithm, and cutting it off early if you've counted more than 'small island' number of tiles (1000 for example): https://en.wikipedia.org/wiki/Blob_detection
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Re: Starting on a small isle?? Read this before you post!

Post by Toboe »

I have an idea that will fix 99% of this "not a bug".
How about giving player a bit of landfill? 20 as starter pack should be good for 2 reasons:
- get out from island
- set starting pump in better position

This solution is also really easy to implement, as it changes only starting equipment.
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Re: Starting on a small isle?? Read this before you post!

Post by Gummiente27 »

Toboe wrote: Fri Mar 15, 2019 9:44 am I have an idea that will fix 99% of this "not a bug".
How about giving player a bit of landfill? 20 as starter pack should be good for 2 reasons:
- get out from island
- set starting pump in better position

This solution is also really easy to implement, as it changes only starting equipment.
This thread is quite old and the map generator has a starting area since some time. I don't think this is still an issue.
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Re: Starting on a small isle?? Read this before you post!

Post by Mmmmmmorten »

If only white men could JUMP! :lol:
(seriously - land is just a few meters away...)

/old dude
:geek:
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