[MOD 0.10.x+] Straight world (1.0.2)

Topics and discussion about specific mods
User avatar
Xecutor
Filter Inserter
Filter Inserter
Posts: 260
Joined: Mon Jun 23, 2014 10:15 am
Contact:

[MOD 0.10.x+] Straight world (1.0.2)

Post by Xecutor »

Hello there.

Here is little mod that makes everything in the world straight and rectangular.
Screenshots:
Let's play tetris:
Image
Map:
Image

As a result of using this mod you might get more basic resources, especially stone, less oil and less trees (or may be not).
Trees are never placed on top of resources and are spaced enough to walk thru them without being stuck.
Version 1.0.2: Fix for gems from DyTech (and probably some other resources).
Version 1.0.1: Fix for lava from DyTech.

p.s. It's not recommended to use this mod with very high resource frequency setting.
p.p.s. There is a known bug where player's character disappears when water is generated very close to starting location and godmode controller takes over. I'm still trying to figure out how to fix this.
Afterword
Attachments
straight_world_1.0.2.zip
(1.37 KiB) Downloaded 684 times
straight_world_1.0.1.zip
(2.65 KiB) Downloaded 325 times
straight_world_1.0.0.zip
(1.34 KiB) Downloaded 296 times
Last edited by Xecutor on Tue Dec 23, 2014 8:27 am, edited 7 times in total.
User_Name
Fast Inserter
Fast Inserter
Posts: 142
Joined: Sun May 18, 2014 2:07 pm
Contact:

Re: [MOD 0.10.x] Straight world (1.0.0)

Post by User_Name »

Links to screenshots are broken.
Attach your blueprints to forum posts with Foreman or Blueprint string.
User avatar
Xecutor
Filter Inserter
Filter Inserter
Posts: 260
Joined: Mon Jun 23, 2014 10:15 am
Contact:

Re: [MOD 0.10.x] Straight world (1.0.0)

Post by Xecutor »

User_Name wrote:Links to screenshots are broken.
Uh. I wanted to add direct links, but it looks like it doesn't work. Fixed (I hope).
User avatar
L0771
Filter Inserter
Filter Inserter
Posts: 516
Joined: Tue Jan 14, 2014 1:51 pm
Contact:

Re: [MOD 0.10.x] Straight world (1.0.0)

Post by L0771 »

I like this mod, i like symmetry, but...
Image
xd
User avatar
Xecutor
Filter Inserter
Filter Inserter
Posts: 260
Joined: Mon Jun 23, 2014 10:15 am
Contact:

Re: [MOD 0.10.x] Straight world (1.0.0)

Post by Xecutor »

Oh.. Wow.. I guess even without this mod it looks quite busy...
I'm not entirely sure what to do in cases like this.
Any ideas?
User avatar
L0771
Filter Inserter
Filter Inserter
Posts: 516
Joined: Tue Jan 14, 2014 1:51 pm
Contact:

Re: [MOD 0.10.x] Straight world (1.0.0)

Post by L0771 »

Xecutor wrote:Oh.. Wow.. I guess even without this mod it looks quite busy...
I'm not entirely sure what to do in cases like this.
Any ideas?
Suggest create the map with Normal frequency of resources and medium size.

And have a big problem with dytech, try add this in line 56, control.lua

Code: Select all

        if haveResource=="crude-oil" or string.sub(haveResource,1,4) == "lava"  then -- this for lava.
          game.createentity{name=haveResource,amount=amount,position={x0+math.floor(blocksize/2),y0+math.floor(blocksize/2)}}
        else
Now i'm playing with this, i recommend this mod, is a cute landscape :d
User avatar
Xecutor
Filter Inserter
Filter Inserter
Posts: 260
Joined: Mon Jun 23, 2014 10:15 am
Contact:

Re: [MOD 0.10.x] Straight world (1.0.0)

Post by Xecutor »

Thanks for feedback and fix. I added fix in version 1.0.1.

I like to play with it too (that's why I made it in the first place) :)

Hm. I tested it a little with high terrain segmentation.
There are some oddities with water here and there.
I have no idea how they are happening.
I tried to pick sample tile from the center of the block, but this made things even worse.
Looks like there is some kind of postprocessing after game.settile that behaves in a weird way.
User avatar
L0771
Filter Inserter
Filter Inserter
Posts: 516
Joined: Tue Jan 14, 2014 1:51 pm
Contact:

Re: [MOD 0.10.x] Straight world (1.0.0)

Post by L0771 »

I see that, is a little problem, can be solved with Landfill :lol:

I really like squared mines
Image
i play with a endless resources edited... are endless but with a low minimum, recommended too
Keyalha
Inserter
Inserter
Posts: 34
Joined: Wed Nov 05, 2014 7:24 pm
Contact:

Re: [MOD 0.10.x] Straight world (1.0.1)

Post by Keyalha »

Is this mod .11 compatible?

I would really love to use this mod in .11 since it the current vanilla worldgen is meh.
User avatar
Xecutor
Filter Inserter
Filter Inserter
Posts: 260
Joined: Mon Jun 23, 2014 10:15 am
Contact:

Re: [MOD 0.10.x] Straight world (1.0.1)

Post by Xecutor »

Keyalha wrote:Is this mod .11 compatible?

I would really love to use this mod in .11 since it the current vanilla worldgen is meh.
Yes it is compatible. Probably I need to change subject to 0.10.x+
webber
Burner Inserter
Burner Inserter
Posts: 16
Joined: Fri Aug 22, 2014 11:08 pm
Contact:

Re: [MOD 0.10.x+] Straight world (1.0.1)

Post by webber »

I love the idea of this mod.

It would however be cool to have an option to choose blockside between 2,4,8,16 instead of fixed 8.

It also contains a bug. 3 out of 3 maps i generated were fine, but outside the spawn location there's a super huge patch of iron:

Image

edit: 4th map i generated with low fieldsize for iron, same happened. definitely lookslike a bug.
User avatar
Xecutor
Filter Inserter
Filter Inserter
Posts: 260
Joined: Mon Jun 23, 2014 10:15 am
Contact:

Re: [MOD 0.10.x+] Straight world (1.0.1)

Post by Xecutor »

It is quite easy to change blocksize in control.lua
I don't think it is possible to have gui that blocks world generation...

As for bug... Let me guess - you upgraded to 0.11.7?
There are some border cases with new coordinates handling here and there.
I guess findentities works a little different now.
I'll try to fix this asap.
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [MOD 0.10.x] Straight world (1.0.0)

Post by bobingabout »

L0771 wrote:I like this mod, i like symmetry, but...
Image
xd
Jesus, that's a lot of quartz.
Are you using Bob ores V0.6.2 there? V0.6.3 was supposed to fix the issues of quartz everywhere.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
Keyalha
Inserter
Inserter
Posts: 34
Joined: Wed Nov 05, 2014 7:24 pm
Contact:

Re: [MOD 0.10.x+] Straight world (1.0.1)

Post by Keyalha »

Looking foward to use this as a must have mod from my next factory onwards! Thanks a heap its a godsend for the landscape OCD people like me :)
User avatar
L0771
Filter Inserter
Filter Inserter
Posts: 516
Joined: Tue Jan 14, 2014 1:51 pm
Contact:

Re: [MOD 0.10.x] Straight world (1.0.0)

Post by L0771 »

bobingabout wrote:Jesus, that's a lot of quartz.
Are you using Bob ores V0.6.2 there? V0.6.3 was supposed to fix the issues of quartz everywhere.
It's v0.6.2
I rarely update the mods used :roll:
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: [MOD 0.10.x+] Straight world (1.0.1)

Post by bobingabout »

webber wrote:I love the idea of this mod.

It would however be cool to have an option to choose blockside between 2,4,8,16 instead of fixed 8.

It also contains a bug. 3 out of 3 maps i generated were fine, but outside the spawn location there's a super huge patch of iron:

Image

edit: 4th map i generated with low fieldsize for iron, same happened. definitely lookslike a bug.
I don't think that's iron. look at the minimap, it's white. looks like DyTech Gems to me.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
User avatar
Xecutor
Filter Inserter
Filter Inserter
Posts: 260
Joined: Mon Jun 23, 2014 10:15 am
Contact:

Re: [MOD 0.10.x+] Straight world (1.0.1)

Post by Xecutor »

Now that I look closer, it's definitely not iron.
Hm. Probably entity size of crystals is slightly higher then 1.0x1.0
And findentity 'catches' border entity of already processed block.
Hm. I also doubt that 8x8 square of gems is good thing from balancing point of view :)
Probably I should add explicit check for dytech gems and generate them in a special way.
like 2x2 patch in the middle of the block?

p.s. I hope I fixed this. Try new version pls.
webber
Burner Inserter
Burner Inserter
Posts: 16
Joined: Fri Aug 22, 2014 11:08 pm
Contact:

Re: [MOD 0.10.x+] Straight world (1.0.1)

Post by webber »

Xecutor wrote:Now that I look closer, it's definitely not iron.
Hm. Probably entity size of crystals is slightly higher then 1.0x1.0
And findentity 'catches' border entity of already processed block.
Hm. I also doubt that 8x8 square of gems is good thing from balancing point of view :)
Probably I should add explicit check for dytech gems and generate them in a special way.
like 2x2 patch in the middle of the block?

p.s. I hope I fixed this. Try new version pls.

excellent! i'll check it out straight away.

Edit: this looks a lot better indeed. Works perfectly! functionality is good, but could be improved upon.

for balancing purposes:

- when running medium size resources are in absolute abundance, when running all resources on small size it looks great.
- trees, oil, lava look great on 8x8, it could definitely stay like that.
- other resources should be max 4x4 squares.
- water 6x6 (8x8 is just a bit too much)

hopefully you could make this work :)

also would like to see options in the map generator for it, in some later version. options in my option would include:

- terrain preference (desert for example)
- size for waterblocks (the water terrain)
- size for liquidblocks (oil, lava, etc)
- size for oreblocks (iron, copper, incl dytech)
PiggyWhiskey
Filter Inserter
Filter Inserter
Posts: 255
Joined: Wed May 13, 2015 5:28 am
Contact:

Re: [MOD 0.10.x+] Straight world (1.0.2)

Post by PiggyWhiskey »

Somewhat of a dead thread, but...I'm trying to get Straight World to work with Resource Spawner Overhaul with mixed success.

The mod-dev from RSO has said there is a big issue with the World Generator for Straight World and won't add support until it's fixed.
orzelek wrote:I also looked into integration of Straight World mod - it could be used with RSO if it's a part of it.
I found also quite serious issue with Straight World mod itself - it makes map generator work constantly on expanding current map area. I have no idea why it would do that so I'm not adding it officially to RSO.
Attachments
Factorio Map.png
Factorio Map.png (3.93 MiB) Viewed 14204 times
User avatar
Xecutor
Filter Inserter
Filter Inserter
Posts: 260
Joined: Mon Jun 23, 2014 10:15 am
Contact:

Re: [MOD 0.10.x+] Straight world (1.0.2)

Post by Xecutor »

Hm. I can't see any difference in map generator debug info with and without Straight world mod.
In both cases map gen seems to be doing something all the time. I've started new game without mod and left it for half an hour. Map gen is still doing something.
Code of Straight world is quite simple. I looked thru it again and it seems find to me :)
Someone more experienced in oddities of game.findentities and game.createentity should look into it probably.
Post Reply

Return to “Mods”