Sure hope it doesn't take 20 releases this timeOptera wrote:The list of Bugfixes keeps getting shorter, seems like a good sign for 0.13 becoming stable.

Sure hope it doesn't take 20 releases this timeOptera wrote:The list of Bugfixes keeps getting shorter, seems like a good sign for 0.13 becoming stable.
That would be a huge improvement compared to the last versionZeblote wrote:Sure hope it doesn't take 20 releases this timeOptera wrote:The list of Bugfixes keeps getting shorter, seems like a good sign for 0.13 becoming stable.
Probably not, it's more of a sign that the simple bugs are getting rarer and the hard bugs are the next ones on the listOptera wrote:The list of Bugfixes keeps getting shorter, seems like a good sign for 0.13 becoming stable.
And they call me a pessimistratchetfreak wrote:Probably not, it's more of a sign that the simple bugs are getting rarer and the hard bugs are the next ones on the listOptera wrote:The list of Bugfixes keeps getting shorter, seems like a good sign for 0.13 becoming stable.
When developing software you don't fix ALL easy bugs at once.TheTom wrote:It is not pessimism, it is realism. This is how you develop software - go for low hanging fruits first.
I Just wish they fix landscape generation - then I move to 0.13
When developing software you fix the architectural problems first so you can skip fixing the easy bugs which won't apply anymore in the new architecture. "It's efficiency is OVER 100%!!!"Hooch wrote:When developing software you don't fix ALL easy bugs at once.TheTom wrote:It is not pessimism, it is realism. This is how you develop software - go for low hanging fruits first.
I Just wish they fix landscape generation - then I move to 0.13
You leave few so that you can release fixes while you work on bigger bugs. This way client (or customers in our case) are happy that something is happening.
It doesn't speed anything at all. It just gives us impression that developer are not completly stuck with big bugs.
Currently i generate games in 12.35 with RSO, then port it to 13 to play.TheTom wrote:I Just wish they fix landscape generation - then I move to 0.13
I'm doing that with my current 0.12 save, but to do so I had to chart a very large portion of the map, 4096x4096 chunks, and I'm hoping that I won't have to explore outside of that area. It severely bloated my save (expected). I also enjoy exploration; pushing against biters and installing fortified radar outposts in the hope that maybe there's some oil out this way. The generate on 0.12 and play on 0.13 strategy removes that aspect by necessity.Optera wrote:Currently i generate games in 12.35 with RSO, then port it to 13 to play.TheTom wrote:I Just wish they fix landscape generation - then I move to 0.13
Most of the complaints about terrain are regarding the visual quality and apparent lack of effect of the "terrain segmentation" option. There is a large group of people that care so little about that that they are utterly confused over those that do.RichyNZ wrote:Am I the only one that doesn't mind the terrain generation? It's certainly shaken up a bit, but I find that interesting. It seems to have accomplished the goal they set out for; low levels of resources near spawn encourage you to expand more and use trains as resources are richer further away. I'm certainly finding it fun. Yes sometimes you have to regen a few times to find a map in which spawn has everything... but I also had to do that sometimes on 0.12. If you're not happy, simply put the richness/size/frequency up by one.
And regarding the "annoying lakes"... in a game that has landfill but no boreholes, surely this is a good thing? You'll always have water around but you can irretrievably cover it up if you so desire.
Yes I can definitely see that there is room for improvement; some way to guarantee at least a little bit of each resource close by. However on the whole I think it's going in a pretty good direction with a healthy amount of variety and hardly the game-breaking problem being complained about.
I should note, I play with spawn area size upped by one because yes sometimes you do have to walk a little further for one of your mines...
This is a really nice world. Was that created in 0.13 or ported over from 0.12?MrGrim wrote: I'll attach a picture that I used to open a topic on it that shows the difference quite well.
0.12 vs 0.13 Terrain
Nice middle part is old world - you can see where it changes to be a new one by finding "seams".Optera wrote:This is a really nice world. Was that created in 0.13 or ported over from 0.12?MrGrim wrote: I'll attach a picture that I used to open a topic on it that shows the difference quite well.
0.12 vs 0.13 Terrain
All I got in in 0.13 so far are swamp like areas. No connected large lakes and biomes.
Well, later you can also burn them down by starting a fire too !gantrisch wrote: Also annoying are these very dense forests. Starting in a forest with my little pickaxe is working not playing. Shooting them down later also is no fun at all.
I seen no problem with the forest at all as there are many ways to get rid and even automated way to lay tracks unhindered by trees. That there are maps created under 0.13 where one raw material is completely missing was never the case in the 0.12 area thought.CureSafaia wrote:Well, later you can also burn them down by starting a fire too !gantrisch wrote: Also annoying are these very dense forests. Starting in a forest with my little pickaxe is working not playing. Shooting them down later also is no fun at all.