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[2.0.9] Cliff Generation Scales with Water

Posted: Wed Oct 23, 2024 8:25 pm
by jack46m
What did you do?

Vanilla factorio 2.0.9 no mods, go to create a new world and hit preview. Set water scaling to 100% (default), 50%, and 17%.

What happened?

The cliffs scale with the water scaling factor, resulting in tight clusters of cliff that are impassable.

100%:
10-23-2024, 14-58-12.png
10-23-2024, 14-58-12.png (411.79 KiB) Viewed 689 times
50%:
10-23-2024, 14-59-39.png
10-23-2024, 14-59-39.png (425.21 KiB) Viewed 689 times
17%:
10-23-2024, 14-59-51.png
10-23-2024, 14-59-51.png (567.69 KiB) Viewed 689 times
What did you expect to happen instead? It might be obvious to you, but do it anyway!

I expected cliffs to scale properly.

Does it happen always, once, or sometimes?

Always

17% Water Scale, 600% Cliff Frequency & Continuity
10-23-2024, 15-09-33.png
10-23-2024, 15-09-33.png (4.11 MiB) Viewed 689 times
10-23-2024, 15-09-46.png
10-23-2024, 15-09-46.png (162.55 KiB) Viewed 689 times

Re: [Earendel][2.0.9] Cliff Generation Scales with Water

Posted: Thu Oct 24, 2024 8:53 am
by Earendel
Hello. The "water" slider is actually the terrain elevation frequency, it always has been. If you make the frequency really small then it squashes cliffs together too because they are based on elevation. Since neither water nor cliffs can reasonably be separated from elevation, this is working as intended.

Re: [2.0.9] Cliff Generation Scales with Water

Posted: Sat Oct 26, 2024 5:45 pm
by bartekltg
Earendel wrote: Thu Oct 24, 2024 8:53 am Since neither water nor cliffs can reasonably be separated from elevation, this is working as intended.
There is a small QoL issue with it. Since a player can turn off water entirely, disabling the scale sliders, manipulating with cliffs' parameters becomes harder.

Re: [Earendel][2.0.9] Cliff Generation Scales with Water

Posted: Tue Oct 29, 2024 8:16 pm
by Chindraba
Earendel wrote: Thu Oct 24, 2024 8:53 am Hello. The "water" slider is actually the terrain elevation frequency, it always has been. If you make the frequency really small then it squashes cliffs together too because they are based on elevation. Since neither water nor cliffs can reasonably be separated from elevation, this is working as intended.
Is there any way to rework your magic on the cliffs so that the water and cliff sliders behave more as they did in 1.1. In 1.1 reducing the water scale affected the cliffs not attached to the shoreline very little. In short, adjusting the water scale in 1.1 would keep the cliffs attached to the shore on the shore and the cliffs not attached to the shore would retain their position, size and scale.
By way of demonstration, in the 3 water scales settings of 150%, 100% and 50% observer the bunch of cliffs in the red zone for 1.1.
water1-150.png
water1-150.png (832.09 KiB) Viewed 508 times
water1-100.png
water1-100.png (851.08 KiB) Viewed 508 times
water1-050.png
water1-050.png (896.34 KiB) Viewed 508 times
The cliffs in 1.1 remain in place and keep their size and shape as the water encroaches.
Then observe the cliffs in the red and lime zones for 2.0.
water2-150.png
water2-150.png (897.27 KiB) Viewed 508 times
water2-100.png
water2-100.png (793.49 KiB) Viewed 508 times
water2-050.png
water2-050.png (937.08 KiB) Viewed 508 times
The pattern of the cliffs remains the same while the scale reduces and the distance from center reduces.