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[0.15.3] Possible Oil Frequency generation issue

Posted: Fri Apr 28, 2017 12:47 am
by Omnituens
Our map (generated in 0.15.2 and running in 0.15.3) has very little oil on it. Like, almost none. We set it to Low (as is done in Rail World preset) but we are now in a pickle due to oil being incredibly scarce. Other resources are set to very low frequency and are still popping up a hell of a lot more.

Server config for oil is as follows:

"_comment": "Sizes can be specified as none, very-low, low, normal, high, very-high",

"terrain_segmentation": "normal",
"water": "very-low",
"width": 0,
"height": 0,
"starting_area": "high",
"peaceful_mode": false,
"autoplace_controls":
{
"coal": {"frequency": "very-low", "size": "high", "richness": "normal"},
"copper-ore": {"frequency": "very-low", "size": "high", "richness": "normal"},
"crude-oil": {"frequency": "low", "size": "small", "richness": "very-high"},
"enemy-base": {"frequency": "high", "size": "high", "richness": "normal"},
"iron-ore": {"frequency": "very-low", "size": "high", "richness": "normal"},
"stone": {"frequency": "very-low", "size": "high", "richness": "normal"},
"uranium-ore": {"frequency": "low", "size": "high", "richness": "normal"}
},

"_comment_seed": "Use null for a random seed, number for a specific seed.",
"seed": null
}

Our goal was to have very rich resource points, but not have to deal with many pumpjacks. Our only barometer for what it is usually like is "normal" (one step up) and the difference is massive, making us believe there might be an issue.

Save game attached.

Obviously if this is an intended amount for "low" within the area uncovered we'll just go back to playing on "normal" frequency and size then regen the map. As you can see, we've not done much and what has been done is... well.. terrible :P

Re: [0.15.3] Possible Oil Frequency generation issue

Posted: Fri Apr 28, 2017 6:55 pm
by spamsac
Yeah something seems strange with oil generation.

If you set frequency to very low, and size to big/very big, you get large patches popping up as you would expect (i.e. relatively infrequently). As you decrease the size though, the frequency drops to the point where I literally can't find any oil, anywhere, if size is below medium.

It may be as intended, but it seems like something is off.

Re: [0.15.3] Possible Oil Frequency generation issue

Posted: Fri Apr 28, 2017 8:42 pm
by tim0901
I've also seen this, as well as instances where there is no oil or stone in the starting area, making the start rather difficult.

Re: [0.15.3] Possible Oil Frequency generation issue

Posted: Fri Apr 28, 2017 9:19 pm
by Rseding91
This is a general "problem" with noise based generation. If you change the values too far to the extremes it just doesn't generate some things.

It may or may not be changed in the future but for now this is how it works. If you don't want a resource to be extremely rare (to the point of almost never) you can't use the extreme low settings.

Re: [0.15.3] Possible Oil Frequency generation issue

Posted: Fri May 05, 2017 6:38 pm
by Omnituens
Rseding91 wrote:This is a general "problem" with noise based generation. If you change the values too far to the extremes it just doesn't generate some things.

It may or may not be changed in the future but for now this is how it works. If you don't want a resource to be extremely rare (to the point of almost never) you can't use the extreme low settings.
That's fair, but I wasn't using the extreme low settings. Just low.