[0.15.3] Possible Oil Frequency generation issue
Posted: Fri Apr 28, 2017 12:47 am
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
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
