Search found 29 matches

by scarhoof
Mon Jul 18, 2016 7:00 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.1] Map generation process is very strange
Replies: 31
Views: 24729

Re: [0.13.1] Map generation process is very strange

So excited to see how things look!
by scarhoof
Sat Jul 02, 2016 4:34 pm
Forum: Duplicates
Topic: [0.13.0] Terrain segmentation
Replies: 50
Views: 22550

Re: [0.13.0] Terrain segmentation

@orzelek For me it's the look of the world. Right now it's a hodgepodge mess of tiny biomes all crammed into each continent. You used to be able to use the Terrain Segmentation to make really large desert or Forest biomes, now, no matter the settings, your factory is going to spawn multiple biomes. ...
by scarhoof
Tue Jun 28, 2016 2:26 pm
Forum: Duplicates
Topic: [0.13.0] Terrain segmentation
Replies: 50
Views: 22550

Re: [0.13.0] Terrain segmentation

I can confirm this as well. I really hope this is a bug in the terrain gen that plans on getting fixed. In .12 you could set terrain segmentation to very low and more often than not get entire continents or maps that were a single biome. I want this feature back. Right now, regardless of the setting...
by scarhoof
Mon Jun 27, 2016 7:36 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.1] Map generation process is very strange
Replies: 31
Views: 24729

Re: [0.13.0] Map generation wonky

I came here to report about terrain gen. In .12 you could set terrain fragmentation to low and fairly often find yourself with a single biome game. I've generated 20 maps so far in .13 and fragmentation settings don't seem to allow a single (or nearly single) biome anymore.
by scarhoof
Fri Apr 01, 2016 2:56 pm
Forum: Ideas and Suggestions
Topic: Shift-Click the Roboports to disconnect it from the network
Replies: 9
Views: 4569

Re: Shift-Click the Roboports to disconnect it from the network

I mocked this up in a couple minutes: http://m.imgur.com/YsgU4SX So the issue here is that in order to have multiple logistics networks while also keeping them separate you have to have the roboports like 51 blocks away from each other. This means I can't have charging stations close to where I need...
by scarhoof
Fri Apr 01, 2016 3:05 am
Forum: Ideas and Suggestions
Topic: Shift-Click the Roboports to disconnect it from the network
Replies: 9
Views: 4569

Shift-Click the Roboports to disconnect it from the network

Like with power poles. I think this would allow us to have a lot more flexibility in setting up charging ports without expanding the network (so we can have charging closer together for separate networks. In general I would love more flexibility with the logistics network so much that I would love t...
by scarhoof
Wed Mar 30, 2016 9:32 pm
Forum: Ideas and Suggestions
Topic: Offshore pumps sometimes suck up a fish
Replies: 2
Views: 1491

Re: Offshore pumps sometimes suck up a fish

I don't consider manually grabbing them out of the water a challenge, though I see what you mean about possible abuse. I still would like to have an automatic way to farm the fish but was trying to figure out something that wouldn't require the Dee's having to making a new model of an item. Honestly...
by scarhoof
Wed Mar 30, 2016 3:43 pm
Forum: Ideas and Suggestions
Topic: Offshore pumps sometimes suck up a fish
Replies: 2
Views: 1491

Offshore pumps sometimes suck up a fish

Been thinking on how we could have an easily-farmable fish method and I thought that maybe fish could get "sucked up" into an offshore pump rarely, then you can pull them out into a chest with an inserter. This would allow for farming of fish without adding any new factories to the game. I...
by scarhoof
Sun Sep 20, 2015 2:19 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 184155

Re: [0.12.x] RSO Discussion thread

I've wondered this myself. I keep hearing the older version is better. I'm curious what about the older versions were better?

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