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Miscellaneous Map Modifications #906
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Template for map testing: Map Name Version Tested Codebase/Feature Issues Issues with features/modules not directly related to map generation, map difficulty being very unbalanced, or anything that doesn't fit in map generation issues below. Map Generation Issues Issues with resource distribution, terrain not looking like it is supposed to, parts of the map being unreachable/unplayable, etc. Short Description (for map info tab in-game) A couple sentences that describe the map and its changes that make it different from a normal, vanilla playthough. This section is typically where any jokes, puns, etc go along with any rich text, which can often help describe map features easier (using icons in danger_ores to show what is allowed versus a text list is a good example of rich text) Extra Information (for map info tab in-game) A list of changes, put simply and with one change to a line. Things listed here are core changes (hail hydra enabled), not little things or information that could change based on the map seed. |
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Connected Dots Version: 0.17.45 Codebase Issues: Map preview should show more detail; landfill not disabled for select tiles. |
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Diagonal Spiral Version 0.17.41 Map Generation Issues: Stone was too far away from spawn on this seed. One-line Description: The terrain is spaghetti, make a base that fits it! |
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Default Version: 0.17.43 Codebase Issues: Since this is the default map, we might want to add a disclaimer printed in chat reminding people that "if this is not the map you were expecting, please make sure that stuff is installed right and that you have read the FAQ/common problems". |
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Factorio Logo Version: 0.17.47 Codebase Issues: We have two very similar maps (factorio_logo and factorio_logo2), if possible they should be combined with an option in the map file to choose the "alternate" map, similar to how we enable things in config.lua. Map Generation Issues: Fish do not spawn in the water, in factorio_logo, but do in factorio_logo2. My personal opinion is that we should delete the original factorio_logo and rename logo2 in its place.
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Reserved for "Maze" |
Reserved for "Meteor Strike" |
Mobius Strip Version: 0.17.66 Codebase Issues: Missing map description and info, missing map preview Map Generation Issues: Like another similar loop map, our method of generating over the default surface with void tiles causes issues with the ore distribution and often leaves spawn either landlocked or missing one of the four basic resources. There was also an (hopefully isolated?) issue of with the spawnpoint being stuck over the void. This map needs a better ore distribution enabled (maybe tiny ores?) and from there I think it could be an interesting state for a competitive map concept that someone on discord mentioned to me recently. The general idea is that we setup two teams (one on each end of the strip) with a silo in the middle, and theme it as a race to rocket launch. I wil elaborate on this more in a separate github issue. |
Mona Lisa Version: 0.17.66 Codebase Issues: Missing map description and info; missing map preview. Map Generation Issues: The map doesn't really have anything special about it, other than the terrain which gets stale after a few minutes. This needs another core mechanic (possibly turning it into a puzzle of sorts? or adding some lore?) before it can be considered complete. |
Reserved for ¨North America |
Pacman Version: 0.17.66 Codebase Issues: Missing map description and info Map Generation Issues: Aside from the map being restricted in a pattern similar to the pac-man video game, there is no real draw to the map and it gets old fast. |
I would suggest that we make the most of the water deep-water. We can add the surrounding land masses and then make the places where there are tunnel or bridges into shallow water and then enable landfill only on water tiles not deep-water. |
Updated as per comments by @theorangeangle in Refactorio#906 : Refactorio#906 (comment) - Updated map description, name etc. - Removed remove_tree function broken by Redmew surface - Added automatic disabling of landfill on game init. Previously used a manual command. - Moved spawn so market didn't appear on coal patch. - Added map preview to data folder Sorry for the several commits. I'll get smartgit set up again soon.
Maori Version: 0.17.66 Codebase Issues: Missing map description and info. Map Generation (Feedback): The map has a cool looking pattern. It could use a good set of starting resources, since currently the beginning of the game requires mining by hand since the patches are so far apart, which can be boring. |
Maze Version: 0.17.59 Codebase Issues: Missing map description and info. Map Generation Issues: We could take advantage of shallow water, like in other maps, instead of void. |
Mobius Strip Version: 0.17.66 Codebase Issues: Missing map description and info, code in general could use a cleanup. Map Generation Issues: Gets waterlocked easily without access to ores, and sometimes players can spawn in the middle (not on land). |
Plus Version: 0.17.66 Codebase Issues: Missing map description and info. |
Quadrants Version: (many times) This map is a WIP the last time I checked. @SimonFlapse can you confirm? |
Rail Grid Version: (modded) Codebase Issues: Missing map description and info. |
Right Version: TBD This map is the exact same as "Left", and should be combined to make some sort of challenge map. In its current state the map gets stale quickly and if not given more core features should be deprecated. Also, missing map description and info! |
Ring of Balls Version: 0.17.68 Codebase Issues: Missing map description and info; missing map preview picture. Map Generation Issues: Could use with a change in the pattern to make space more efficient, and possibly balls of different sizes? |
Reserved for rings and boxes |
Rocky Road Version: 0.17.68 Codebase Issues: This map is complete in terms of features but needs better theming and possibly a unique terrain. Missing map preview picture. |
Rotten Apple Version: 0.17.68 Codebase Issues: Missing map description and info, although there are useful comments in the code. The code as a whole could use cleanup, with a bloated table taking up the majority of the map file. Also missing a map preview picture. Map Generation Issues: Island spacing should be more frequent. |
Sierpinski Carpet Version: 0.17.45 Codebase Issues Missing map description and info. |
Solid Rock Version: 0.17.68 Codebase Issues: Wood should be added to the market, as sparse trees mean early game power is hard to bootstrap. Logistics system research needs to be disabled in a different way because the current implementation also disables splitters (map premise is no undergrounds). The unique challenge this map poses means that we should add a tutorial cutscene. Missing map preview image. |
Spiral Crossings Version: 0.17.68 Codebase Issues: Missing map description and info, landfill should be enabled in market without a command being run manually (see line 3) |
Triangle of Death Version: 0.17.72 Codebase Issues: Missing map description and info, missing market. |
It should be a working version, but there is room for improvements |
UK Version: 0.17.74 Codebase Issues: We should put a brexit joke in here at some point :D Other than that, the map seems pretty complete to me. |
Updated map descriptions and landfill tech from maps named in issue #906
Changes to Maltease Crossings as per #906 - Map might need some balance changes but in terms of "does it work as intended" the answer is yes
With 0.17.35 (and 0.17 to an extent) breaking all current saves available at redmew.com/saves, I have started going through all old maps in \map_gen\maps, noting any issues as they are run for public playthroughs.
Most of these are small changes that can be fixed easily with one or two lines of code, and are a great start for any new contributors.
Along with running the maps for any issues, it is also a good time in my opinion to start writing descriptions and information for each map, to eventually write on the website as a listing for all maps.
If you were linked here as "easy ways to contribute to the redmew code" or something similar, pick a comment not marked as resolved and read it. Once you have chosen a map, make the changes and open a PR.
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