Ludeon Forums

RimWorld => Releases => Mods => Outdated => Topic started by: blackhalo on February 02, 2017, 04:59:17 AM

Title: [A16]Better Terrain
Post by: blackhalo on February 02, 2017, 04:59:17 AM
<!--LOOKING FOR ANYONE WILLING TO HELP MAKE ART ASSETS, YOU'DE BE MY SAVIOR--!>
<!--Taking a break for a couple days--!>

<!--a shout out to you people debugging and giving feedback, you guys are great.  Qwynn you've done a ton--!>
<!--Djnar the savior of my github, the man the myth the legend!!! (who is gonna be making some schwifty caves for the mountains too)--!>

------------------------OVERVIEW------------------------
Mod is in constant updates (which means occasional bugs too) so if your looking to start a 10~ year campaign with this mod I'd recommend waiting a few weeks.

A rock formation, ground placement, biome beautification mod.
More interesting mountain placements and they flow better with the terrain.  There can be rivers, lakes, puddles, fertile patches near water, plains, forests... all in the same map.  Allot of aesthetic touch ups (rock chunks painted behind trees, better sprite coloring and clumping, exc).

imgs: http://imgur.com/a/YE4WX
Each screen cap is maybe 1/6 of a 350*350 map, so there is allot I couldn't show.
----------------------LAST PATCH-------------------------------
0.065
   -First release of smoother terrain transition.  Still will be fiddling to see if i can find any other ways to improve this.
   -Slightly less mountains (occasionally causing bugs, because tooo many)
   -Better grass shape and color
   -Temperate forests are buffed to 75% of the typical precious metal amount (up from 0-50~).  Deserts are down to 65%.  Tundras/shrublands/boreal forests raised to 140, 130, 115 respectively.
0.064
   -Tweaking the look and spread of grass to be mildly more visually appealing while not providing large overlap with growing zone plants.
   -Increased overall density of trees a little.
   -Made plant density change across the map (some areas have very dense patches, others less so)
   -Edited some plants to be more easily clicked on
0.063
   -Removed 'hard rocks'.  Going to rehash the idea and probably add it as an optional test-side-mod in the next version.
   -Mountainous tiles, now with 30% more mountain.
   -Updated Rock Chunk art (not final art, just sick of looking at vanilla rock chunks).
0.062
   -The mod shouldn't be red in the modlist.
   -Fixed a lil bit of the clipping in the tropical forest, gotta still test elephants though.
0.060 is up.  Big patch!!!
   -Rock chunks will not be floating above a 30ft tree.  They now get painted behind!!
   -Testing if people and animals walking behind trees looks good too.
   -Tropical forest art is getting closer to done, so its up for testing.  Forests so thick you might lose track of your colonists!
   -Cleaned up other biomes so they are at least more beautiful than vanilla (not that that says much).

-Incompatibilites.
For a few patches, till I clean it up, this mod will conflict with animal stat changing mods.  Unfortunate but the only easy way to get animals drawn behind trees while I test if its a good change.

-------------------------Progress-----------------------------
Art...
I'm sorry I can't make art for every biome myself, I don't have the time, so it might never happen.

Temperate Forest... 90% done
Tropical Forest... 40% done
Others... 5% ? done

Eventual Goals
-Make the beachmaker good.  Right now shores are a mess, especially if you're map tries to have any sort of interesting terrain (very jarring transitions).
-Something for better mountain interaction, whether thats caves or more rock types... I don't know.
-World peace?

------------------Download--------------------
recommended to load this mod late if not last.
IF UPDATING VERSIONS BE SURE TO DELETE THE OLD ONE!!!

download: https://www.dropbox.com/s/9su8pasyeidzto7/Better%20Terrain_0.065.rar?dl=0
----
Edits..
Defs:Biomes, BasicMapGenerator, Terrain, Plants_Wild_Temperate/Arid/Tropical (edited to use my plant imgs)
Assemblies:GenStep_ElevationFertility, GenStep_Plants, GenStep_RocksFromGrid, GenStep_Terrain, BeachMaker
techy stuff: https://github.com/tenbom/BetterTerrain
Title: Re: [A16]Better Terrain
Post by: O Negative on February 02, 2017, 05:50:19 AM
VERY nice, indeed! I don't like to use mods made by others too often, but I'm definitely adding this to my next playthrough.

I guess my latest colony burning down was a blessing in disguise :)
Title: Re: [A16]Better Terrain
Post by: Darkmark8910 on February 02, 2017, 07:12:18 AM
Beautiful! Now to test to see if this works with CK's plant/animal additions to the tropical biome as well :D This looks astounding!
Title: Re: [A16]Better Terrain
Post by: Qwynn on February 02, 2017, 07:37:20 AM
Oh, wow! Looking good!

Temperate Biomes absolutely need some river love as well. I'm super excited to see what you can do!
Title: Re: [A16]Better Terrain
Post by: ajaviide on February 02, 2017, 09:09:38 AM
screens look awesome!
ill deff try it when i start new colony.

bookmarked :)
Title: Re: [A16]Better Terrain
Post by: b4d on February 02, 2017, 09:56:06 AM
must.. resist.. restarting a new colony..  :P

those preview images looks dope!
Title: Re: [A16]Better Terrain
Post by: drakulux on February 02, 2017, 09:57:24 AM
I will be eagerly anticipating this for desert biomes
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 02, 2017, 03:34:11 PM
<--- eagerly anticipating for desrt biomes.

Any suggestions, gameplay wise, for what you want there?

Deserts seemed the toughest to really overhaul since, well, there isn't much to work with.
Title: Re: [A16]Better Terrain
Post by: Zxypher on February 02, 2017, 09:52:03 PM
Quote from: blackhalo on February 02, 2017, 03:34:11 PM
<--- eagerly anticipating for desrt biomes.

Any suggestions, gameplay wise, for what you want there?

Deserts seemed the toughest to really overhaul since, well, there isn't much to work with.

Deserts are kinda tough. Maybe just some small creeks & maybe oasis? The mountain changes alone should make desert more interesting.
Title: Re: [A16]Better Terrain
Post by: Darkmark8910 on February 02, 2017, 10:44:05 PM
Erosion effects (for example, having lots of exposed stone behind the west side of a hill & sand buildup on the east side) and/or an oasis? For deserts!

... or steal desserts from one of the food mods out there and just spawn in desserts....

"LET THERE BE ICE CREAM"
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 02, 2017, 11:29:17 PM
Quote from: Zxypher on February 02, 2017, 09:52:03 PM
Deserts are kinda tough. Maybe just some small creeks & maybe oasis? The mountain changes alone should make desert more interesting.

Yeah oasis's are ez pz, I can pretty much copy pasta Temperate Forests and just tweak the XML file.  That was my plan all along.  Graphically though, not sure it will look much different, maybe I can actually make most of the map long expanses of... well... desert, with occasional mountainy/watery/soily areas.  I dunno.

Quote from: Darkmark8910 on February 02, 2017, 10:44:05 PM
Erosion effects (for example, having lots of exposed stone behind the west side of a hill & sand buildup on the east side) and/or an oasis? For deserts!
"LET THERE BE ICE CREAM"
Man thats almost too tempting.  Just fill all the desert with a chocolate fudge floor and of course the occasional peanut-butter ribbon...asg;as;glhags;ags...

Anyways, sand buildup? what would that look like?  would it be like a U shaped mountain with normal terrain tucked inside, with sand on the outside?
Title: Re: [A16]Better Terrain
Post by: Qwynn on February 03, 2017, 02:51:52 AM
I'm patiently waiting for you to finish before my next game. The work looks amazing thus far. I'm very excited to see what you do with my favourite biome, boreal. As a Canadian may I suggest dense forests and large lakes? Gameplay wise it could be the child of temperate and tropical.

A quick question, actually. if I start a new game now on one of the modified biomes, will future updates affect the terrain generation of that same world for maps I haven't visited (such as starting a second colony or camping with a caravan)?
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 03, 2017, 03:43:39 PM
Quote from: Qwynn on February 03, 2017, 02:51:52 AM
A quick question, actually. if I start a new game now on one of the modified biomes, will future updates affect the terrain generation of that same world for maps I haven't visited (such as starting a second colony or camping with a caravan)?

This mod mainly replaces 3 of the gensteps which are called at new map creation, so I would think so.
I've never tested it to find out, but I probably should.

And boreal forests, any particular colors, should trees be in autumn? should the ground be more yellowy, stoney or brown? should lakes just be generic blue?  any type of flowers/shrubery that would spice it up? Should there be some ice?? I'm kinda hungry for ideas xD
Title: Re: [A16]Better Terrain
Post by: danielee on February 03, 2017, 05:22:21 PM
The mod looks great! Looking forward to boreal forest. :)
Title: Re: [A16]Better Terrain
Post by: Qwynn on February 03, 2017, 10:09:35 PM
Alright, prepare for some geekiness on my part regarding boreal forests and their stylisation. I'm so sorry.

But, no -- not really autumn colours.

Boreal forests are actually a very vibrant green year round since they tend to be thick with evergreens. Seeing the work on temperate and the more brown scheme you went with, I'd lean towards going heavy with the foliage and heavy with a blueish, dark green. Give it a cold but living feeling. Rivers are a key feature, but that might make it too similar to your work on the tropical forests. With that in mind, perhaps emphasizing large, long lakes (rather than roundish) would be a better idea. I'd say a majority of evergreen trees with some birch and oak/maple thrown in (while as temperate would be a majority of oak/maple with some evergreens).

Since you went heavy with marshland in tropical, you could consider giving the terrain in boreal a more stony quality, especially around the lakes. I'd really suggest taking some inspiration from the forests near the base of the Rockies in British Colombia and Alberta.

I hope that helps!

(Here are some images I pulled up from various National Parks in Canada. The last two are flatland boreals, for examples).

Moraine Lake (https://upload.wikimedia.org/wikipedia/commons/c/c5/Moraine_Lake_17092005.jpg)
The Rockies (http://www.canadawanderer.com/wp-content/uploads/2014/01/Rocky-Mountains-BC-ChristinaT.jpg)
Lake O'hara (https://rbulson.photoshelter.com/image/I0000PLIyP45PKCg)
Emerald Lake (https://farm6.staticflickr.com/5528/11971252835_ae5a359b28_c.jpg)
Ontario Forest (https://www.ontarionature.org/protect/campaigns/images/boreal_forest.jpg)
Another Ontario Forest (http://borealforestfacts.com/wp-content/uploads/2013/09/what_is_the_canadian_boreal_forest-700x357.jpg)
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 03, 2017, 10:55:28 PM
Quote from: Qwynn on February 03, 2017, 10:09:35 PM
I hope that helps!

That's surprisingly useful.  Like that's a whole biome painted out and then some.  Thank you.

Having the map be generally very foresty alone will give it a different feel, having forests butt right up to lakes like in those pics and if I can get longer lakes instead of large meandering rivers or circular lakes with occasional more gray'ish rock outcroppings... that might look really good :D

The 2 big hurdles are...finding a way to give different shapes to lakes in different terrain types.  With some luck in the code and more thought I MIGHT be able to do it.  Depending how easy it is to tweak the shapes in the assembly noise maps.  The 2nd hurdle, like always, is the time consuming process of making art assets, doubly tough for dense dense forests.  If the trees or shrubs look too similiar or if the shading/colors are a bit too bold it just looks bad.
Title: Re: [A16]Better Terrain
Post by: asquirrel on February 03, 2017, 11:11:20 PM
Thanks man! :)  Edit - will this affect mods that lay down random structures or put down new minerals?
Title: Re: [A16]Better Terrain
Post by: A Friend on February 03, 2017, 11:27:28 PM
Pretty and gives map variety despite being in a single biome.
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 04, 2017, 01:18:10 AM
Quote from: asquirrel on February 03, 2017, 11:11:20 PM
Thanks man! :)  Edit - will this affect mods that lay down random structures or put down new minerals?

I just uploaded a new version that will not, 0.033

I doubt many if any mods edit the same GenSteps I do.  And if they do your better off letting my mod overwrite their stuff anyways ;D
---------------------
Tommorow i'm probably going to get cracking into boreal forests since they probably will be easier than shrublands.
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 04, 2017, 08:43:37 PM
Ok, I added a noise map to trees, so they scatter more in bunches by time instead of purely randomly.

http://imgur.com/myuftxj

I should have Boreal up in a day or two, all thats left is editing a dozen trees so they look good in a dense forest, and maybe trying to get some better bushes/debris in there.  Maybe adding a slightly deeper blue color to water in it.
Title: Re: [A16]Better Terrain
Post by: Napple on February 04, 2017, 08:48:49 PM
What are your plans for ice sheets and sea ice.
Title: Re: [A16]Better Terrain
Post by: Qwynn on February 04, 2017, 09:07:26 PM
I return with some temperate feedback for you!

You really nailed the cradle of civilization idea, I think. The maps have an intense great lakes and prairies feeling going for them, which is very different than vanilla generation and makes rather interesting and gorgeous maps. Great work!

The only real suggestion I can give is that perhaps the pine density is a bit too high for the type of area you want to emulate and the removal of oak trees from the biome seems a bit odd!

I took some screenshots (https://imgur.com/a/l22P8) of various 400x400 temperate maps with a slightly different tree weights for some food for thought.

I seriously love your water distribution though. It's absolutely stunning.

Title: Re: [A16]Better Terrain
Post by: Naxdar on February 04, 2017, 09:34:25 PM
The clustering of trees is nice but it behaves weirdly with Vegetable garden (screenshot) (https://dl.dropboxusercontent.com/u/3030199/temp/scr%20612.JPG). VG normally generates these trees somewhat sparsely, since they give a lot of food.
Other places on the map look a bit alien. (https://dl.dropboxusercontent.com/u/3030199/temp/scr%20612b.JPG)
Also, some types of soil (plains, gravel) have a fertility value but it is not possible to set growing zones on them, is that intended?
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 04, 2017, 11:04:01 PM
Quote from: Qwynn on February 04, 2017, 09:07:26 PM
I return with some temperate feedback for you!

You really nailed the cradle of civilization idea, I think. The maps have an intense great lakes and prairies feeling going for them, which is very different than vanilla generation and makes rather interesting and gorgeous maps. Great work!

The only real suggestion I can give is that perhaps the pine density is a bit too high for the type of area you want to emulate and the removal of oak trees from the biome seems a bit odd!

I took some screenshots (https://imgur.com/a/l22P8) of various 400x400 temperate maps with a slightly different tree weights for some food for thought.

I seriously love your water distribution though. It's absolutely stunning.

<3

Yeah I only have pine trees in temperate atm since the map looks much worse without them, I'm going to move oak and birch in when I finish their art.  That's a good point on tree density though, I've been thinking over that same thing.  Right now I'm thinking of making temperate forests have larger but less dense forests to make a bigger difference from boreal.

Quote from: Naxdar on February 04, 2017, 09:34:25 PM
The clustering of trees is nice but it behaves weirdly with Vegetable garden (screenshot) (https://dl.dropboxusercontent.com/u/3030199/temp/scr%20612.JPG). VG normally generates these trees somewhat sparsely, since they give a lot of food.
Other places on the map look a bit alien. (https://dl.dropboxusercontent.com/u/3030199/temp/scr%20612b.JPG)
Also, some types of soil (plains, gravel) have a fertility value but it is not possible to set growing zones on them, is that intended?

Thank you!!!
I should be able to fix that.  The plains sowing issue too.

Edit: Ok, I fixed it.  You have to load my mod after Vegetable Garden though.  I gave a special sowtag to all the plants my mod knows of (vegetable gardens will undo that if you load it after) and anything without that tag will be distributed old school style.  I should have that fix up tomorrow along with my next release.  The only conflict that still exists is the specific stats for vanilla trees, I might switch over to theirs though if they make more sense.

The plains issue was wierder... apparently you can't sow on terrain with under 50%~ fertility.  So I upped plains to 75% from 35 and then made more dry grass so it still looks fine.
Title: Re: [A16]Better Terrain
Post by: Naxdar on February 05, 2017, 04:15:20 PM
I tried the latest version (0.044) and there is odd shadows under trees and bushes (https://dl.dropboxusercontent.com/u/3030199/temp/scr%20613.JPG).
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 05, 2017, 04:18:15 PM
Quote from: Naxdar on February 05, 2017, 04:15:20 PM
I tried the latest version (0.044) and there is odd shadows under trees and bushes (https://dl.dropboxusercontent.com/u/3030199/temp/scr%20613.JPG).

Thank you!!!

Thats an alpha 'plant' i placed in there to spice up terrain, its not supposed to look like that though, it must have gotten distorted in zipping or githubbing or something, I'll see what I can do.  Shouldn't take more than a couple mins.

----------------------
Ok, uploading to github atm, not sure what went wrong so I'm just removing that for now.  You should probably delete the old version, at least the texture folder in it, before unzipping it into mods.
Title: Re: [A16]Better Terrain
Post by: Stormfox on February 05, 2017, 04:44:47 PM
This looks stunning. I am looking forward to the finished product.

Am I right to assume that the only mods this could conflict with are others that change map generation? Or does the fact that you edit the trees somehow interact with mods that do something with the wood they drop?

Does your mod also change the way trees and other greenery regrow or only the initial distribution?
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 05, 2017, 04:51:53 PM
Quote from: Stormfox on February 05, 2017, 04:44:47 PM
This looks stunning. I am looking forward to the finished product.

Am I right to assume that the only mods this could conflict with are others that change map generation? Or does the fact that you edit the trees somehow interact with mods that do something with the wood they drop?

Does your mod also change the way trees and other greenery regrow or only the initial distribution?

Mods that edit vanilla plants will conflict and this mod has to be loaded after them.  The conflicts should be minor if this mod is loaded after.  My stuff will override only vanilla plants.  That means their work to chop down and resources when gathered and art and of course number of them on the map will be set to my values.  I'm open to suggestions for editing the values in my mod though.

Mods that edit vanilla terrain will conflict.  Anything like 'darker fertile soil'.  The conflicts should be minor though.  Worst case scenario, you load it after my mod, the colors clash it looks more ugly and possibly the higher/lower fertility value than what I set the terrain to might slightly change plant distribution.

There's no way around that atm :/

The plants have vanilla settings for regrowing.   That's a good point though, I should look into how that plays in with my initial plant distribution.  From what I know atm plants 'grow' new ones a short distance from an existing plant, so worst case scenario is that the map will very very... very... slowly grow out of the beautiful distributions I have set.  I'll see if I can fix that.

Short of that, there shouldn't really be many conflicts.  I don't touch Ancient structures and whatnot, so all the 'more structures in map' mods should be fine.   EDB's Prepare carfully works fine.  Vegetable garden works fine.
Title: Re: [A16]Better Terrain
Post by: b4d on February 06, 2017, 05:40:34 AM
A minor issue, The tall grass graphic is overlapping with some other stuff (graveyard & growing zone in this pic)

It was also a bit hard to distinguish between soil, plains and good soil(I blame those grasses  ;D)
and damn those raspberries was really hard to spot   ;D

The generated map was awesome though

using the 0.046 version

[attachment deleted by admin due to age]
Title: Re: [A16]Better Terrain
Post by: Qwynn on February 06, 2017, 09:46:49 AM
Version 0.46 has a syntax error in Plants_Wild_Arid.xml on line 134:


<<ThingDef ParentName="PlantBase">


Additionally, agave and pincushion plants in the same file are looking for a parent which doesn't exist.

Temperate is looking even better! Glad to see some new textures and Vegetable Garden compatibility. That said, I am missing the dandelion fields. Are you planning to add them back to temperate or in a different biome, or were they cut for good?

There also seems to be a strange texture issue with rich soil. You'll want to open this image (https://i.imgur.com/1zRkloC.jpg) up all the way, but there seem to be these short orange streaks? Not sure what's causing those. =<
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 06, 2017, 12:51:47 PM
Quote from: Qwynn on February 06, 2017, 09:46:49 AM
Version 0.46 has a syntax error in Plants_Wild_Arid.xml on line 134:


<<ThingDef ParentName="PlantBase">


Additionally, agave and pincushion plants in the same file are looking for a parent which doesn't exist.

Temperate is looking even better! Glad to see some new textures and Vegetable Garden compatibility. That said, I am missing the dandelion fields. Are you planning to add them back to temperate or in a different biome, or were they cut for good?

There also seems to be a strange texture issue with rich soil. You'll want to open this image (https://i.imgur.com/1zRkloC.jpg) up all the way, but there seem to be these short orange streaks? Not sure what's causing those. =<

Nice catch on the syntax.  The short orange streaks were intentional.  They were from a time and build where the soil and rich soil colors were similiar so I was playing around with ways to better differentiate.  I haven't really re'addressed the soil since so for feedback, do they look bad in your opinion? unneeded?

I took flowers out for the moment since I was testing out using the dandelion class to add in stuff like lil puddles and whatnot and that wasn't going well, then I never got around to putting back in the right art.... in short... I don't know.

If temperate forests look lively enough as is, I might just move allot of the 'field of flowers' look to arid shrublands.

Quote from: b4d on February 06, 2017, 05:40:34 AM
A minor issue, The tall grass graphic is overlapping with some other stuff (graveyard & growing zone in this pic)

It was also a bit hard to distinguish between soil, plains and good soil(I blame those grasses  ;D)
and damn those raspberries was really hard to spot   ;D

The generated map was awesome though

using the 0.046 version

Thank you!!!

The grass issue.  I was playing around with that exact thing last sleepless night.  I think I may have tamed the grass.

The rich soil v good soil v soil v plains coloring, very good point I was going for aesthetics but I kinda have to let farmers know where they should do what.  I have tweaked colors so good soil and rich soil should be very obvious.

Raspberries do need TLC.  I like where and how they spawn (plains+clumped up), but yeah they do need to actually show up...\

0.048 uploading as we speak.
Title: Re: [A16]Better Terrain
Post by: AngleWyrm on February 06, 2017, 02:45:18 PM
Getting big red 'X' tiles in place of some of the tree art.
Seems like some non-vanilla trees are the ones that do that.
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 06, 2017, 06:17:33 PM
Quote from: AngleWyrm on February 06, 2017, 02:45:18 PM
Getting big red 'X' tiles in place of some of the tree art.
Seems like some non-vanilla trees are the ones that do that.

Is this on initial map generation, or when a new plant grows in?
I just redownloaded the zip up there and it started up a temperate forest with none of that.  It could be if you had an older version of the mod, art conflicts.  The mod loads in all the art in a folder so if some old stuff got left over it could cause some issues.

I can't really think of anything else atm since there really isn't much in the way of graphics settings for this game.
Title: Re: [A16]Better Terrain
Post by: Hydromancerx on February 06, 2017, 06:37:13 PM
Can you make a compatibility patch with the Plant and Animal Pack?

CK - Animal & Plant Pack
https://ludeon.com/forums/index.php?topic=26265.0

It would be great to have more plant and animal diversity AND have more realistic terrain generation.
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 06, 2017, 06:49:50 PM
Quote from: Hydromancerx on February 06, 2017, 06:37:13 PM
Can you make a compatibility patch with the Plant and Animal Pack?

CK - Animal & Plant Pack
https://ludeon.com/forums/index.php?topic=26265.0

It would be great to have more plant and animal diversity AND have more realistic terrain generation.

I might not be able to make their plants compatible and by that I mean 'easily fit in and look good in this mod', but ill see what I can do.
The animals part SHOULD be compatible out of the gate, but ill of course double check on that.
Title: Re: [A16]Better Terrain
Post by: AngleWyrm on February 06, 2017, 07:07:28 PM
Quote from: blackhalo on February 06, 2017, 06:17:33 PM
Quote from: AngleWyrm on February 06, 2017, 02:45:18 PM
Getting big red 'X' tiles in place of some of the tree art...
I just redownloaded the zip up there and it started up a temperate forest with none of that.  It could be if you had an older version of the mod, art conflicts.

Solved: Disabled the "Tilled Soil" mod and all the plants show up as they should.
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 06, 2017, 07:23:37 PM
Quote from: AngleWyrm on February 06, 2017, 07:07:28 PM
Solved: Disabled the "Tilled Soil" mod and all the plants show up as they should.

That is very wierd.  After glancing through it I don't see any conflicts between these 2 mods, I'll look more into it tonight or tommorow though.
Title: Re: [A16]Better Terrain
Post by: Qwynn on February 06, 2017, 08:01:07 PM
Well, considering I thought the streaks in the fertile soil might be a texture bug and/or corruption, I suppose that does say something! A visible difference between fertile soil and mud is appreciated, but can't say I'm a fan of the streaks. Perhaps try going very (https://images.duckduckgo.com/iu/?u=http%3A%2F%2Fgoldstine.org%2Ffiles%2Fgimgs%2F18_fertile-soil-small.jpg&f=1) dark with fertile soil and see how that looks?

Also, very exciting that VG is on board for art assets!
Title: Re: [A16]Better Terrain
Post by: Hydromancerx on February 06, 2017, 09:09:20 PM
Quote from: blackhalo on February 06, 2017, 06:49:50 PM
Quote from: Hydromancerx on February 06, 2017, 06:37:13 PM
Can you make a compatibility patch with the Plant and Animal Pack?

CK - Animal & Plant Pack
https://ludeon.com/forums/index.php?topic=26265.0

It would be great to have more plant and animal diversity AND have more realistic terrain generation.

I might not be able to make their plants compatible and by that I mean 'easily fit in and look good in this mod', but ill see what I can do.
The animals part SHOULD be compatible out of the gate, but ill of course double check on that.

Well i know they mess around with the rainforest to be a lot more lush and add in more types of plants. That's were i except the conflict might be.
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 07, 2017, 12:04:12 AM
Quote from: Hydromancerx on February 06, 2017, 09:09:20 PM
Quote from: blackhalo on February 06, 2017, 06:49:50 PM
Quote from: Hydromancerx on February 06, 2017, 06:37:13 PM
Can you make a compatibility patch with the Plant and Animal Pack?

CK - Animal & Plant Pack
https://ludeon.com/forums/index.php?topic=26265.0

It would be great to have more plant and animal diversity AND have more realistic terrain generation.

I might not be able to make their plants compatible and by that I mean 'easily fit in and look good in this mod', but ill see what I can do.
The animals part SHOULD be compatible out of the gate, but ill of course double check on that.

Well i know they mess around with the rainforest to be a lot more lush and add in more types of plants. That's were i except the conflict might be.

What would you want out of a compatibility patch? 
The mod seems to add stuff to just the tropical forest, there aren't any art assets or conflicting changes with any other biome.

The art he is using will clash heavily with what I'm doing (and imo his art doesn't look that good) I can make it work with none of his plants in the forest, but everything else in his mod, or a few specific ones you have to tell me you want still randomly scattered, or just 'his tropical forest'.  He didn't do the scummy 'defining a plant and where it goes in the plant def' so working out any specific sort of compatibility shouldn't be hard.

So what do you want and when do you want it by?
:)
Title: Re: [A16]Better Terrain
Post by: Qwynn on February 07, 2017, 02:02:16 AM
I've also noticed what may be a conflict with vegetable garden. VG allows you to grow grass, but it seems your new debris are taking its place on the grow area menu. =<
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 07, 2017, 02:04:34 AM
Quote from: Qwynn on February 07, 2017, 02:02:16 AM
I've also noticed what may be a conflict with vegetable garden. VG allows you to grow grass, but it seems your new debris are taking its place on the grow area menu. =<

Ooo, thank you ill look into that.
Title: Re: [A16]Better Terrain
Post by: Hydromancerx on February 07, 2017, 02:30:05 AM
Well i guess it would make a patch that allows for his jungle plants to work the way your plants do on your style of terrain.

As for the art styles is it really bad? I have not seen them side by side.
Title: Re: [A16]Better Terrain
Post by: FreyaMaluk on February 07, 2017, 06:22:55 AM
the tall grass texture looks amazing :)
Title: Re: [A16]Better Terrain
Post by: Greed_GorAshaar on February 07, 2017, 01:59:54 PM
I propose to add modifications to the platform steam, the thing is that the introduction of the next patchs, make the mod itself will overwrite instead of downloading the manual next versions.
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 07, 2017, 03:08:03 PM
Quote from: Greed_GorAshaar on February 07, 2017, 01:59:54 PM
I propose to add modifications to the platform steam, the thing is that the introduction of the next patchs, make the mod itself will overwrite instead of downloading the manual next versions.

My hesitation about that is it auto-forces updates and, well, if I break something it could ruin a guys game.
That's why untill I have a pretty stable version where most of the work is just art updates... I'm leaning towards just keeping it zip downlaod.

Is that a good idea?
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 07, 2017, 03:38:33 PM
Quote from: Hydromancerx on February 07, 2017, 02:30:05 AM
Well i guess it would make a patch that allows for his jungle plants to work the way your plants do on your style of terrain.

As for the art styles is it really bad? I have not seen them side by side.

Mine(unfinished, still working on underbrush): http://imgur.com/IfRzOgy
His: https://github.com/kaptain-kavern/CK_AnimalPlant_Pack/wiki/Tropical-Rainforest

Quote from: FreyaMaluk on February 07, 2017, 06:22:55 AM
the tall grass texture looks amazing :)

I know, right??!?

I was legitimately jumping for joy after I randomly tweaked the textures a bit and they turned out like that.
Title: Re: [A16]Better Terrain
Post by: Qwynn on February 07, 2017, 04:07:50 PM
I'd absolutely hold off until you're at a stable and/or finished version before heading over to steam. That said, steam could offer a lot more feedback, but you'd need to put up a very large disclaimer about being in testing phases. You'd still probably get a lot of "THE OTHER BIOMES AREN'T DONE WHAT IS GOING ON" though.
Title: Re: [A16]Better Terrain
Post by: HubiDubi on February 07, 2017, 04:22:26 PM
I just wanna quickly tell you that I absolutely love what you did with the temperate forest and rainforest. I'm looking forward to the the other biomes.
Title: Re: [A16]Better Terrain
Post by: Hydromancerx on February 07, 2017, 04:57:17 PM
Do you know if this conflicts with teraforming mods such as ones that deal with make rich soil or the bridge mod that deals with converting land to water or water to land?
Title: Re: [A16]Better Terrain
Post by: AngleWyrm on February 07, 2017, 04:59:56 PM
Quote from: blackhalo on February 06, 2017, 07:23:37 PM
Quote from: AngleWyrm on February 06, 2017, 07:07:28 PM
Solved: Disabled the "Tilled Soil" mod and all the plants show up as they should.
That is very wierd.  After glancing through it I don't see any conflicts between these 2 mods, I'll look more into it tonight or tommorow though.

There was also another mod called Snowy Trees (https://ludeon.com/forums/index.php?topic=29221.0) which I disabled as well just to be sure. Maybe I've confused the fault between the two.

Also: Great work on this mod! It's a beautiful improvement.
Title: Re: [A16]Better Terrain
Post by: KatrinkaRose on February 08, 2017, 11:08:11 AM
I absolutely love the way things look so far.  It's nice to have the biomes be actually different beyond temperature and which tree you see. 

I don't know if I just had some serious RNG fluke but it looks like the amount of mountain on Mountainous maps has been drastically reduced from vanilla generation.  I generated 10 or so mountainous temperate forests yesterday and they all had roughly the same mountain prevalence as the vanilla large hills maps.  I like having the great big wall of stone to build in and that definitely wasn't there.
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 08, 2017, 02:28:53 PM
Quote from: KatrinkaRose on February 08, 2017, 11:08:11 AM
I don't know if I just had some serious RNG fluke

That is wierd.  I mean I did change mountain gen to be much more RNG in quantity but when I tested it in 325*325 maps I was consistently getting some very large mountains to work with.

I'll download that 0.052 zip and try some map gens, brb.

-----
So, well, it honestly might just be bad luck, that or accidently clicking on a large hill tile instead of mountainous (I've done that before).

I spawned 8~ maps with map reroll on 325*325.  Most made me feel very uncomfortably about increasing mountain density, a few of the maps were on the verge of causing spawn errors, if there were more mountains it'd cause multiple large portions of the map to be blocked off by mountain ranges.

Oh one of those rerolls even had some of the coolest mountains I've yet to see :D
http://imgur.com/a/nDwLw

So... I'm kind of at a loss, especially if you rerolled 10 times.

Quote from: Hydromancerx on February 07, 2017, 04:57:17 PM
Do you know if this conflicts with teraforming mods such as ones that deal with make rich soil or the bridge mod that deals with converting land to water or water to land?

Thats a good point.

This mod should not conflict with make rich soil since as of 0.05 I edited my XMLs to not use or edit any of the vanilla soils.  With terraforming, I'll look into it, but the worst conflict I can think of at the moment is that they can only place vanilla soil types and can't access mine.
Title: Re: [A16]Better Terrain
Post by: KatrinkaRose on February 08, 2017, 05:21:26 PM
Quote from: blackhalo on February 08, 2017, 02:28:53 PM
So... I'm kind of at a loss, especially if you rerolled 10 times.

It was probably a combination of clicking on the wrong map tile (though I'm picky about stone type so I do usually look) and yesterday just really not being my day.  I just generated a new one and while there is definitely less mountain mass than vanilla because it doesn't block out an entire side of the map, there is a lovely large 'C' shaped mountain that is plenty big to work with.  Apologies for sending you on a wild goose chase because I can't click.  :)
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 08, 2017, 06:47:25 PM
Quote from: KatrinkaRose on February 08, 2017, 05:21:26 PM
(though I'm picky about stone type so I do usually look)

O god... I don't know how many times I've rerolled for a marble-coastal-mountain that also has 2 other rock types...

anyways, no worries, and best of luck!!!
any feedback is appreciated!
Title: Re: [A16]Better Terrain
Post by: AngleWyrm on February 08, 2017, 07:03:33 PM
Quote from: blackhalo on February 08, 2017, 06:47:25 PM
Quote from: KatrinkaRose on February 08, 2017, 05:21:26 PM
(though I'm picky about stone type so I do usually look)
O god... I don't know how many times I've rerolled for a marble-coastal-mountain that also has 2 other rock types...
Same here, only gotta have granite for an oven, like the color of sandstone, and can't stand slate.
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 08, 2017, 07:52:09 PM
Quote from: AngleWyrm on February 08, 2017, 07:03:33 PM
Quote from: blackhalo on February 08, 2017, 06:47:25 PM
Quote from: KatrinkaRose on February 08, 2017, 05:21:26 PM
(though I'm picky about stone type so I do usually look)
O god... I don't know how many times I've rerolled for a marble-coastal-mountain that also has 2 other rock types...
Same here, only gotta have granite for an oven, like the color of sandstone, and can't stand slate.

Hah, thats funny, one of the first things I did was get rid of all those obnoxiously colored stone-ground stuffs that RimWorld put near mountains... like the patches of black or purple... well besides the beautiful browner sandstone ;D
Title: Re: [A16]Better Terrain
Post by: Qwynn on February 09, 2017, 01:06:17 AM
I come with reports of another Vegetable Garden conflict. Didn't catch this one until I was working on some of my own stuff!

It seems that when Better Terrain is enabled it removes the ability to plant VG's agave in grow zones. I also haven't seen any wild agave, either.

Compatibility with VG is probably going to be one of the more irritating things for such a large terrain overhaul! XD
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 09, 2017, 01:32:43 AM
Quote from: Qwynn on February 09, 2017, 01:06:17 AM
I come with reports of another Vegetable Garden conflict. Didn't catch this one until I was working on some of my own stuff!

It seems that when Better Terrain is enabled it removes the ability to plant VG's agave in grow zones. I also haven't seen any wild agave, either.

Compatibility with VG is probably going to be one of the more irritating things for such a large terrain overhaul! XD

In theory they should play nice together xD

Nice catch though, seriously, your helping so much, if I ran through playtesting everything I try to put out I wouldn't sleep for the rest the month.   So I looked into it and the agave issue is just me still having the vanilla arid_plants XML so overwriting the Vegi Garden changes to make agave cultivatable and planted randomly.  W then I get around to working in those zones that issue should clear up.

Your gonna love what I've just been working on though.
I think I got stone chunks, people and animals placed behind trees.
Check it: http://imgur.com/a/B1ftS

Its sooooo much nicer than rock chunks magically floating above 30ft trees.
I still have to work out how now people walk behind items on the ground, that and add a lil alpha to the leaves on some of the denser trees, but... yeaaaaah... its looking so nice.

I should have something up tommorow :D
Title: Re: [A16]Better Terrain
Post by: ajaviide on February 09, 2017, 02:33:05 AM
This is looking really really good.

Title: Re: [A16]Better Terrain
Post by: sidfu on February 09, 2017, 03:44:48 AM
once u get it where u can set which plants/trees will be considered forests i might give it a try. right now when u use ithi with hardcore pack and add the stuff from hardcore to it u get forests of fruit trees. one map had a forest of grap plants :O
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 09, 2017, 03:59:09 AM
Quote from: sidfu on February 09, 2017, 03:44:48 AM
once u get it where u can set which plants/trees will be considered forests i might give it a try. right now when u use ithi with hardcore pack and add the stuff from hardcore to it u get forests of fruit trees. one map had a forest of grap plants :O

I'll give it a look over.  When I get 0.06 out there's 2 likely outcomes.  Either you load my mod after and it should ignore their plants entirely; that or you load theirs after Better Terrain and it'll be my terrain with RNG? distribution of their stuff across the map.

Do know though, Better Terrain still probably has bugs in it (mostly texture/shadow ones I've been finding lately) so don't count on doing a 2 year playthrough with the mod as it is right now.  Temperate forest is close though and should be nearly there come 0.06

---
Edit: Oh god.  Thats a large mod. 
I don't see any dirty plant edits so it should work like I said.
Title: Re: [A16]Better Terrain
Post by: Sam_ on February 09, 2017, 04:59:09 AM
Excellent mod. The terrain and just general terrain diversity is something Rimworld needs. The tropical maps look amazing, but without more functionality added to water they would be difficult indeed.

The blocky rock formations are also interesting. Very distinguished from the standard mountains and hills you find in Rimworld. After so many fresh colonies I have to say vanilla Rimworld maps just look like layers of Perlin noise and not actual terrain.
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 09, 2017, 05:51:12 AM
Quote from: Sam_ on February 09, 2017, 04:59:09 AM
After so many fresh colonies I have to say vanilla Rimworld maps just look like layers of Perlin noise and not actual terrain.

^^^^

Most the reason I'm doing this.

Really trying to give a gameplay difference map to map too.  My ideas so far are to give temperate forests good sized areas of farmland along with wood sources but little very very few mine'able minerals.  Jungles have allot of wood but you move slow and its tough to use guns in them (trees give allot of cover).  Shrublands probably will have a good deal of natural food growing and minerals but allot of terrain you can't build on.  Not too sure about the rest yet.

Since I'm getting close to getting the C# work done I might just start releasing it as modules till I'm getting closer to finishing the whole mod.  Maybe one that just changes terrain gen, another for temperate forest plants/ground, another for jungles after I finish them, exc.
Title: Re: [A16]Better Terrain
Post by: lilymortis on February 09, 2017, 08:29:38 AM
This makes Rimworld look seriously beautiful. 9.5/10. (You get the other half star when it's done  ;) )
Title: Re: [A16]Better Terrain
Post by: Napple on February 09, 2017, 10:42:49 AM
Since you didn't answer last time what are your plans for improving the icy biomes (sea ice and ice sheet).
Title: Re: [A16]Better Terrain
Post by: KatrinkaRose on February 09, 2017, 11:52:08 AM
After generating a perfectly good map I decided to try one more yesterday and I got another really sparse Mountainous map.  This time I'm sure it was mountainous but this looks too sparse to me.

Then I generated 10 more.  Most of them are fine but I did get a couple more that had a lot of tiny mountains leaving the vast majority of the map wide open.  Since it looks like the majority of the maps are generating well it may not be worth your time to address.  It isn't hard to just reroll a few times.  But if there is a way to reduce the spread between the lots of little mountain masses and few big ones it could be nice to stabilize the generation a bit.

I admit, I am happy to realize that I wasn't in fact imagining the sparseness though getting so many like that must have been pretty hard to achieve!

[attachment deleted by admin due to age]
Title: Re: [A16]Better Terrain
Post by: DnaJur on February 09, 2017, 01:41:21 PM
Have you thought about perhaps adding some resource rich caves to the mountain maps? I have not looked how map generation is done in the game but I think taking cells with overhead mountain, applying some perlin worms and then adding extra resource nodes could give some interesting results...But I may be wrong as I am no game developer myself.

If you manage to put some insect hives in those caves it will workeven better. (Dreams of roleplaying dwarves who delved too greedily and too deep.)
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 09, 2017, 02:51:04 PM
Quote from: KatrinkaRose on February 09, 2017, 11:52:08 AM
After generating a perfectly good map I decided to try one more yesterday and I got another really sparse Mountainous map.  This time I'm sure it was mountainous but this looks too sparse to me.

Then I generated 10 more.  Most of them are fine but I did get a couple more that had a lot of tiny mountains leaving the vast majority of the map wide open.  Since it looks like the majority of the maps are generating well it may not be worth your time to address.  It isn't hard to just reroll a few times.  But if there is a way to reduce the spread between the lots of little mountain masses and few big ones it could be nice to stabilize the generation a bit.

I admit, I am happy to realize that I wasn't in fact imagining the sparseness though getting so many like that must have been pretty hard to achieve!

Thank you for the feedback!!!!!!
I'll see what I can do.   I intentionally had it like that for variations sake, sometimes your at the edge of the mountains, other times your in deep (keep the world from being repetitive) exc exc but yeah it might be getting too sparse at its worst.

Quote from: Napple on February 09, 2017, 10:42:49 AM
Since you didn't answer last time what are your plans for improving the icy biomes (sea ice and ice sheet).

Oh, sorry, at the moment I don't have anything in mind >.<
That and anything I do for that biome will take 100% brand-new-from-scratch art so I'm hesitant about starting it without a solid idea of what I want.

Quote from: DnaJur on February 09, 2017, 01:41:21 PM
Have you thought about perhaps adding some resource rich caves to the mountain maps? I have not looked how map generation is done in the game but I think taking cells with overhead mountain??

That is a very, very, very cool idea.
And I now really want to do it.
The biggest constraint is time though.
finishing biomes>>>adding caves
Title: Re: [A16]Better Terrain
Post by: Napple on February 09, 2017, 03:19:31 PM
Maybe for the sea ice biome you could add water spots to them to represent Leads And polynyas.
For the ice sheet you could add glaciers but i'm not sure on how that would work.
Title: Re: [A16]Better Terrain
Post by: Omaru77 on February 09, 2017, 03:34:48 PM
Glaciers could be a new mountain type and you could mine ice blocks to build with. Outside the initial scope of this mod, I'm sure but maybe at some point that would be cool.
Title: Re: [A16]Better Terrain
Post by: CiceroThePoet on February 09, 2017, 03:53:51 PM
I'm a terrible person and have been using this mod without giving any feedback, but it's beautiful. I love everything about it, and it's appealing visually, which allows me to play games without being disgusted at the layout of the map. Keep up the good work.

Do you accept donations?
Title: Re: [A16]Better Terrain
Post by: KatrinkaRose on February 09, 2017, 03:54:22 PM
Quote from: blackhalo on February 09, 2017, 02:51:04 PM
sometimes your at the edge of the mountains, other times your in deep (keep the world from being repetitive) exc exc but yeah it might be getting too sparse at its worst.

That makes perfect sense.  In my head that's what the small hills and large hills regions are for with mountainous being the "you're in deep"  which is why I was surprised by the wide variety.  :)
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 09, 2017, 05:10:52 PM
Quote from: CiceroThePoet on February 09, 2017, 03:53:51 PM
it's beautiful.

:D glad to hear it.

And donations, well, I have no idea how, but I mean I won't say no... so, well, I mean, I'll look into it?

Quote from: KatrinkaRose on February 09, 2017, 03:54:22 PM
That makes perfect sense.  In my head that's what the small hills and large hills regions are for with mountainous being the "you're in deep"  which is why I was surprised by the wide variety.  :)

Yeah yeah yeah thats how it'd work if RimWorld mapgen was better, like if you were in a small hill with a mountain next to you, itd be small hills with one side sorta blocked off by mountains... but since it doesn't I was just improvising it.  I'll work on it though.
Title: Re: [A16]Better Terrain
Post by: AngleWyrm on February 09, 2017, 08:27:27 PM
Quote from: blackhalo on February 09, 2017, 01:32:43 AM
Your gonna love what I've just been working on though.
I think I got stone chunks, people and animals placed behind trees.
Check it: http://imgur.com/a/B1ftS
Sweet!  :D
Title: Re: [A16]Better Terrain
Post by: b4d on February 10, 2017, 12:57:39 AM
Got duplicate entries for growing trees

[attachment deleted by admin due to age]
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 10, 2017, 01:48:41 AM
Quote from: b4d on February 10, 2017, 12:57:39 AM
Got duplicate entries for growing trees

Hah! very nice catch, thats a kinda annoying thing though.  I might have to just use vanilla plant art for sowing till I come up with a good work around.
Title: Re: [A16]Better Terrain
Post by: sidfu on February 10, 2017, 03:03:10 PM
to replace vanala stuff u have to have the same named biome def to overwrite the stock game one. if u need a exampl look at hardcore pack the way it has its mods ordered/ xml named
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 10, 2017, 04:30:18 PM
Quote from: sidfu on February 10, 2017, 03:03:10 PM
to replace vanala stuff u have to have the same named biome def to overwrite the stock game one. if u need a exampl look at hardcore pack the way it has its mods ordered/ xml named

Thanks, the issue as I see it though is with compatibility. 
I can overwrite vanilla plants to use my art but then I've overwritten vanilla plants.  With the way my mod is set up it HAS to be loaded after any mod that edits the biome defs.  Allot of mods that edit plants also edit biome defs so I will overwrite any of their changes... which is a conflict and annoying.

It doesn't seem like a big deal not using my art for sowing plants since most people are used to vanilla stuff anyways, it (hopefully) shouldn't be that jarring.
Title: Re: [A16]Better Terrain
Post by: Qwynn on February 10, 2017, 05:28:00 PM
This might be a simple answer to that issue, but: Why not just name your custom plants based on, say colour?

That way instead of having three different entries for Birch in the grow zones, you get something like: Birch, Orange Birch, Yellow Birch.

It's not the most elegant solution, but it would allow people to grow the colours they want for decoration.
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 10, 2017, 06:57:45 PM
Quote from: Qwynn on February 10, 2017, 05:28:00 PM
This might be a simple answer to that issue, but: Why not just name your custom plants based on, say colour?

That way instead of having three different entries for Birch in the grow zones, you get something like: Birch, Orange Birch, Yellow Birch.

It's not the most elegant solution, but it would allow people to grow the colours they want for decoration.

HAH.  I actually did for a bit.
So its a not a bad idea ;D

I reverted it though cus I was unsure if its worth cluttering the sow menu so much.
Uploading the new patch to dropbox atm too.
Pretty stoked, I think it all is turning out great!!!!
Title: Re: [A16]Better Terrain...... Big patch
Post by: onerous1 on February 11, 2017, 06:14:51 AM
What's going on with the target version and the medieval times picture?
Title: Re: [A16]Better Terrain...... Big patch
Post by: blackhalo on February 11, 2017, 12:57:44 PM
Quote from: onerous1 on February 11, 2017, 06:14:51 AM
What's going on with the target version and the medieval times picture?

Oh wow, uhm so when I was first learning to make mods in this game I randomly copied a folder... and it was medieval times... and well I didn't know what target version was, I thought it was version of your mod... so I put it at .0001... and, well, I kinda have forgotten to change that... ALLOT.

I just fixed it so next release of the mod should be happier.
Title: Re: [A16]Better Terrain...... Big patch
Post by: DnaJur on February 11, 2017, 01:16:15 PM
So, since blackhalo said he has no time to add infested caves to the mountain maps and I really liked that idea, I started to do it myself.
I have most basics working and here are some screenshots (http://imgur.com/a/VbiEy). (Screenshots are made using older version of BT)
I will make a PR once stuff is more finished and polished. Hopefully tomorrow it will be ready for testing.

Now I need some external opinions on some of the features:
1) Should these caves be on every mountains map or should it be a random map feature?
2) Should the number of caves be random?
3) Do you want to see additional resource nodes inside the caves? (This may be void question since I haven't looked at the new resource scattering system blackhalo added)
4) Do you want to see some high value items and human/animal corpses be scattered near the hives?

--EDIT--
Added couple more images at the end.
Title: Re: [A16]Better Terrain...... Big patch
Post by: blackhalo on February 11, 2017, 01:36:51 PM
Quote from: DnaJur on February 11, 2017, 01:16:15 PM
So, since blackhalo said he has no time to add infested caves to the mountain maps and I really liked that idea, I started to do it myself.

Dude those screenshots looks sickk!!!
I'll be back in an hour and take a better look at the stuff, but really nice work man.

I haven't done really anything with resource placement in the assemblies yet, but depending how you generate the caves I might be able to help out.  I think I have a person offering to help with art stuff which will open up allot more time to fool around in the code.
Title: Re: [A16]Better Terrain...... Big patch
Post by: Naxdar on February 11, 2017, 02:33:10 PM
I am not a fan of the new "hard stone" making most of the rock areas. Its existence considerably reduces the amount of stone on the map. At least they should give more resources than regular stone instead of less.
Also, there doesn't seem to be multiple colors of this new rock type, having only one dominant color instead of the natural variety is a loss in my opinion.
Title: Re: [A16]Better Terrain...... Big patch
Post by: DnaJur on February 11, 2017, 02:41:48 PM
Quote from: Naxdar on February 11, 2017, 02:33:10 PM
I am not a fan of the new "hard stone" making most of the rock areas. Its existence considerably reduces the amount of stone on the map. At least they should give more resources than regular stone instead of less.
Also, there doesn't seem to be multiple colors of this new rock type, having only one dominant color instead of the natural variety is a loss in my opinion.
Perhaps instead add compressed granite, sandstone..etc that gives you the same chunks but has more hp? Put that instead of original stone on deeper mountain levels and you get harder deep mining and easy to mine surface layers.
Title: Re: [A16]Better Terrain...... Big patch
Post by: blackhalo on February 11, 2017, 04:27:43 PM
Quote from: DnaJur on February 11, 2017, 02:41:48 PM
Quote from: Naxdar on February 11, 2017, 02:33:10 PM
I am not a fan of the new "hard stone" making most of the rock areas. Its existence considerably reduces the amount of stone on the map. At least they should give more resources than regular stone instead of less.
Also, there doesn't seem to be multiple colors of this new rock type, having only one dominant color instead of the natural variety is a loss in my opinion.
Perhaps instead add compressed granite, sandstone..etc that gives you the same chunks but has more hp? Put that instead of original stone on deeper mountain levels and you get harder deep mining and easy to mine surface layers.

hmmm very interesting.  That actually wouldn't be very hard to do either.
I like the idea of mountain bases taking on a cave'y feel, like you can't mine out the perfect cave home in a season or tow... but hmmm, maybe if the tough stone is more towards the center of mountains instead of also on the outside?

Edit: atm im reuploading the mod without and just going to rehash the idea.  Maybe put it as a side 'mod' to activate.
Title: Re: [A16]Better Terrain...... Big patch
Post by: DnaJur on February 11, 2017, 04:53:59 PM
Quote from: blackhalo on February 11, 2017, 04:27:43 PM
Quote from: DnaJur on February 11, 2017, 02:41:48 PM
Quote from: Naxdar on February 11, 2017, 02:33:10 PM
I am not a fan of the new "hard stone" making most of the rock areas. Its existence considerably reduces the amount of stone on the map. At least they should give more resources than regular stone instead of less.
Also, there doesn't seem to be multiple colors of this new rock type, having only one dominant color instead of the natural variety is a loss in my opinion.
Perhaps instead add compressed granite, sandstone..etc that gives you the same chunks but has more hp? Put that instead of original stone on deeper mountain levels and you get harder deep mining and easy to mine surface layers.

hmmm very interesting.  That actually wouldn't be very hard to do either.
I like the idea of mountain bases taking on a cave'y feel, like you can't mine out the perfect cave home in a season or tow... but hmmm, maybe if the tough stone is more towards the center of mountains instead of also on the outside?

That's what I'm saying. Create new variants of original stones that are for example 10x harder. (You can call them deep or compressed or something like that) And then just instead of doing if(mountainability>num) do if(mountainability>num*1.5/*find good multiplier*/) {spawn hard versions of stones} else if (mountainability>num) {spawn original versions}.
If I'm not missing anything should give you mountains with hard centres and soft outer layers. And still allow to get all the chunks for brick production.
Title: Re: [A16]Better Terrain...... Big patch
Post by: blackhalo on February 11, 2017, 06:12:33 PM
Quote from: DnaJur on February 11, 2017, 04:53:59 PM
Create new variants of original stones that are for example 10x harder.

If only RimWorld assemblies were that nice.
If I want to make a new rock, it will be treated exactly like sandstone or granite or limestone...

Which has its own pro's and con's it'd mean a map could have like "sandstone and hard slate" or "hard limestone, hard granite and sandstone".  Which is interesting, but kinda doesn't do anything about the whole 'build cave bases like caves' thing.

It all pushes me towards keeping the 'hard stone' renaming it 'mountain' and just putting it all a lil further back into the stone formations.  That and if work with you on getting a decent sort of cave thing going... it could work out pretty well.

Btw, I'm hopefully getting someone to help with art soon, so I should have more time to fool around with the code and help get something like caves working.  It'd be a nifty addition especially if I did something like push most of the precious metals further into the mountains.
Title: Re: [A16]Better Terrain...... Big patch
Post by: AngleWyrm on February 11, 2017, 06:23:39 PM
It's already very difficult to get a good starting place on the world map.

Try getting near a developed faction + Temperate Forest + Mountain terrain + Coast - Slate + Granite.

See? Really rare to get a good start.
Title: Re: [A16]Better Terrain...... Big patch
Post by: DnaJur on February 11, 2017, 06:33:38 PM
Quote from: blackhalo on February 11, 2017, 06:12:33 PM
Quote from: DnaJur on February 11, 2017, 04:53:59 PM
Create new variants of original stones that are for example 10x harder.

If only RimWorld assemblies were that nice.
If I want to make a new rock, it will be treated exactly like sandstone or granite or limestone...

Which has its own pro's and con's it'd mean a map could have like "sandstone and hard slate" or "hard limestone, hard granite and sandstone".  Which is interesting, but kinda doesn't do anything about the whole 'build cave bases like caves' thing.

It all pushes me towards keeping the 'hard stone' renaming it 'mountain' and just putting it all a lil further back into the stone formations.  That and if work with you on getting a decent sort of cave thing going... it could work out pretty well.

Btw, I'm hopefully getting someone to help with art soon, so I should have more time to fool around with the code and help get something like caves working.  It'd be a nifty addition especially if I did something like push most of the precious metals further into the mountains.
Right.... I completely forgot about world tiles having specific stone types  :P
I Still think it is quite doable just need some more research and thinking... I have some ideas so will test it out tomorrow.
I will clean up my code for caves tomorrow and send you a pr on github. It works just need some real playtesting to see how it is in terms of balance and decide if we want any variability/other features. It is implemented as a new GenStep so is independent of other parts but needs terrain and roofs already generated to work.
Are you planning to write custom resource generator then?

--EDIT--
Ok found a solution. Here is screenshot (http://imgur.com/a/1uqGJ) example. White rocks are identical to sandstone(except for hp) and spwan in place of sandstone on higher perlin noise values. Will drop chunks, wont show up in in world generation.
Current method relies on HugsLib and uses specific defNames for those rocks.
Title: Re: [A16]Better Terrain...... Big patch
Post by: blackhalo on February 11, 2017, 07:36:43 PM
Quote from: DnaJur on February 11, 2017, 06:33:38 PM
Are you planning to write custom resource generator then?

It never really crossed my mind since I dunno what I'd use it for.

If you want something like a silver or gold clump in or part of the wall of your cave it'd probably have to be coded in your genstep.  I think the assemblies are kinda lenient with overwriting already placed mineable stuff so if you just copy the scatterAt(IntVec3 c, Map map) methodfrom the GenStep_ScatterLumpsMineable and throw it in your class.  Theoretically if you plugged an IntVec3 from your tunnel into that it should create a rare resource clump in part of your tunnel.

If you want items... oh boy I haven't delved into that part of the assemblies yet, but it probably should be even easier.
Title: Re: [A16]Better Terrain...... Big patch
Post by: DnaJur on February 11, 2017, 07:56:59 PM
Quote from: blackhalo on February 11, 2017, 07:36:43 PM
Quote from: DnaJur on February 11, 2017, 06:33:38 PM
Are you planning to write custom resource generator then?

It never really crossed my mind since I dunno what I'd use it for.

If you want something like a silver or gold clump in or part of the wall of your cave it'd probably have to be coded in your genstep.  I think the assemblies are kinda lenient with overwriting already placed mineable stuff so if you just copy the scatterAt(IntVec3 c, Map map) methodfrom the GenStep_ScatterLumpsMineable and throw it in your class.  Theoretically if you plugged an IntVec3 from your tunnel into that it should create a rare resource clump in part of your tunnel.

If you want items... oh boy I haven't delved into that part of the assemblies yet, but it probably should be even easier.
Ah, ok. I just thought that you wanted to write a custom scatterer to push resources deeper and outside from outer rock layers.
I was planning to do all that in my genstep anyway :). And I have some ideas about how to do items. Haven't looked at corpses/skeletons though.

P.S. added some stuff to my previous post.
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 12, 2017, 03:25:08 AM
Quote from: danielee on February 12, 2017, 02:32:07 AM
Hi, any way to make it compatible with the increased forest density mod? I should probably talk to the author of that mod but I'm not a steam user...

That mod and this mod are just innately incompatible.  His mod will remove all of my plants from RimWorld.  My mod undoes all of his changes.  I already increase forest density in this mod, but in exchange generally 1/2 the map doesn't have trees.

Upping forest density is 1 number in an XML though, if you want more than what I got (that or if you ask and be specific and I can make a patch for you).
I can explain how to do it in like 3 sentences too... I guess I might as well.
In the def/biomes folder there are 3 files, each has 2 tile types in it.  Each tile type has a line like... <plantDensity>0.7</plantDensity>.  If you increase that number you are remaking the 'increased forest density' mod for a specific biome.

If you want to get fancy a few lines later in each XML has quantities, amounts of each specific plant, you can up a specific tree quantity in a specific biome if you want .
Title: Re: [A16]Better Terrain
Post by: Wraithling on February 13, 2017, 04:47:58 AM
hello blackhalo! I'm just wondering if you've made any changes to how grass grows? After installing this mod, the grass within my base no longer grows (my 3-year-old base never encountered this problem prior to this mod).

My base is on the right, where no new grass have been growing for the past 1 season. Grass is growing normally outside the wall.

(http://i51.photobucket.com/albums/f366/wraith02/A16%20grass%20not%20growing.jpg) (http://s51.photobucket.com/user/wraith02/media/A16%20grass%20not%20growing.jpg.html)
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 13, 2017, 09:20:29 AM
Quote from: Wraithling on February 13, 2017, 04:47:58 AM
hello blackhalo! I'm just wondering if you've made any changes to how grass grows? After installing this mod, the grass within my base no longer grows (my 3-year-old base never encountered this problem prior to this mod).

My base is on the right, where no new grass have been growing for the past 1 season. Grass is growing normally outside the wall.

No i didn't :/
Plant respawning is 100% vanilla atm, I'll see what I can do though.  It might just be an issue with my custom plants.
Title: Re: [A16]Better Terrain
Post by: kazuya40 on February 13, 2017, 12:03:23 PM
Quote from: Wraithling on February 13, 2017, 04:47:58 AM
hello blackhalo! I'm just wondering if you've made any changes to how grass grows? After installing this mod, the grass within my base no longer grows (my 3-year-old base never encountered this problem prior to this mod).

My base is on the right, where no new grass have been growing for the past 1 season. Grass is growing normally outside the wall.



Hi,
I think it's not Betterain Mod's fault, I didn't install the mod yet, but I got exactly the same problem with you.
Either vanilla or, perhaps, another mod did it.
Title: Re: [A16]Better Terrain
Post by: Wraithling on February 13, 2017, 01:42:47 PM
Yes, you're probably correct kazuya40 :)

And, sorry blackhalo for the false alarm. I really enjoy the changes brought by this mod. Keep it up man!
Title: Re: [A16]Better Terrain
Post by: grimsurgent on February 13, 2017, 02:15:51 PM
anybody else notice that on coasts all the bushes are on the sand
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 13, 2017, 03:15:52 PM
Quote from: seanandjay29 on February 13, 2017, 02:15:51 PM
anybody else notice that on coasts all the bushes are on the sand

xD
fixin it.

-----------
And actually the plant respawning thing, it pointed me in the direction of a really important fix I gotta do, so no harm, no foul.  Plants will reproduce and retain the mapgen shape come next patch or two.
Title: Re: [A16]Better Terrain
Post by: AngleWyrm on February 13, 2017, 10:11:02 PM
I've been having difficulty acquiring enough steel to progress through the game on my maps recently; is it possible that the mountain tiles are consuming opportunity?
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 14, 2017, 01:12:49 AM
Quote from: AngleWyrm on February 13, 2017, 10:11:02 PM
I've been having difficulty acquiring enough steel to progress through the game on my maps recently; is it possible that the mountain tiles are consuming opportunity?

That's intentional for temperate forest.
I just had that as part of that map type since in general you have tons of farmland and a good deal of wood.  I can always fiddle with the numbers, but for the sake of diversity I was going to have flat temperate tiles be a way of playing with little if any mine'ables (like an 'ice sheet light' map) and then in general more mountainous temperate forests would be somewhere around 1/2.  On the other hand stuff like tundras would be the opposite.

Good idea? bad idea? bad idea right now, good idea when I get more biomes working?
Title: Re: [A16]Better Terrain
Post by: AngleWyrm on February 14, 2017, 07:40:49 AM
Steel is not an optional resource, it is required for nearly everything. Every mod that adds new and interesting stuff to the game requires even more steel, not less steel.

Changing the environment in which all those needs for steel exist would be better served by providing a way to keep up with demand.
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 14, 2017, 12:21:21 PM
Quote from: AngleWyrm on February 14, 2017, 07:40:49 AM
Steel is not an optional resource, it is required for nearly everything. Every mod that adds new and interesting stuff to the game requires even more steel, not less steel.

Changing the environment in which all those needs for steel exist would be better served by providing a way to keep up with demand.

There are always work arounds, using it sparingly, buying it from caravans and having mining colonies.  But I see your point.  It's not easily telegraphed that that biome is now all of a sudden for low steel games, so 'll probably leave such a drastic tweak to another mod.

Right now tundra is at 150% precious metals, shrublands are at 140%, boreal 125%, jungle 100%, desert 70%, temperate 0-50%.  So up temperate to 80ish, maybe bump desert down maybe to 65? and call it reasonable??
Title: Re: [A16]Better Terrain
Post by: Vallarthis on February 14, 2017, 01:23:43 PM
Temperate at 80% sounds better to my mind; it gives temperate a slightly different feel, while still being quite hospitable, because sometimes people will want a biome that isn't going to kick them in the teeth TOO hard. Boreal at 125% surprised me: it's my favorite, and I don't feel it needs a boost. What made you go that route, may I ask?

Also: Hi! This mod looks amazing! Thank you for sharing it with us. I can't wait to try it out.
Title: Re: [A16]Better Terrain
Post by: Mythos on February 14, 2017, 04:08:28 PM
Hey there,

this is a really cool mod you are making!
But I have two questions:
- Do the trees really need to have a prefix? (in this case "BT_" causing that I need to create a comp. patch for SeedsPlease)
- When I create a growing zone, the Cecropia don't look like the generated ones. Is this WIP or am I doing something wrong?

For the last question: I'm loading Vegetable Garden before Better Terrain, otherwise BT is relatively near at the end of the list, so nothing should be overriding it.

Best Regards,
Mythos
Title: Re: [A16]Better Terrain
Post by: DnaJur on February 14, 2017, 05:03:48 PM
I think having less surface steel is okay but perhaps should be better telegraphed to the players by including that into description of the mod.
I think there are enough ways to get steel in the game. For example, you have a lot of farmable land but no steel? Start a massive drug production and in a year, you will be able to order bulk traders nonstop and buy any amount of steel you need. Same can be done if you have some wood/stone and a person who is good at art. There is still deep drilling and steel chunk/raider gear smelting (I also heard that organs sell well these days). If you are running mods than chances are you also have additional sources of steel (Resource plants from Vegetable garden or Core mining or others).
That being said, I think temperate tiles should be averagely balanced since those are the tiles that new players are most likely to play.
Title: Re: [A16]Better Terrain
Post by: ambivalence on February 14, 2017, 05:42:55 PM
Thanks for your mod. I have a question: is it compatible with «Snowy Trees (http://steamcommunity.com/sharedfiles/filedetails/?id=836533781)»? If not, I beg you, make something :(

(http://images.akamai.steamusercontent.com/ugc/98350765023810613/1BE12FDE0B5E1DED1287FB4568662BD006D2A56B/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)

Thanks again.
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 14, 2017, 05:46:33 PM
Quote from: Vallarthis on February 14, 2017, 01:23:43 PM
Temperate at 80% sounds better to my mind; it gives temperate a slightly different feel, while still being quite hospitable, because sometimes people will want a biome that isn't going to kick them in the teeth TOO hard. Boreal at 125% surprised me: it's my favorite, and I don't feel it needs a boost. What made you go that route, may I ask?

Also: Hi! This mod looks amazing! Thank you for sharing it with us. I can't wait to try it out.

Honestly i just upped it since the art I was going to start working on for it was a lil rocky in theme.
When I get around to really really updating that specifically I was going to make the forests patchy and dense but outside of them most the ground will look pretty rocky with boulders and stuff and more rivers/streams. 

That all means its going to be slightly less hospitable than the temperate forest... so I figured more rocks, but I actually think your right.  I might just move it pretty close to vanilla at very least for the moment.

Quote from: Mythos on February 14, 2017, 04:08:28 PM
Hey there,

this is a really cool mod you are making!
But I have two questions:
- Do the trees really need to have a prefix? (in this case "BT_" causing that I need to create a comp. patch for SeedsPlease)
- When I create a growing zone, the Cecropia don't look like the generated ones. Is this WIP or am I doing something wrong?

For the last question: I'm loading Vegetable Garden before Better Terrain, otherwise BT is relatively near at the end of the list, so nothing should be overriding it.

Best Regards,
Mythos

Oh boy.  Its like when I do something to make this mod more compatible with one, it breaks 2 others.
I made the trees that way since any mod conflicting and overriding a tree I use is really bad.  It'll mess up the placement of the tree, turning it into vanilla RNG, so I figured it'd be the safest way to setup the mod.

The planting sprites is a WIP.  I figured since, you know, crop rows aren't that beautiful in general it wouldn't be a devastating loss if I put off till later.  So yeah, nothing is overriding it, its just me not sure how I want to deal with the situation.
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 14, 2017, 05:47:19 PM
Quote from: ambivalence on February 14, 2017, 05:42:55 PM
Thanks for your mod. I have a question: is it compatible with «Snowy Trees (http://steamcommunity.com/sharedfiles/filedetails/?id=836533781)»? If not, I beg you, make something :(

Thanks again.

Last I heard its a no, but that is too beautiful for me to not see what I can do.

Quote from: DnaJur on February 14, 2017, 05:03:48 PM
I think having less surface steel is okay but perhaps should be better telegraphed to the players by including that into description of the mod.

Yeah, the toughest part is communicating that an area is now suddenly for a specific playstyle (low precious metal, exc exc), hmmmmm I might just start screwing with the descriptions when the player is choosing an area.  Put allot of stuff in CAPS LOCK so people notice it.

Even so I might reserve drastic things (like super low steel) to more obscure enviornments, like maybe shrublands or deserts.
Title: Re: [A16]Better Terrain
Post by: Zxypher on February 15, 2017, 09:23:14 AM
Man I'm loving a lot of what this mod does with one notable exception. Those tiny little bits of mountain/hill all over the place. They are often in the way and make lots of overhead mountain which can be rather annoying because of infestations.

Keep up the excellent work!
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 15, 2017, 04:10:59 PM
Quote from: Zxypher on February 15, 2017, 09:23:14 AM
Man I'm loving a lot of what this mod does with one notable exception. Those tiny little bits of mountain/hill all over the place. They are often in the way and make lots of overhead mountain which can be rather annoying because of infestations.

Keep up the excellent work!

hmmmm.  Never thought of it that way.  I just thought it looked nicer (give a little bit of depth to an otherwise flat world). 

I'll see what I can do about it.
Title: Re: [A16]Better Terrain
Post by: Zxypher on February 15, 2017, 09:42:37 PM
Quote from: blackhalo on February 15, 2017, 04:10:59 PM

hmmmm.  Never thought of it that way.  I just thought it looked nicer (give a little bit of depth to an otherwise flat world). 

I'll see what I can do about it.

It totally does help break up the large open spaces which I think is good, I just personally hate dealing with all the leftover mountain roofs. I think I can use dev tools to delete them but if there's a way to just not have them made in the first place that'd be sweet. Otherwise I know there are other mods for dealing with it. :)
Title: Re: [A16]Better Terrain
Post by: AngleWyrm on February 16, 2017, 06:54:14 PM
Just tried a Tropical Forest start, and its swiss cheesed with marsh water. The marsh water is not compatible with the Bridges mod, nor is it compatible with the FishingIndustry mod's fishing pier. I get the feeling this was an intentional change to game difficulty so I have something to say about that:

Game difficulty is a user setting. Altering it changes the number of people willing to play at a given setting/map.

If I'm playing on Peaceful or Base Builder setting it's because I specifically don't want any developer challenges charging me for playing Rimworld. And if I'm playing on Extreme it's because I want to conquer everything the developers can throw at me.

If there is still some desire to alter the difficulty, then a solution might be to hook into the Story-Teller difficulty setting when generating the map. Or create a separate difficulty slider in Mod/Options if the story teller setting isn't available.
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 16, 2017, 09:19:28 PM
Quote from: AngleWyrm on February 16, 2017, 06:54:14 PM
Just tried a Tropical Forest start...

Thank you!
I should have looked at those mods to find out how they decide if something is is water before making the greener marsh water.  But rest assured, nothing I do is intended to break other mods in order to make the game harder :)

It'd be cool if I could make different biomes feel different to play, but overall difficulty is for other mods.  I was playing around with the idea a bit ago of making some stuff just harder, but have taken ideas like yours into consideration and I'd rather this was more of a beautiful biomes mod.
Thanks for playtesting, thanks for feedback, I'll see what I can do about those compatibilities and maybe messing with the water shape/frequency.

I have a pretty cool change to de-blockify terrain coming up next patch also, been diving head first into C# to get it all working and so far it seems well worth it.
Title: Re: [A16]Better Terrain
Post by: Napple on February 17, 2017, 12:10:41 AM
Reporting Incompatibility with Wishmaster's smarter food selection. Tamed animals don't eat the new plants.
Title: Re: [A16]Better Terrain
Post by: ambivalence on February 17, 2017, 01:32:04 AM
Quote from: Napple on February 17, 2017, 12:10:41 AM
Reporting Incompatibility with Wishmaster's smarter food selection. Tamed animals don't eat the new plants.

too bad, that's a good one :-[
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 17, 2017, 01:47:00 AM
Quote from: Napple on February 17, 2017, 12:10:41 AM
Reporting Incompatibility with Wishmaster's smarter food selection. Tamed animals don't eat the new plants.

Thanks.
I'll add it to my 'make it compatible' list.
Probably get around to it tommorow or the day after.

----
any feedback on people/animals being drawn behind plants?  I'm probably going to get working on the C# code to get it in and avoiding mod conflicts soon if it is playing out well.

So, does it look funky with items still being drawn on top? are there clipping issues I missed? is it annoying not being able to see animals/exc.
Title: Re: [A16]Better Terrain
Post by: AngleWyrm on February 17, 2017, 03:13:27 AM
Quote from: blackhalo on February 16, 2017, 09:19:28 PM
I was playing around with the idea a bit ago of making some stuff just harder, but have taken ideas like yours into consideration and I'd rather this was more of a beautiful biomes mod.

I don't code C#, but something in pseudo-code might make a clean solution apparent:

currentDifficultySetting = GetDifficulty()
someMapVariable = setOfMapVariables[currentDifficultySetting]

That way you could integrate your desire to make harder stuff into the difficulty of the game, so that the environment presents a range of difficulty that reflects what the player wants to experience in a given game. It could add interest to exploring possible worlds and so add to replay value.
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 17, 2017, 03:30:28 AM
Quote from: AngleWyrm on February 17, 2017, 03:13:27 AM
Quote from: blackhalo on February 16, 2017, 09:19:28 PM
I was playing around with the idea a bit ago of making some stuff just harder, but have taken ideas like yours into consideration and I'd rather this was more of a beautiful biomes mod.

I don't code C#, but something in pseudo-code might make a clean solution apparent:

currentDifficultySetting = GetDifficulty()
someMapVariable = setOfMapVariables[currentDifficultySetting]

That way you could integrate your desire to make harder stuff into the difficulty of the game, so that the environment presents a range of difficulty that reflects what the player wants to experience in a given game. It could add interest to exploring possible worlds and so add to replay value.

Its a nifty idea, I just already have too much on my plate without trying to figure out how to work the GUI and make multiple versions of things for different difficulties.
Title: Re: [A16]Better Terrain
Post by: lilymortis on February 17, 2017, 09:19:20 AM
Are all the biomes done now? I've been inspired to do a series of short playthroughs (planetkiller in 200 days), same scenario, planet, and people but a different biome each time. Started on temperate forest (because seriously, how gorgeous does it look now? I'm screen-shotting as I go.)  but undecided as to which biome next.  If not all the biomes are done yet, I'll follow your lead for the order.

My game is pretty heavily modded but I'm not coming across any major problems, I'll let you know about the bridges and fish industries problem that someone mentioned.
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 17, 2017, 05:10:46 PM
Quote from: lilymortis on February 17, 2017, 09:19:20 AM
Are all the biomes done now? I've been inspired to do a series of short playthroughs (planetkiller in 200 days), same scenario, planet, and people but a different biome each time. Started on temperate forest (because seriously, how gorgeous does it look now? I'm screen-shotting as I go.)  but undecided as to which biome next.  If not all the biomes are done yet, I'll follow your lead for the order.

My game is pretty heavily modded but I'm not coming across any major problems, I'll let you know about the bridges and fish industries problem that someone mentioned.

I'm was planning on updating art in all the biomes, but my schedule, I don't have the time to do that all myself... and I can't really find much help... so its not going to happen in the near future.  So in the end its probably going to be my terrain setup with generally vanilla art outside of the temperate forest and maybe tropical (still gotta tweak that one a lil though).

Atm I'm just working on compatibility stuff and a few tweaks to making terrain less blocky.  Maybe a couple art tweaks after...
Title: Re: [A16]Better Terrain
Post by: Qwynn on February 20, 2017, 08:18:42 PM
Whew. I've been so busy on my own stuff I haven't had a chance to do any testing on the recent versions. I think I'll stat a game up tonight with the latest BT and let you know if I bump into anything.  ;D
Title: Re: [A16]Better Terrain
Post by: blackhalo on February 20, 2017, 09:15:06 PM
Quote from: Qwynn on February 20, 2017, 08:18:42 PM
Whew. I've been so busy on my own stuff I haven't had a chance to do any testing on the recent versions. I think I'll stat a game up tonight with the latest BT and let you know if I bump into anything.  ;D

I'm gonna have a bunch of fixes and stuff coming in tommorow or the day after too, just so you know.  Some 'larger animals clipping terrain' fixes some 'better terrain edges' stuff, items not floating over people fixes, and if I have time some more compatibility stuff.
Title: Re: [A16]Better Terrain
Post by: Rambus200 on February 28, 2017, 05:54:33 PM
deleted
Title: Re: [A16]Better Terrain
Post by: ajaviide on March 14, 2017, 04:03:33 AM
Hello!
Sry to bother, one of my top 5 mods for rimworld, wanted to ask if you still working on it?
Title: Re: [A16]Better Terrain
Post by: blackhalo on March 20, 2017, 09:39:10 PM
Quote from: ajaviide on March 14, 2017, 04:03:33 AM
Hello!
Sry to bother, one of my top 5 mods for rimworld, wanted to ask if you still working on it?

Sorry, life has been kinda kicking my ass lately, I'll probably get back to working on this in a couple days
xD
Title: Re: [A16]Better Terrain
Post by: ajaviide on March 24, 2017, 07:36:36 AM
Hey its cool, i was just curious.
Im really glad tho, you still working on this!
Title: Re: [A16]Better Terrain
Post by: Renven on March 26, 2017, 02:27:21 PM
OMG SO GOOD WANTED THIS FOREVER YOU HAVE MADE ME ONE HAPPY CAT PERSON
Title: Re: [A16]Better Terrain
Post by: Modo44 on April 27, 2017, 03:23:21 PM
This mod seems to only ever create shallow water. On maps with a shore line, you get things spawning as if they are coming out of the ocean. This makes it difficult to build a seaside resort.
Title: Re: [A16]Better Terrain
Post by: NDDina on June 12, 2017, 11:15:13 PM
Awesome mod, can't wait for A17! :D