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Messages - blackhalo

#1
Outdated / Re: [A16]Better Terrain
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
#2
Outdated / Re: [A16]Better Terrain
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.
#3
Outdated / Re: [A16]Better Terrain
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...
#4
Outdated / Re: [A16]Better Terrain
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.
#5
Outdated / Re: [A16]Better Terrain
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.
#6
Outdated / Re: [A16]Better Terrain
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.
#7
Outdated / Re: [A16]Better Terrain
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.
#8
Mods / Re: Valve planning to monetize mods (again)
February 14, 2017, 08:01:51 PM
Quote from: Dimaspy on February 14, 2017, 07:24:51 AM
More like Valve is planning to sabotage the mods, again.

And Bethesda isn't?
For having the largest modding community I've seen, they sure as hell don't seem to care about them... if anything they seem to want people to play the game vanilla more than not....
#9
Outdated / Re: [A16]Better Terrain
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»? 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.
#10
Outdated / Re: [A16]Better Terrain
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.
#11
Outdated / Re: [A16]Better Terrain
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??
#12
Mods / Re: [Art Help] Better Terrain mod
February 14, 2017, 04:57:12 AM
There's still allot of vanilla biomes that could use allot of cool art, so any more help would be greatly appreciated
#13
Outdated / Re: [A16]Better Terrain
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?
#14
Outdated / Re: [A16]Better Terrain
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.
#15
Outdated / Re: [A16]Better Terrain
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.