Ludeon Forums

Ludeon Forums

  • October 17, 2019, 01:11:31 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 7 8 [9]

Author Topic: [A16]Better Terrain  (Read 40630 times)

blackhalo

  • Drifter
  • **
  • Posts: 59
  • Refugee
    • View Profile
Re: [A16]Better Terrain
« Reply #120 on: February 17, 2017, 03:30:28 AM »

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.
Logged

lilymortis

  • Drifter
  • **
  • Posts: 37
  • Refugee
    • View Profile
Re: [A16]Better Terrain
« Reply #121 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.
Logged

blackhalo

  • Drifter
  • **
  • Posts: 59
  • Refugee
    • View Profile
Re: [A16]Better Terrain
« Reply #122 on: February 17, 2017, 05:10:46 PM »

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...
Logged

Qwynn

  • Drifter
  • **
  • Posts: 38
    • View Profile
Re: [A16]Better Terrain
« Reply #123 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
Logged

blackhalo

  • Drifter
  • **
  • Posts: 59
  • Refugee
    • View Profile
Re: [A16]Better Terrain
« Reply #124 on: February 20, 2017, 09:15:06 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.
Logged

Rambus200

  • Drifter
  • **
  • Posts: 21
  • Refugee
    • View Profile
Re: [A16]Better Terrain
« Reply #125 on: February 28, 2017, 05:54:33 PM »

deleted
« Last Edit: February 28, 2017, 08:58:22 PM by Rambus200 »
Logged

ajaviide

  • Drifter
  • **
  • Posts: 74
  • Refugee
    • View Profile
Re: [A16]Better Terrain
« Reply #126 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?
Logged

blackhalo

  • Drifter
  • **
  • Posts: 59
  • Refugee
    • View Profile
Re: [A16]Better Terrain
« Reply #127 on: March 20, 2017, 09:39:10 PM »

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
Logged

ajaviide

  • Drifter
  • **
  • Posts: 74
  • Refugee
    • View Profile
Re: [A16]Better Terrain
« Reply #128 on: March 24, 2017, 07:36:36 AM »

Hey its cool, i was just curious.
Im really glad tho, you still working on this!
Logged

Renven

  • Muffalo
  • *
  • Posts: 11
  • Refugee
    • View Profile
Re: [A16]Better Terrain
« Reply #129 on: March 26, 2017, 02:27:21 PM »

OMG SO GOOD WANTED THIS FOREVER YOU HAVE MADE ME ONE HAPPY CAT PERSON
Logged

Modo44

  • Drifter
  • **
  • Posts: 82
  • Refugee
    • View Profile
Re: [A16]Better Terrain
« Reply #130 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.
Logged

NDDina

  • Muffalo
  • *
  • Posts: 1
  • Refugee
    • View Profile
Re: [A16]Better Terrain
« Reply #131 on: June 12, 2017, 11:15:13 PM »

Awesome mod, can't wait for A17! :D
Logged
Pages: 1 ... 7 8 [9]