You are not a true deity. Dole only obeys loftar.jorb wrote:Hey, overtyped, title your threads better.
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overtyped
- Posts: 3906
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Re: hey loftar, answer us you coward!
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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loftar
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Re: How is the map generation going?
So yeah, I could have said the exact same thing even if we weren't planning for a reset, and yet people have revealed in the announcement thread that this statement alone made the suspect things. :)loftar wrote:I'm sure you can see that, even in the event that we were planning to reset the map tomorrow, I couldn't very well let a word slip to suggest such a thing. Even mentioning that I was so much as looking at the mapgen code would probably make people flip out. :)overtyped wrote:hey loftar, answer us you coward!
Anyway, now that the cat is out of the proverbial bag, here is a little sample of how the generated river systems currently look, scaled out to a level of 5 tiles/pixel.
My main source of doubt right now as that there may be a case to be made to try and avoid "islands" a bit more. I could perhaps do this by trying to detect river loops and avoid generating them. It could also possibly be done by generating more fords (there are actually quite many fords as it is; it's just a bit difficult to see at the 5 t/p scale). It may also be completely unnecessary and that it's fine as it is. Not entirely sure.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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boshaw
- Posts: 1612
- Joined: Tue Jun 01, 2010 10:22 pm
Re: How is the map generation going?
loftar wrote: My main source of doubt right now as that there may be a case to be made to try and avoid "islands" a bit more. I could perhaps do this by trying to detect river loops and avoid generating them. It could also possibly be done by generating more fords (there are actually quite many fords as it is; it's just a bit difficult to see at the 5 t/p scale). It may also be completely unnecessary and that it's fine as it is. Not entirely sure.
What's wrong with islands? I think building on islands is pretty cool, and you already made it clear that if they can't be rammed they would be nuked in previous worlds. If it has to do with bigger future siege gear, then why not make a way to transport via river or some warship like boat?
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loftar
- Posts: 9096
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Re: How is the map generation going?
Well, it can be a bit harsh to spawn on an island with a fresh character with no way to get off it. :)boshaw wrote:What's wrong with islands? I think building on islands is pretty cool, and you already made it clear that if they can't be rammed they would be nuked in previous worlds. If it has to do with bigger future siege gear, then why not make a way to transport via river or some warship like boat?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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boshaw
- Posts: 1612
- Joined: Tue Jun 01, 2010 10:22 pm
Re: How is the map generation going?
Oh, yeah that would suck. I felt like this world's map gen always made islands with shallows connected to them so you could walk to main land and get animals, etc. Would that be possible to work in again rather than eliminate all islands?loftar wrote:Well, it can be a bit harsh to spawn on an island with a fresh character with no way to get off it.boshaw wrote:What's wrong with islands? I think building on islands is pretty cool, and you already made it clear that if they can't be rammed they would be nuked in previous worlds. If it has to do with bigger future siege gear, then why not make a way to transport via river or some warship like boat?
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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: How is the map generation going?
So bridges are confirmed.loftar wrote:Well, it can be a bit harsh to spawn on an island with a fresh character with no way to get off it.boshaw wrote:What's wrong with islands? I think building on islands is pretty cool, and you already made it clear that if they can't be rammed they would be nuked in previous worlds. If it has to do with bigger future siege gear, then why not make a way to transport via river or some warship like boat?





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bmjclark
- Posts: 4053
- Joined: Thu Jan 27, 2011 6:40 am
- Location: Ontario, Canada
Re: How is the map generation going?
Will cave lakes return?loftar wrote:Well, it can be a bit harsh to spawn on an island with a fresh character with no way to get off it.boshaw wrote:What's wrong with islands? I think building on islands is pretty cool, and you already made it clear that if they can't be rammed they would be nuked in previous worlds. If it has to do with bigger future siege gear, then why not make a way to transport via river or some warship like boat?
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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loftar
- Posts: 9096
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Re: How is the map generation going?
That is the intention. I haven't added them yet, though.bmjclark wrote:Will cave lakes return? :)
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Redlaw
- Posts: 1638
- Joined: Sun Oct 02, 2011 10:58 pm
Re: How is the map generation going?
Can we get salt flats, seas, and mine salt? I think it be an added good option for food and so forth.
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abt79
- Posts: 1628
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- Location: looking for black coal, completely in vein
Re: How is the map generation going?
I still want seas for whaling, massive whaling ships that function like mobile greathalls and allow for week-long whaling voyages with awesome rewards (ie oil) would be gr8.Redlaw wrote:Can we get salt flats, seas, and mine salt? I think it be an added good option for food and so forth.
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