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Description
i'm currently working on "Region Based Generator" (aka rbgen
) similar what rso-mod
has (Resource Spawner Overhaul)
WIP branch: winex:rbgen (might be force-pushed frequently) -- edit: WIP-12 is new
current progress:
- WIP again: split all the work to (almost) isolated commits
- prepare grounds and fixes to be merged from winex:pr-2
- defer tag placement winex/factorio-tycoon@adb9184
- call RBGen from
on_chunk_generated()
and do less in very frequently calledon_chunk_charted()
- segmentation of PRNG values to check against chunk positions
still needs some statistical analysis (not good at it), but should work a bit better - Primary Industries: choose Region size (in chunks)
-- 8 (min: 4), 256x256 tiles - Primary Industries: choose probabilities
-- farms: 0.5, fisheries: 4.0 - Primary Industries: switch to use RBGen
- Cities: switch placement to use RBGen (in explore mode, future milestone?) -- works nicely!
- Cities: limit placement by RBGen in total (current: 6)
- Cities: choose Region size (in chunks)
-- 32 (min: 32), 1024x1024 tiles. looks fine, see below - Cities: choose probability
-- 0.5 looks good -
repeatability of generation independent of explore direction even after save/load
probably not going to happen (see in first comment) - WARN players with increased difficulty message on specific
map_gen_settings
combinations:
water 0%/disabled = unplayable, sand deserts bias, etc... (see reports in comments below) - NEW: support multiple surfaces in some way -- name blacklisting by few rules
mod support:
- TODO: mod support: alien-biomes + #309 -- need to add some similar tiles
- NEW: mod support:
space-exploration
, blacklist non-solid SE surface types
-- preliminary support:planet
,moon
almost done, WIP, ?:
- Cities: in discussion of overall city limit increase
- Fishery: tweak a bit more - still too many mishits
increasing radius may cause some lags and looks too off-shore (use float and switch to BBox from chunks?) - prove that adding more types of industries works ;)
testing
- DONE: test some variations of
params
(see reports in comments below) - DONE: test different
map_gen_settings
(see reports in comments below) - DONE: test natural exploring (non-
chart()
) -- looks even better! - DONE: test singleplayer -- found and hit again some non-related bugs, lol
- test singleplayer after fixing non-related bugs
- test multiplayer after fixing desyncs
- test again
- test again again
- run FFA (public) Tycoon multiplayer server with minimal set of mods (>3 cities and 4K or 2K map limit)
- test adding more types of industries (even better: insane amounts)
gather feedback
- DONE: first WIP testing streamed live (screenshots: [rbgen 1/2]: preparation (don't squash) #271), thanks @bahrmichael
- different
params
(not for players, though) - different
map_gen_settings
(might missed some combinations) - different play styles
description
it's actually very simple and look really universal, uses simple configuration and supports any (well, if fits into region) amount of entries that doesn't depend on each other's numbers
it even supports filters in a single table. for each rbgen
there should be region size, then a table of entity probabilities, tile names, etc.
@bahrmichael pls, label: enchancement, assign: winex
early alpha screenshot, looks very nice to me (notice close industries, but overall randomness):