8000 feat: RBGen - Region Based Generator for industries and probably even cities · Issue #269 · bahrmichael/factorio-tycoon · GitHub
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feat: RBGen - Region Based Generator for industries and probably even cities #269
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@winex

Description

@winex

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 called on_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

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):
scrot 20240229_232108 1024x1024_cut half

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