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(done) Removes long grass from regional terrain lists, makes it into a map extra #35990
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linting and fix leftover from testing fix cp error switch to update mapgen mode begin integrating update_mapgen Update wilderness.json Update wilderness.json add shed Update regional_map_settings.json adjust frequencies based on playtest lint Update wilderness.json
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My bad, this is failing a consistency check |
Co-Authored-By: Kevin Granade <[email protected]>
The frequencies need to be shuffled around a bit more I think, but I also think the fact that it addresses the stated problem with long grass is more important than the sometimes odd field contents that result. |
This pull request has been mentioned on Cataclysm: Dark Days Ahead. There might be relevant details there: https://discourse.cataclysmdda.org/t/random-encounter-json-location/22104/5 |
Summary
SUMMARY: Content "Removes long grass from random spawns in fields, adds new field map extras"
Purpose of change
Grass generally grows at a uniform length on a meter-per-meter basis. Patches of knee length grass amidst a field should be either large, or nonexistent.
Describe the solution
This removes random spatterings of long grass from fields and anywhere else using regional groundcover, and adds a new map extra that is a patch of long grass and flowers.
In the process I have also added a copse of trees, a fallen-down shed with no roof, made mx_pond spawn in fields as well, and significantly increased the number of map extras spawning in fields, with a corresponding frequency drop for the other extras so that the mundane stuff shows up often and keeps them varied.
According to Kevin, this is at least a partially satisfactory solution to #28215. I don't really agree, I think the repeated message issue is deeper than that, but it gets it out of the way enough to get it off the 0.E blockers list at least. (Edit: i forgot an earlier fix had already improved the problem, so I guess this is icing on the cake and finishes the last outstanding suggestion there)
Describe alternatives you've considered
Testing
Below: the long grass is now gone. Smooth fields.
Below: a patch of long grass in a field
Another type of long grass patch, this one done through randomly overlaying smaller nests to create a rougher shape:
Below: A copse of trees
Below: A pond in a field (map extra by ralreegorganon, I just added it)
Below: Random spawned derelict sheds in a field
Additional context