Fidooop Posted November 28, 2016 Share Posted November 28, 2016 (edited) Look at the screenshot @Kzisor posted to his Steam account! http://steamcommunity.com/sharedfiles/filedetails/?id=807757969 More information on it: 3 minutes ago, Kzisor said: Rough draft. Finally finished writing the world generation for islands today. Still working on distance between islands. However, islands are much larger in the DST port compared to in Shipwrecked. Once I get water biomes and set pieces spawning, you'll have plenty to explore. A few notes, island world generation takes no longer than current generation, lag is almost non-existent with just the tiles added. There still needs to be waves and water fx added, but ultimately its a slow process. I've got the ability to quickly port the other turf, but have not done so until I get water biomes and set pieces added. I have not started on the boats, nor have I thought about what happens when your at sea and leave. Edited November 28, 2016 by Fidooop Link to comment Share on other sites More sharing options...
Lokoluna Posted November 28, 2016 Share Posted November 28, 2016 Looks exciting. Link to comment Share on other sites More sharing options...
GuyNamedChris Posted November 28, 2016 Share Posted November 28, 2016 (edited) @Kzisor, you got some explaining to do...please let me playtest it... Also, the islands look a bit too close for comfort to be a SW port. Edited November 28, 2016 by Chris1488 Link to comment Share on other sites More sharing options...
Fidooop Posted November 28, 2016 Author Share Posted November 28, 2016 1 minute ago, Chris1488 said: Also, the islands look a bit too close for comfort to be a SW port. Yeah, almost no space for nautical nonsense exploration.. Link to comment Share on other sites More sharing options...
Kzisor Posted November 28, 2016 Share Posted November 28, 2016 @Chris1488, @Fidooop, rough draft. Finally finished writing the world generation for islands today. Still working on distance between islands. However, islands are much larger in the DST port compared to in Shipwrecked. Once I get water biomes and set pieces spawning, you'll have plenty to explore. A few notes, island world generation takes no longer than current generation, lag is almost non-existent with just the tiles added. There still needs to be waves and water fx added, but ultimately its a slow process. I've got the ability to quickly port the other turf, but have not done so until I get water biomes and set pieces added. I have not started on the boats, nor have I thought about what happens when your at sea and leave. Link to comment Share on other sites More sharing options...
mathem99 Posted November 28, 2016 Share Posted November 28, 2016 7 minutes ago, Kzisor said: @Chris1488, @Fidooop, rough draft. Finally finished writing the world generation for islands today. Still working on distance between islands. However, islands are much larger in the DST port compared to in Shipwrecked. Once I get water biomes and set pieces spawning, you'll have plenty to explore. A few notes, island world generation takes no longer than current generation, lag is almost non-existent with just the tiles added. There still needs to be waves and water fx added, but ultimately its a slow process. I've got the ability to quickly port the other turf, but have not done so until I get water biomes and set pieces added. I have not started on the boats, nor have I thought about what happens when your at sea and leave. Caves WILL be compatible, right? Link to comment Share on other sites More sharing options...
Kzisor Posted November 28, 2016 Share Posted November 28, 2016 (edited) 21 minutes ago, mathem99 said: Caves WILL be compatible, right? Caves are still compatible and will allow you to travel under the ocean to various islands. Wormholes will also exist and bermuda triangles will exist. I have not thought about the Volcano area yet. Additional Notes: Setting sail or boarding an island will require you to be on beach or boardwalk (new tile) only turf. This means certain islands may only be accessible via caves or wormholes until you can create a landing tile. Edited November 28, 2016 by Kzisor Updated with new information. Link to comment Share on other sites More sharing options...
Fidooop Posted November 28, 2016 Author Share Posted November 28, 2016 1 hour ago, Kzisor said: I have not thought about the Volcano area yet. I think it'd be easier on everyone's comps and more available to everyone if you stuck the volcano into the caves and made it unnaccessible except by entrance via volcano! Thing is that the earth quakes and volcano eruptions would have to be made compatible some how... O_o Link to comment Share on other sites More sharing options...
Arlesienne Posted November 28, 2016 Share Posted November 28, 2016 I volunteer for testing the taff out of it when it goes into beta. Sounds amazing and much more viable for DST than the many suggestion threads about a Shipwrecked port popping up recently. I'm reserving the swamp island ! Link to comment Share on other sites More sharing options...
Serpens Posted November 28, 2016 Share Posted November 28, 2016 6 hours ago, Kzisor said: @Chris1488, @Fidooop, rough draft. Finally finished writing the world generation for islands today. Still working on distance between islands. However, islands are much larger in the DST port compared to in Shipwrecked. Once I get water biomes and set pieces spawning, you'll have plenty to explore. A few notes, island world generation takes no longer than current generation, lag is almost non-existent with just the tiles added. There still needs to be waves and water fx added, but ultimately its a slow process. I've got the ability to quickly port the other turf, but have not done so until I get water biomes and set pieces added. I have not started on the boats, nor have I thought about what happens when your at sea and leave. Great work! Will you release a script for island generation, so everyone can implement islands into their mod? (e.g connected with wormholes, like in DS adventure) And if you are looking for some ideas how to implement other shipwrecked stuff, you should take a look at the "multi worlds" mod I think:http://steamcommunity.com/sharedfiles/filedetails/?id=726432903 Link to comment Share on other sites More sharing options...
Kzisor Posted November 28, 2016 Share Posted November 28, 2016 7 hours ago, Serpens said: Great work! Will you release a script for island generation, so everyone can implement islands into their mod? (e.g connected with wormholes, like in DS adventure) And if you are looking for some ideas how to implement other shipwrecked stuff, you should take a look at the "multi worlds" mod I think:http://steamcommunity.com/sharedfiles/filedetails/?id=726432903 My goal with designing the script was never meant to be API based, it's sole development was for a single mod. I'm not willing to support it in API form. I'll have API to allow water biomes and set pieces to be added to the mod I create, but will not be releasing the world generation script as an API. As far as porting Shipwrecked content over, that will take time as I won't be using other mod ports to do it. Everything will be ported over by myself so I can ensure everything works correctly on both client and server. When I get finished with the boats and beach biome, i'll make an official topic with the name of the mod and will officially announce details about Alpha testing. Link to comment Share on other sites More sharing options...
Arlesienne Posted November 28, 2016 Share Posted November 28, 2016 10 minutes ago, Kzisor said: As far as porting Shipwrecked content over, that will take time as I won't be using other mod ports to do it. Everything will be ported over by myself so I can ensure everything works correctly on both client and server. When I get finished with the boats and beach biome, i'll make an official topic with the name of the mod and will officially announce details about Alpha testing. I think @Joachim may want to keep an eye on this too since Multi-Worlds DST includes some SW content like bamboo and palms. He'll probably want to make sure the two mods can be compatible with each other (so no duplicate prefabs, for one). Link to comment Share on other sites More sharing options...
Kzisor Posted November 29, 2016 Share Posted November 29, 2016 22 hours ago, Arlesienne said: I think @Joachim may want to keep an eye on this too since Multi-Worlds DST includes some SW content like bamboo and palms. He'll probably want to make sure the two mods can be compatible with each other (so no duplicate prefabs, for one). It will be interesting to see what the 'multilands' setting of that mod looks like in a game with islands. On a side note, if any one wants to add me to steam send me a personal message on here first, please do not send me random invites. Link to comment Share on other sites More sharing options...
Arlesienne Posted November 29, 2016 Share Posted November 29, 2016 24 minutes ago, Kzisor said: It will be interesting to see what the 'multilands' setting of that mod looks like in a game with islands. On a side note, if any one wants to add me to steam send me a personal message on here first, please do not send me random invites. Nobody likes invitations without some mention. As @Serpens said, that's MW. I only write the strings and brainstorm, Joachim codes, Snook creates sprites, but I'd like seeing the biomes on separate chunks of land rather than like the multiland preset offers. If you want some more detail and lots of possibly useless gushing over your project, 'tis I. Link to comment Share on other sites More sharing options...
Kzisor Posted November 30, 2016 Share Posted November 30, 2016 @Chris1488, are these islands still too close for comfort? Link to comment Share on other sites More sharing options...
Cookiemies Posted November 30, 2016 Share Posted November 30, 2016 We had some problems with our playgroup because dst got very boring for us and we needed some challenge. This would be so awesome and im sure that we would start to play again with the group if this mod gets finished. Im rooting for you Link to comment Share on other sites More sharing options...
Arlesienne Posted November 30, 2016 Share Posted November 30, 2016 (edited) 4 hours ago, Kzisor said: @Chris1488, are these islands still too close for comfort? Crivens, looking better and better. May I have some questions please? Would it be out of question to create two worldgen presets (one for islands like these here and one for the original, "flooded" area)? How do we move through the water? If it's possible to enter even the shallow ones, do we cool down and hunger (typical effects of splashing about), and eventually start "drowning"? Edited November 30, 2016 by Arlesienne Questions, questions, more, more questions! Link to comment Share on other sites More sharing options...
Serpens Posted November 30, 2016 Share Posted November 30, 2016 5 hours ago, Kzisor said: @Chris1488, are these islands still too close for comfort? The best would be a mod setting for this You could design several presets wich are then choosable, or if possible you make it like the actual worldsettings to generate a "customized" random map. Link to comment Share on other sites More sharing options...
GuyNamedChris Posted November 30, 2016 Share Posted November 30, 2016 6 hours ago, Kzisor said: @Chris1488, are these islands still too close for comfort? Yeah. Actually, let's scrap islands altogether and just sail around everywhere. Nah, these islands are just fine now, good work. Link to comment Share on other sites More sharing options...
CaptainChaotica Posted November 30, 2016 Share Posted November 30, 2016 I know nothing about modding, so all I can say to this is: GO FOR IT! I'm totally rooting for you guys. Many hate the idea of Shipwrecked content in DST; I am not one of them. (I mean, lookit my avatar--which I drew myself, specifically to have my own individual picture and not a standard in-game sprite.) I've liked the idea of "Don't Sink Together" for quite a while, now. And yes, you can sometimes find Shipwrecked plants in "regular" Don't Starveland if you've got a RoG world that's Shipwrecked-compatible. Ever hear about the time I was playing Adventure Mode and not only found SNOW on PALM TREES, but a whole wildbore village, on the mainland? Well you have now. : P Anyway. Go for it guys. When this is all fixed up nice I will definitely be getting it. ...Notorious Link to comment Share on other sites More sharing options...
Kzisor Posted November 30, 2016 Share Posted November 30, 2016 2 hours ago, Arlesienne said: Crivens, looking better and better. May I have some questions please? Would it be out of question to create two worldgen presets (one for islands like these here and one for the original, "flooded" area)? How do we move through the water? If it's possible to enter even the shallow ones, do we cool down and hunger (typical effects of splashing about), and eventually start "drowning"? You'll only be able to sail in the ocean. I was originally going to allow water surrounded by land walkable kinda like ponds, but have since decided against it due to easing the summer season. So for now, you'll only be able to sail in the water. 57 minutes ago, Serpens said: The best would be a mod setting for this You could design several presets wich are then choosable, or if possible you make it like the actual worldsettings to generate a "customized" random map. If I were to create mod settings there would only be 2 layout setting available. The original layout posted and the layout I previously posted. However, at the moment my focus isn't on configuration; that is something that is far from my mind. Update: I have work all this week so I've only been working on the mod in my spare time. Tonight I'll begin work on adding water biomes, starting with the Coral Reef. Once I get the water biomes finished I'll do more modifications to world generation to ensure it doesn't get broke in the process. Link to comment Share on other sites More sharing options...
Serpens Posted November 30, 2016 Share Posted November 30, 2016 2 minutes ago, Kzisor said: If I were to create mod settings there would only be 2 layout setting available. The original layout posted and the layout I previously posted. However, at the moment my focus isn't on configuration; that is something that is far from my mind. But it could be important to keep that in mind. Cause in the end you could end up with a mod that would need complete revision to allow adding new layouts/modsettings. So some kind of customization and/or randomness should be included. If not via settings, then via additional mods or simular Link to comment Share on other sites More sharing options...
Kzisor Posted November 30, 2016 Share Posted November 30, 2016 2 minutes ago, Serpens said: But it could be important to keep that in mind. Cause in the end you could end up with a mod that would need complete revision to allow adding new layouts/modsettings. So some kind of customization and/or randomness should be included. If not via settings, then via additional mods or simular It's not important to worry about configurations when I haven't even started adding biomes and set pieces. If you notice in the screenshots there are only islands for the current biomes. Link to comment Share on other sites More sharing options...
spiderdian Posted November 30, 2016 Share Posted November 30, 2016 (edited) That's one fine job. Are you gonna port the entire Sw? Edited November 30, 2016 by spiderdian Link to comment Share on other sites More sharing options...
Kzisor Posted November 30, 2016 Share Posted November 30, 2016 @spiderdian, there are still a few things up for debate, like the volcano. More information will be posted about the specifics when I get closer to an alpha release. Link to comment Share on other sites More sharing options...
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