SpoonyBardIV Posted June 22, 2019 Share Posted June 22, 2019 I just thought that I should let anyone here who is interested know that if you change the numbers of local_min_sizes in forest_map.lua, you can make a world as large as you want. My current world is 5000x5000 (default is 450x450) Link to comment Share on other sites More sharing options...
TheOnlyGuyEver Posted June 22, 2019 Share Posted June 22, 2019 Holy **** I gotta try this. I always wanted a complete bonkers massive world that would make me grateful for Coffee. Link to comment Share on other sites More sharing options...
SpoonyBardIV Posted June 22, 2019 Author Share Posted June 22, 2019 31 minutes ago, TheOnlyGuyEver said: Holy **** I gotta try this. I always wanted a complete bonkers massive world that would make me grateful for Coffee. I should warn you, anything over 2000 (the 5000 in my original post was a typo) will cause the "run out of memory" crash. You want me to upload some screenshots of some of the different sizes I've tried? Link to comment Share on other sites More sharing options...
TheOnlyGuyEver Posted June 22, 2019 Share Posted June 22, 2019 1 minute ago, SpoonyBardIV said: I should warn you, anything over 2000 will cause the "run out of memory" crash. You want me to upload some screenshots of some of the different sizes I've tried? How's yours at 5000, then? Also sure, pictures would be cool. Link to comment Share on other sites More sharing options...
SpoonyBardIV Posted June 22, 2019 Author Share Posted June 22, 2019 Just now, TheOnlyGuyEver said: How's yours at 5000, then? Also sure, pictures would be cool. The 5000 was a typo... I'll get some pictures in a few minutes. Default (450) 1000 I personally use anywhere between 650 and 750. Anything above that tends to create completely inaccessible islands. There are some with wormholes, but most don't and they are too far to telepoof. Sorry for the duplicate picture, I couldn't remove it for some reason... If you do want to make worlds with values of 1000+, I recommend you use this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=845740921 It adds a special pitchfork that allows you ti dig up water tiles and place turf. Link to comment Share on other sites More sharing options...
Developer bizziboi Posted June 22, 2019 Developer Share Posted June 22, 2019 Heads up, anything over about 1950 (probably a bit less) runs a severe risk of serious conflicts with the interior system if your world is Hamlet compatible. Link to comment Share on other sites More sharing options...
shadowDigga Posted June 22, 2019 Share Posted June 22, 2019 @SpoonyBardIV What does small world (like 50-100 in size) look like? Single round island or still branched into very small biomes? Link to comment Share on other sites More sharing options...
Machine Reaper Posted June 22, 2019 Share Posted June 22, 2019 3 hours ago, bizziboi said: Heads up, anything over about 1950 (probably a bit less) runs a severe risk of serious conflicts with the interior system if your world is Hamlet compatible. cause Interiors are located at far corners of the Map, I figured this out thru seeing how GTA SA built interior inside the map in out of boundary of player's map view and the same is in DS HAM, (you can even notice them right now by seeing the map edges if you have visited any ruins/interiors) surprising to see you guys used the same method : ) Link to comment Share on other sites More sharing options...
Desblat Posted June 22, 2019 Share Posted June 22, 2019 6 minutes ago, MWY said: cause Interiors are located at far corners of the Map, I figured this out thru seeing how GTA SA built interior inside the map in out of boundary of player's map view and the same is in DS HAM, (you can even notice them right now by seeing the map edges if you have visited any ruins/interiors) surprising to see you guys used the same method : ) That means using house expand permit you can someday make a door to another interior Link to comment Share on other sites More sharing options...
Developer bizziboi Posted June 22, 2019 Developer Share Posted June 22, 2019 Huh, I didn't know this - it's pure coincidence. Initially the interiors were generated inside the map, but to make it work with SW (which has no empty map areas) I ended up using an 'off map' area. Guess it's just the simplest solution people come up with without having to build too many custom systems that have to rely on regular world systems like physics, rendering and pathfinding. Link to comment Share on other sites More sharing options...
Machine Reaper Posted June 22, 2019 Share Posted June 22, 2019 Just now, Desblat said: That means using house expand permit you can someday make a door to another interior you already could in the HAM interior beta, you literally could make Structures/Shops inside interiors allowing you access to other interior/shop. The process is very simple where a Door serves the same function as a Wormhole, only it doesn't eat your sanity nor takes as much time as a Wormhole does instead its immediate where it teleports you to the interior. Link to comment Share on other sites More sharing options...
Developer bizziboi Posted June 22, 2019 Developer Share Posted June 22, 2019 Oh, I think it would be pretty easy to mod an interior portal.....if you could figure out the user interface side of it. Or heck, a portable portal that always links to its crafted sibling. Just sayin Link to comment Share on other sites More sharing options...
Machine Reaper Posted June 22, 2019 Share Posted June 22, 2019 1 minute ago, bizziboi said: Huh, I didn't know this - it's pure coincidence. Initially the interiors were generated inside the map, but to make it work with SW (which has no empty map areas) I ended up using an 'off map' area. Guess it's just the simplest solution people come up with without having to build too many custom systems that have to rely on regular world systems like physics, rendering and pathfinding. True, People found out the GTA SA interiors by just no clipping thru the map and looking at the edges, they found places that were not possible to access in the game but were present and allowed the same Physics to occur as they would in outside world, the only problem now is that creatures like Moleworms will try to dig towards the main map area when put inside interiors causing them continuously dig and not come out or do anything unless falling a sleep. Just now, bizziboi said: Oh, I think it would be pretty easy to mod an interior portal.....if you could figure out the user interface side of it. Or heck, a portable portal that always links to its crafted sibling. Just sayin Something similar should be present for both Wagstaff's Teleport Umbrella and Telelocator Staff allowing you to only teleport to the pad/focus that is connected to umbrella/staff manually. its better then the closest pad/focus mechanic. (holding the Umbrella/Staff and looking at the map will show you X marks the sport towards the Pad/Focus that is connected to said Umbrella/Staff) Link to comment Share on other sites More sharing options...
Developer bizziboi Posted June 22, 2019 Developer Share Posted June 22, 2019 But...that's not how telebrellas or telelocators work in real life? Link to comment Share on other sites More sharing options...
Machine Reaper Posted June 22, 2019 Share Posted June 22, 2019 Just now, bizziboi said: But...that's not how telebrellas or telelocators work in real life? depends on the model Link to comment Share on other sites More sharing options...
minespatch Posted June 22, 2019 Share Posted June 22, 2019 6 hours ago, bizziboi said: But...that's not how telebrellas or telelocators work in real life? Link to comment Share on other sites More sharing options...
Machine Reaper Posted June 29, 2019 Share Posted June 29, 2019 On 22/06/2019 at 8:20 PM, minespatch said: all the denizens of DS live with this analogy. Link to comment Share on other sites More sharing options...
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