Primalflower Posted June 22, 2023 Share Posted June 22, 2023 I'm only just coming to notice how it seems as if my game lacks them entirely, did this happen recently, is a mod causing this, whats going on? Swampy is supposed to have a weird carpet-y rotten texture, but instead its blocky. tundra is supposed to have the weird, spikey, grass-ish texture, but instead its blocky. same with jungle. and the list goes on. is anyone else experiencing this? Link to comment Share on other sites More sharing options...
sakura_sk Posted June 22, 2023 Share Posted June 22, 2023 Somewhere in-between October and December 2022, things changed 22 September 2022 12 October 2022 16 December 2022 Edit: Was it "Hot shots" update that killed it? Link to comment Share on other sites More sharing options...
ALCRD Posted June 22, 2023 Share Posted June 22, 2023 I admit i am confused what you both are talking about. Link to comment Share on other sites More sharing options...
sakura_sk Posted June 22, 2023 Share Posted June 22, 2023 Maybe this will show it better around tiles of the irradiated biome At some point, every biome's tiles had a special "edge". Now they are all the same (At least that's what I thought @Primalflower was talking about) More pictures of... olden times: Spoiler Edit: And indeed it seems it was "Hot shots" that reverted all tiles to "normal edge" tiles! Bug report before and after the first testing branch for December's update Hot Shots shows that. Question is: was that intended? Link to comment Share on other sites More sharing options...
ALCRD Posted June 22, 2023 Share Posted June 22, 2023 Hmmm oh. Can't say i ever noticed any difference except few natural tile types that stand out with their edges. Guess you should make a bug report and see if it will be noticed and confirmed as bug or intentional Link to comment Share on other sites More sharing options...
SGT_Imalas Posted June 23, 2023 Share Posted June 23, 2023 It works on my end Just kidding, it is indeed broken. I investigated the issue when I found this post here and it turns out, the fix is extremely simple. Take a look at this (commented) Method I took from decompiled code: it assigns a value of 3 and returns that as default, if there are no biome specific trims for the biome of the cell (=current tile) if one exists, it writes that into the variable "subWorldZoneType"... and then returns 3. biomeIdx is never assigned that actual zone type value so the result of that method is always "biome type 3", leading to only that trim being used for all biome types. How to fix - assign the "GetSubWorldZoneType" call to biomeIdx instead of an unused variable. I will put this as a mod on the workshop until the issue gets fixed (the first screenshot was taken with that mod active, its only a single patch) Link to comment Share on other sites More sharing options...
SGT_Imalas Posted June 23, 2023 Share Posted June 23, 2023 Mod released Link to comment Share on other sites More sharing options...
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