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What happened to the specialized biome specific trims of tiles?


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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?

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Swampy is supposed to have a weird carpet-y rotten texture, but instead its blocky.

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tundra is supposed to have the weird, spikey, grass-ish texture, but instead its blocky.

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same with jungle. and the list goes on. is anyone else experiencing this?

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Maybe this will show it better around tiles of the irradiated biome

Capture.thumb.PNG.515d46f8d76fc7b70738d1c1cda9d724.PNG

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

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image.thumb.png.2bc64ac2c1e020d8699ba91715072a7f.png

image.thumb.png.e11fee197416a20b27990ac5135f1866.png

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?

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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

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It works on my end

image.thumb.png.6ebed7d2e96b33dbc803d83777e03859.png

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:
image.thumb.png.b247cbc34e5f1f0edf2030b5d8b781fe.png

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)

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