Jump to content

On worldgen problems


Recommended Posts

I wanted to do a big speech about how we should totally have a worldgen QoL as someone who totally refuse to play vanilla worlds but I think this image will do the talking for me after checking a basic world :

worldgen.thumb.jpg.b3d49c58857e8f7b6765a2d797485bb3.jpg

What are things you would like to see changed in DST worlds (surface / caves), how, and why ? I'll make my list later brb

Link to comment
Share on other sites

for starters i'd love for the ruins to not be able to intersect any of the other biomes (ruins rushing is virtually impossible for me when they're combined with something like a green mushroom biome)

Link to comment
Share on other sites

Why your map looks cursed, where is the fog? ;-;

In the surface I dont want anything to change in terms of world gen, I dont want to learn everything from the beginning lol.

But in the caves I wanted that some ruins biomes from DS return to DST, I saw a guy in the bug tracker months ago reporting a lot of things that dont get generated even tho it is in the dst coding because the size of the ruins is smaller than DS ruins.

Also, there are madrakes in DS caves, I want mandrakes in DST caves too (not sure if this is world gen or world settings, but anyway, here is my suggestion)

Spoiler

If I find those bug reports I will edit this post and put the links here

Link to comment
Share on other sites

Ocean biomes completely random generate as static layout is definitely a bad idea.

If you choose the wrong direction, you are likely to find nothing, and this is something that pure luck cannot solve with knowledge.

20230627235817_1.thumb.png.e326d65862416c21ae7e30d569bb8236.png

Link to comment
Share on other sites

I saw someone else on here; @Szczuku I belive; Suggest that the mainland should get shoved into a corner of the world, so that the ocean doesn't have to wrap around it. And I think that would be a pretty nice buff for sailing, sense it means you're not just going in circles. 

Link to comment
Share on other sites

46 minutes ago, dois raios said:

If I find those bug reports I will edit this post and put the links here

Is @Mr.Oshiro. He was very care about these biome things. Sent many biome suggestions and bug feedback that I couldn't pick a specific one, but all of them were good!

Mabye apart from the cave bridge thing, I prefer the way it's broken up and looks more cavernous than another surface world.

Link to comment
Share on other sites

8 minutes ago, Theukon-dos said:

I saw someone else on here; @Szczuku I belive; Suggest that the mainland should get shoved into a corner of the world, so that the ocean doesn't have to wrap around it. And I think that would be a pretty nice buff for sailing, sense it means you're not just going in circles. 

image.thumb.png.e0b91766eb58184d88974ebf8d4559f4.png

With the mainland having a direct connection to the cardboard ocean; no sailable area there, just a cliff. Could be decorated with, for example, puffin nests, not interactable, just how crustenshines on monkey queen's pillars are purely decorative

Link to comment
Share on other sites

Personally I would love it if instead of being able to just “Walk” into the Lunar Grotto that it was placed somewhere out at sea like for example on Pearls Island with a Plugged Sinkhole you’ll need to unplug to get in, Canonically The Lunar Grotto is Directly below the Ocean (the water leaking in close to Lunar Island is what’s mutating things in the Grotto)

Link to comment
Share on other sites

I want a toggle for triple mactusk (to disable it), a toggle for 2nd deciduous biome (to disable it), and a toggle for quad geese setpiece (to disable it).

Link to comment
Share on other sites

1 hour ago, Szczuku said:

image.thumb.png.e0b91766eb58184d88974ebf8d4559f4.png

With the mainland having a direct connection to the cardboard ocean; no sailable area there, just a cliff. Could be decorated with, for example, puffin nests, not interactable, just how crustenshines on monkey queen's pillars are purely decorative

Good idea, this whole macterick looks fresh. And the more space for swimming, the more attractive it is. I would like to have 2 options in the world settings. The "distant mainland" and the islands. And for the idea with puffin, a separate like:wilson_love:

Link to comment
Share on other sites

  • Shipwrecked's fog should be added, letting you sail into the edge of the world to warp to the other side at a cost of sanity.
  • Large swaths of emptiness (Such as what Cassielu posted) should be avoided, both on the ocean and on the mainland. More setpieces could be added to compliment this.
  • If the Triple Tusk biome doesn't generate, it should randomly place 2-3 camps around the map. It sucks how there's a 50% chance you have 4x as many, it's so extreme. I'd also like the MacTusk village from DSA to be added as an option.
  • The ruins shouldn't be able to have an enormous random biome cutting through the middle of it. It makes them very small and weird to find.
  • The caves in general should be completely revamped. They are essentially just the ruins and big empty biomes you pass through on the way to the ruins. The most interesting non-ruins things in the caves are a few of the things that you can already find on the surface. 
Link to comment
Share on other sites

7 hours ago, Cheggf said:

Shipwrecked's fog should be added, letting you sail into the edge of the world to warp to the other side at a cost of sanity.

While anything is better than the current ring ocean, I'm against adding fog as:

-it would mean getting rid of the waterfall and the carboard ocean map border, which look nice unlike Sw's fog

-it wouldn't really fix the issue of making a new boat at the closest edge being far better than sailing across the ocean. Sure, in some cases players would avoid building a new boat, if they could fog warp to their destination. But in other cases, such as the destination being on the Y axis while the boat is parked on the X axis, players would still just opt into making a new boat

Link to comment
Share on other sites

I'd break up the mainland into multiple islands connected with wormholes that are also close to eachother so boating isn't that required to find the islands, just circle around to get knowledge about your surroundings and would allow people to sail normally without having to circle the entire landmass when moving sides of the ocean.
Ocean biomes shouldn't be small random setpieces with the rest being empty waters with seastacks and kelp, instead be bigger blobs on the ocean that you actually have to cross instead of a few dozen turfs near eachother worth of a 'biome' with barely any good way of locating them.

Alternatively instead of breaking up the mainland just add decently wide rivers that you could both walk through and sail through (walking would act like floods in shipwrecked where they'd just make you wet) and sailing would just be sailing.

Link to comment
Share on other sites

I remembered an idea I once had: custom terrain like Terraria  could make anything easier(maybe)

Actually there are lots layout cannot built by player yet(bounders,seastcks,leafty bush,etc.), so when someone want to reappear some specfic layout they would trapped by these.

If rubblemaker available in DST, maybe the definition of terrian in DST will be more free and changeable. Dock turf is a nice try about this.

Maybe I am a little out of this topic, forget it XD

K9RJ7B3R74C8RG)0(0F4{OE.png

Link to comment
Share on other sites

7 hours ago, Szczuku said:

While anything is better than the current ring ocean, I'm against adding fog as:

-it would mean getting rid of the waterfall and the carboard ocean map border, which look nice unlike Sw's fog

i like the waterfalls too, but gameplay wise i think the fog is better.

I think they should keep the waterfalls and maybe just add an animation to boats where if you reach the end of the map you just ride the waterfall down and then ride it back up on the opposite side. So have the functionality of the fog but just incorporate waterfall riding instead of disappearing into fog.

Link to comment
Share on other sites

Like I said and will continue to say until we get change, DSTs ocean SUCKS even after 4 Years of Updates to it because the Ocean to DST was just “Tacked On” at a later time and because of this- Klei is designing updates around “Adding an Ocean” rather than having an Ocean from the start and designing content around the thought that there would be an Ocean.

What I mean by this is that Shipwrecked (The ocean DLC) had all of its mobs, biomes, and resources designed around the idea that you’d be using a boat to get around the map.

Even the Hamlet DLC which does not have an Ocean still was designed with the concept of “large ponds you need a raft to get across to other areas”

And that right there is one of DSTs biggest flaws, Klei designed a bunch of boat structures that seem to hint at very long periods of time spent on a boat-

Mast upgrades, Deck Illuminators, Lightning Conductors, Tin Fishin Bin, Tackle Box, Boat Fire Pump, Shell Bumpers, various types of Oars, Boat Leak Patches..

They obviously want us to spend A very large amount of time on a Boat…

But the way the content is Designed just feels so how do I put this- “Optional”

Putting the Lunar Grotto/Archives out at Sea on a Random Lunar Island with a plugged sinkhole that leads you down into the Caverns to this Island means needing to build a boat and sail to these locations.. which also means Wickerbottom needs to put “a bit more” effort into Hijacking the Irredescent Gems from the Archives for Full Moon Books.

Which ironically gives Woodie the advantage in getting there first and getting the gems so she can’t easily spam him with full moons.

that’s just ONE example- But for the record I really really enjoyed how Shipwrecked was designed to have me sail from land biome to land biome to gather resources, and how Hamlet had Ponds/large areas of water I needed to build small rafts to get across or gather resources from.

These are experiences we DONT Get with DST because all the biomes are mostly connected together as one large landmass you never even need to build a boat for at all.

Kinda defeats the entire purpose of all those boat upgrades intended for us to spend a lot of time on boats then doesn’t it?

Link to comment
Share on other sites

On 6/28/2023 at 12:06 AM, dois raios said:

为什么你的地图看起来被诅咒了,雾在哪里? ;-;

从表面上看,我不想在世界世代方面发生任何变化,我不想从一开始就学习一切,哈哈。

但是在洞穴中,我希望DS中的一些废墟生物群落返回DST,几个月前我在错误跟踪器中看到一个人报告了很多即使在DST编码中也没有生成的东西,因为废墟的大小小于DS废墟。

另外,DS洞穴中有madrakes,我也想在DST洞穴中放曼德拉草(不确定这是世界世代还是世界设置,但无论如何,这是我的建议)

  隐藏内容

如果我找到这些错误报告,我将编辑这篇文章并将链接放在这里

My first post on KLEI forum was about DST Ruins Biome, and I spent a lot of time studying them.

At first, I put all the issues in one post, but they didn't fix anything.Afterwards, I listed them separately and finally one was restored (ruins setpiece).

However, the issue that the DST ruins Biome is much smaller than the DS has not been repaired until now, and I have fed back many times. KLEI did not express their views on this issue either.

In addition, I have reported many other problems related to Biome, but they have not been solved, which makes me very depressed.

 

 

 

 

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...