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Please, please, please, please, take a look at the ruins generation.


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This beta is literally the perfect time to restore the ruins generation to how it was in DS singleplayer. I'm really tired of this stingy and chaotic generation with branches often separated by several kilometres. It's really annoying that the game only generates setpieces without background rooms. And the current generation results in them having less loot and making exploration much safer compared to their singleplayer counterpart.

6 hours ago, Fornax said:

This beta is literally the perfect time to restore the ruins generation to how it was in DS singleplayer. I'm really tired of this stingy and chaotic generation with branches often separated by several kilometres. It's really annoying that the game only generates setpieces without background rooms. And the current generation results in them having less loot and making exploration much safer compared to their singleplayer counterpart.

the game has buttons so that you can choose how much stuff shows up in caves.

7 minutes ago, gaymime said:

the game has buttons so that you can choose how much stuff shows up in caves.

In the caves, and I'm talking about the ruins - you can't increase the number of statues and clockworks during world generation.

1 minute ago, Fornax said:

In the caves, and I'm talking about the ruins - you can't increase the number of statues and clockworks during world generation.

statues are dependant on the size of the biome so if you have more biome-specific mobs/resources the biome itself will often be larger to allot for it since room generation does not have a fixed number of tiles and instead has a range, also you can in fact increase your clockworks. i do it in pretty much every world i make because i like making iceboxes way too much and a good rook generation can save loads of flint/twigs/grass

 

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I know the number of statues and clockworks depends on the biome size, which is why I made this mod:

https://steamcommunity.com/sharedfiles/filedetails/?id=3012767514

I also discussed what's wrong with ruins generation in DST here:

 

 

I personally prefer DST's ruins.

I was disappointed when I first saw them in their entirety when I was playing DS, except the maze they seemed just normal lands with a little bit more Set Piece in it. DST's ruins are closer to what I hope they should be, more like indoor and man-made unnatural formation.

I like DST's ruins a lot more, but there for sure needs some refining in it's generation. For example, some ruins just generate too tiny and very barebones resources while others can be most plentiful ever. It's either made to make ruins fit with the rest of the biomes squishing it or some other reason, but I'd prefer if ruins were a bit bigger or more flushed out for future perhaps cooler update featuring them. They should have a decent amount of statues at most times, for me it's 40 at best is the amount to want to expect from ruins. 

What I like about DST's ruins is that there's structure to them more than just big blobs of biomes with things scattered around. You know what to expect once you go there.

The maze is sometimes either too big or too small, for a place like that it doesn't really feature anything too dangerous since we can just walk around webbing anyway. Unless that's to be fixed then hell would be set loose. What OG DS had is nightlights with those ruins and more trap abiltiies. In DST they do only change stats barely, item durability or summon spiders.

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