pickleplayer Posted November 19, 2015 Share Posted November 19, 2015 So I'm just finishing up some visuals before I start working on the teaser trailer for this mod. I don't think you guys are ready for how cool this mod is. it's too awesome. I spent all of last night learning worldgen and I've finally managed to create a world generation preset that generates nothing but a single tiny square platform. BUT, every time the world is generated, the game generates a tiny land bridge coming out of the platform that leads to nowhere. (as shown in the example here http://forums.kleientertainment.com/topic/48070-guide-intro-to-worldgen/ every world has one of these land bridges connecting the first room to the second.)and it looks reeaally ugly. I want to get rid of it, but I just can't figure out how.I'm assuming the reason it's there is because it's connecting the starting room to the "second room", (which I'm guessing is there, but just isn't visible because I purposefully set it's ground type to "impassable"). If I understand correctly, all branching "islands/rooms" are created by "tasks". And mine has a task that creates that second empty room.The obvious answer here is to get rid of the task, but the game crashes during world generation if I do that. Something about "startParentNode" being a nill value. I don't know if that means every world generation needs a task, or every world generation needs at least one other room. Or maybe there isn't another room and that ugly land bridge just spawns in every world regardless of if there's anything to connect it to. Doesn anyone have any ideas for getting rid of it? Link to comment https://forums.kleientertainment.com/forums/topic/59215-world-geneation-and-creating-an-empty-world/ Share on other sites More sharing options...
Mobbstar Posted November 19, 2015 Share Posted November 19, 2015 Isn't there a "don't connect" tag or sum'in'? Archipelago is an existing map after all, two worlds too. Link to comment https://forums.kleientertainment.com/forums/topic/59215-world-geneation-and-creating-an-empty-world/#findComment-687145 Share on other sites More sharing options...
pickleplayer Posted November 19, 2015 Author Share Posted November 19, 2015 Isn't there a "don't connect" tag or sum'in'? Archipelago is an existing map after all, two worlds too. Oh there is? Hm, I wouldn't know, I've never gotten past the first level of adventure mode d: Hm, I just tried it out but it doesn't seem to work. The only two tags that stand out in Archipelago and Two Worlds are{"islands", "always"}, {"roads", "never"},and I also tried adding "entrance_room = "ForceDisconnectedRoom"," to the mapgen's task.but I still get that ugly land bridge. even though everything matches up with the way Archipelago and Two Worlds are set up. I think it might be because even though both of those maps are made up of islands, every island has at least two "rooms" in it. And they are big enough to cover up the land bridge so it doesnt show up.but mine has only one tiny room (it's not even really a room it's just a setpeice), so the land bridge still shows up. maybe. I'm really just guessing. Link to comment https://forums.kleientertainment.com/forums/topic/59215-world-geneation-and-creating-an-empty-world/#findComment-687192 Share on other sites More sharing options...
pickleplayer Posted November 19, 2015 Author Share Posted November 19, 2015 Isn't there a "don't connect" tag or sum'in'? Archipelago is an existing map after all, two worlds too. AH WAIT.found it.it's an actual room tag d: found it in maptags.luatags = {"ForceDisconnected"}, I swear this tag is not connected to any of the adventure maps in any way. heck I don't even see any rooms in adventure maps. my god the worldgen code for a single world is scattered throughout so many different files Link to comment https://forums.kleientertainment.com/forums/topic/59215-world-geneation-and-creating-an-empty-world/#findComment-687204 Share on other sites More sharing options...
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