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So about that Seaworthy...


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Yeah I've tested it before. You can only craft the seaworthy_entrance (RoG Seaworthy) from an RoG world that was linked to a SW world through seaworthy_exit (SW Seaworthy). If you die in a RoG world that was merged with a SW world, then if you select the Retry button when the You are dead dialog pops up: You'd respawn in a RoG world but still be able to create the RoG Seaworthy to generate a new SW world or merge it with another existing SW world. Thereby dying in a RoG world that is merged with a SW world will lose both world saves. This could change in the future though, EA and all that.

I hope that makes sense, cheers.

@Chris1488 I believe the reason is actually for stability. Right now a RoG world entered through Shipwrecked is actually being run in a completely different way from a RoG world created with RoG. Normally it loads the base game files, then loads the RoG files (replacing and adding stuff). For Shipwrecked, it loads base game, then Shipwrecked (maybe RoG in between?). For a RoG world entered from Shipwrecked, it loads the same set; so what they've done is made it so that the Shipwrecked files can actually fully operate a RoG world. There've been a lot of strange bugs posted as a result of mistakes in this implementation (e.g. green ponds, invisible creatures, "boofs").

So... I'm guessing that they don't want to make all RoG worlds follow the same loading path because it could cause unknown bugs in long-running worlds. Perhaps when those get ironed out, people with Shipwrecked could enter a Shipwrecked world from a previously RoG-only world. But it might be that there are other complicating factors, too.

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