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Lets talk about overlapping PoI's


How do you feel about overlapping PoIs?  

59 members have voted

  1. 1. Should PoIs be allowed to overlap?

    • No, they should not, make it stop
      34
    • It's ok if the templates overlap, but you should never lose "critical" objects
      15
    • I have no strong opinions on this matter
      5
    • I'm ok with some of them overlapping, but not all (I'll explain)
      0
    • There is no problem here
      5


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So I'm sure by now everyone has seen something like this at least once.  You're exploring your map, and you notice that 2 Points of Interest have spawned right on top of each other, and one has "eaten" part of the other.  A Geyser taking out part of some Ruins, multiple Ruins butting up against each other, etc.

The problem with this is that sometimes when it happens, you end up losing various objects in the Ruins, or even the Geysers themselves.  Over the various worlds I've generated over the last few updates, I've seen some that lose an AETN.  Others lose a Vacillator.  I've even found a couple where the guaranteed exposed Steam or NatGas Vents get overridden by other objects.

I've got a few examples of what I mean.  Last night I added a new seed to the Cosmic Sharing thread, Seed 1794547870.  It lost an AETN due to overlap from the Exposed Swamp NatGas and Vacillator templates that ended up being placed immediately next to each other.

Spoiler

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I placed another copy of the Steam Vent on the left so you can see how things landed.  The Polluted Water Geyser was placed just perfectly so that the generic Geyser template matched up with the edge of the water pool in the Vent's chamber.  But the Vent's template extends through the space occupied by the Geyser.  See those 2 pockets of Hydrogen with the Iron Ore between them on the right side?  You'll see the same vertical 2 tiles of Iron Ore with open space above and on the left in the left copy as well, it just happens to be open to the larger Hydrogen/Chlorine chamber.

Similarly, the contaminated Polluted Water Geyser is right on top of the Exposed Caustic Steam Vent.  The actual chamber is intact, but you lose some of the formation around it.  Of particular note, there is usually a bit of Iron in the area that is now the Polluted Water Geyser.

Spoiler

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I drew in the Bunker Tiles to show where the AETN is supposed to be.  Worth noting that there is also 1 segment of Ruins Ladder missing, in addition to the Ruins floor Tiles that are supposed to be under the AETN.

Here's another, this time with multiple incidents.  The seed is 459070759.  First thing I noticed was the cold CO2 Geyser squished right up on top of the Exposed Caustic Steam Vent, straight down from the Printer Pod on the barrier to the Oil Biome.  Not a big issue in this case, but you might notice that the Steam Vent is missing one of it's Pincha Pepperplants.  It was overriden by the CO2 Geyser.

Spoiler

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A bigger frustration on the same map is located in the upper right.  This time we have 3 PoIs smashed right on top of each other.  The "reed cave" Vacillator was placed first, then it's bottom left corner section got overriden by the Morb Vacillator, going so far as to eliminate 1 of the foundation tiles under the reed cave's Vacillator.  Then, the bricked over Cool Steam Vent was placed over the right most edge of the Morb Vacillator and replacing one of the 2 Lockers.  Fortunately nothing important was lost, but it's really close in this case.  1 tile higher on the Morb Vacillator and the reed cave Vacillator would have been lost.

Spoiler

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I feel like this needs to be changed.  PoIs on the map need to have a buffer zone around each other so that they do not paint over each other and remove objects.  Some of the PoIs should probably also have their center point shifted due to their large size or length.  There is a particular template, one of the Ice biome Vacillator templates.  The one with the partial Ladder between the Gene-lock Door on the lower left and the Vacillator on the top right.

In my current map I also have a PoI that breached space and has a five tile high ceiling so it can't be sealed as you can't build a ladder due to the desk/lockers covering every floor tile in the room (it's the 'worst' AETN).

Along the same lines, PoIs should not complain about entombed/overheated.  It results in almost every base having permanent warnings on screen that make it difficult to know when a player built entity is having a problem.

I had this problem with my only one on map natural gas vent. Some ruins tiles were overlapping the vent and it was constantly showing message about overpressure, so I couldn't get any gas from it.

I had to use debug mode to melt those tiles - I couldn't destroy them, because vent was also destroyed along with tiles. I spawned there some gas at 3000C temperature and it helped - vent remained intact while ruin tiles melted.

6 hours ago, Lifegrow said:

I voted for option 1 - but that's only because you didn't have an option for "Ruins are the worst part of the game, and should burn in the fires of satans arsecrack."

So yeah, option 1 it is.

No Ruins means no AETNs or Vacillators, though.  Those are both very useful, and I'm hoping that as time goes on we'll get more machinery that we can use but can't build.  But I agree, the indestructible nature of Ruins objects is a problem that also needs to be solved.

1 hour ago, PhailRaptor said:

No Ruins means no AETNs or Vacillators, though.  Those are both very useful, and I'm hoping that as time goes on we'll get more machinery that we can use but can't build.  But I agree, the indestructible nature of Ruins objects is a problem that also needs to be solved.

I never use the Vacillators, and AETNs are not counted as Ruins POI they have their own seperate POI Name. I removed all ruins from my game

Here i found a "positive" example, it's overlapping but the place for it is great.
Two AETN in right lower pocket, oil cooled down to 5-20°, before i am there.
Normally i break the biomes on my own, but here i like it someway (most times i don't like it)..
Seed from the Seed thread: 1016320013
image.thumb.png.9b8595a7934b5d98fc22f61d30f8c653.png
image.thumb.png.f940304bbfc37dc57de32276b0f29c51.pngEdit: and here a "very" bad example for destroying objects.
Below AETN was a wheezie growing and the far right obsidian tile was brighter then the others(when vacuum is used on a tile(debug) it's the same). I had to enter debug to fix "foundation missing" or AETN would be useless.

On 7/6/2018 at 4:28 PM, Oozinator said:

here a "very" bad example for destroying objects.
Below AETN was a wheezie growing and the far right obsidian tile was brighter then the others(when vacuum is used on a tile(debug) it's the same). I had to enter debug to fix "foundation missing" or AETN would be useless.

Did it not let you build the missing tile manually?  Were you only able to do it with Debug?

1 hour ago, PhailRaptor said:

Did it not let you build the missing tile manually?  Were you only able to do it with Debug?

The tile was existing, but the color was bright (when you add vacuum to a tile in debug, it's the same).
Ruins could not be deconstructed in survival..

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