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Ruins Gen is Wonky Still :'(


lakhnish
  • Pending

While cave generation has improved a lot to the point of almost being like it was before, ruins generation is still somewhat wonky :'(

The ruins is connected together now, but differently:

The Labyrinth can directly to areas with statues, whereas before, it would be offshoot path to the labyrinth.

Spoiler

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The labyithn also can spawn in weirdly and very close to the mud biome:

Spoiler

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The Ancient Psuedostation can still spawn at the entrance of the ruins/mud biome. (Typically spawns at the end of some statue rooms in the back, but can be anywhere in the statue generation. Disconnected from the main branch is the right phrasing [thanks SplOrange])

Spoiler

Entrance APS

Spoiler

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APS Anywhere

Spoiler

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Weird rectangular rooms for statues in the ruins.

Spoiler

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Still issues of cave entrances being connected to the ruins (though rarer). [Thanks to SplOrange for this photo]

Spoiler

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Weird, square monkey villages

Spoiler

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Lichen/ponds in the Ruins

Spoiler

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Steps to Reproduce
Generate and map out caves/ruins. Compare to old version. This command used to easily map out world: for x=-1600,1600,35 do for y=-1600,1600,35 do ThePlayer.player_classified.MapExplorer:RevealArea(x,0,y) end end
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User Feedback


so... cave entrance leading to the labyrinth is a bug? :D

I'd call it a feature, but yes, it is uncommon to see.

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