There are multiple oversights in the world generation code that results in worlds that are both not intended and also significantly less fun to play than they were initially supposed to; these issues have simply never been noticed by any of the devs and are as easy as changing a few lines.
- The first major issue is with the Rockyland biome (Mole Colony Rocks). In line 276 of dst_tasks_forestworld.lua, this biome is given the keys ROCKS, GOLD, and TIER2. The problem is that ROCKS is not a valid key, and due to code shenanigans, this invalidates the following keys (GOLD and TIER2). This makes Rockyland the only biome with zero keys, which makes it impossible for ANY biome to connect to it. This is why Rockyland will never lead to any other biomes. This problem is easily fixable by removing KEYS.ROCKS. The reason this is such a problem is because Rockyland is actually supposed to be a central biome; it's supposed to spawn in the center of the world and lead to multiple other biomes. This one oversight causes significantly more repetitive world generation and should be fixed IMO.
- On the topic of Rockyland, this biome is also supposed to spawn spiky bushes and moleworms, if it wasn't obvious enough from the "Mole Colony Rocks" name. The oversight here is that the developers didn't realize that the majority of resources placed during world generation simply do not spawn if the turf isn't plantable (allows you to place things like grass tufts on top); in this case, rocky turf is the only naturally generating turf in the overworld that isn't considered plantable, and neither moleworms nor spiky bushes spawn in non-plantable turf. This is why the biome has little more than Boulders, when in reality it's meant to be more akin to the second deciduous biome in terms of resources. The fix for this is simply allowing resources to spawn on non-plantable turf.
- A similar problem to the first one happens with the Swamp biome (Squeltch). This biome has the keys MEAT, SILK, SPIDERS, and TIER3. The problem is that SILK is not a valid key, which invalidates the keys that come after (SPIDERS and TIER3). This means that the swamp almost never attaches itself to the correct biomes and instead gets forcefully attached to a random biome after failing the process repeatedly, which is why it's almost always far away from the other biomes and instead attached to biomes like the Oasis. This can be solved easily by removing KEYS.SILK from line 53 of dst_tasks_forestworld.lua.
These simple changes should result in significantly more fun worlds to play with more variety in biome placement, which would be nice to shake things up since overworld gen has remained pretty much the same since ANR.
Steps to Reproduce
1. Play the game
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