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Borders of Tiles are All the Same with no variation between biomes.


Primalflower
  • Branch: Live Branch Version: Windows Fixed

Note how the tiles look in the picture of the biome, versus how they look ingame. They all share the border of the 'barren' biome, instead of their respective thing.

OxygenNotIncluded_C4mxjuekuC.png.4d37f2a7609d59bfa3f64ce4e56142e2.png

OxygenNotIncluded_he3cByLnRj.thumb.png.8984a20b13ac0d431c793759195c4896.pngOxygenNotIncluded_dDEiMmOgU1.thumb.png.ed71e3eb36a12b1f2dc5e4c52dc8a60a.png


Steps to Reproduce

1. open the game and look at hte tiles friend

  • Like 2



User Feedback


A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.

I investigated the issue when I found the original post and it turns out, the fix is extremely simple.

the method "GroundRenderer.WorldChunk.GetBiomeIdx(int cell)" has a bug.

it assigns a value of 3 and returns that as default, if there are no biome specific trims for the biome of the cell (=current tile)

if one exists, it writes that into the variable "subWorldZoneType"... and then returns 3.

biomeIdx is never assigned that actual zone type value so the result of that method is always "biome type 3", leading to only that trim being used for all biome types.

 

How to fix - assign the "GetSubWorldZoneType" call in the method "GroundRenderer.WorldChunk.GetBiomeIdx(int cell)" to biomeIdx instead of an unused variable.

 

Edited by SGT_Imalas
  • Like 6

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