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spud42

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Everything posted by spud42

  1. 0,0,0 X,Z,Y is the center of the map. west is negative number (X) and south is a negative number(Y) . height (Z) goes from 0 to 255 bedrock to build height limit. desert ground level is around 30 from what i can remember. when you hit M for the map it tells you your height as you dig it approches 0..lol
  2. co-ordinates are x,z,y so your negative numbers are WAY below bedrock !
  3. its my fault not Teragons. i used the default and changed it not a copy. i was writing on each setting what i changed but i did not backup my presets so mea culpa ...
  4. that would be a good idea. maybe dropbox link or google drive link to the preset? each time teragon updates i forget to save my presets and the get overwritten... note to self: go backup those presets! i need to get back into this and try some height maps etc. need to learn how to generate a plasma in greyscale for height maps. ok off to google now to search.....
  5. that resolution will kill you.. im running a 5800X,RX 6800 , 32 Gb ram...... similar to you.. im running 1920x1200 with everything ultra or as max as it goes. I'm getting 100+ FPS....
  6. you have to get it from the discord.
  7. so was the working workbench a bug or intended ? i have no seen any comment from The Fun Pimps..... its about 1hr 50 minutes in to jawoodles second stream......
  8. ok, just watching jawoodles second stream. he just found a workbench in the wild that works! is this a thing again? This was upstairs in the truck stop. will trader workbenches work now too? Or is it just random workbenches in poi"s ?? played a A20 game recently where i got to the 80th day befor i found a trader to sell me a workbench and still have not found the schematic.
  9. most of the recent alpha changes have been trying to force people to play the way they want insted of the way we want to play. im going to try to keep an open mind when i get to play it. i dont think i will bother with the experimental this time . i will wait till the public release. hopefully some more balancing and fixes to this #lootbaggate happen.
  10. well you all enjoy the game... my GPU just died and this old thing im using doesnt have enought grunt to play the game...... at least i can watch jawoodle get his ar$e handed to him...lol
  11. im wondering if there is going to be a problem with teragon and the new a21.... new poi's and tiles etc
  12. so the PC side of the game is hamstrung by having to shoehorn it into a weak xbox. not surprised , seen it coming for years.
  13. If i remember correctly the raft was put on hold until they got around to fixing the water. how can you raft when the water surface had holes in it? you would also leave a track in the water surface behind you as the water blocks were destroyed. i remember building a castle in water quite a few alphas ago. every zombie thay came into the water and was killed destroyed the water blocks on the bottom of the lake when they despawned leaving unsightly holes ... plus i think i remember a gurgling water sound too.. we have been asking for water to be fixed fo 4 or 5 alphas at least.
  14. just tried out maps with the compo pack. Must say that im 50/50 on this. While i enjoy the new and varied POI's what i dont enjoy is POI's not logically placed in the world. a huge Mall in the middle of nowhere with nothing near it for hundreds of blocks. it doesnt make sense. Now TFP also had and probably still do have POI's that make no logical sense either. For example the elevated highway remnants... no where near any roads all turned 90 degrees to each other IF there was more than one in sight. but even 1 on its own without supporting infrastructure just irks me. Tried several maps , even though wilderness spawn limit was set to 300 on the advanced tab i got well over 300 pois. I had to change total spawn limit in create region pois to cut the number down. This was not ideal and when i tried a normal map it does limit the normal town poi size too. I think i will leave it to others to make maps with the compo pack for now. I am not going to go through all the POI's and change the biomes in which they can spawn! far too many of them.
  15. will have to play till i get a gyro then...lol fly out and see if there is somewhere to land... im using the second map of my previous map post. looks like there is a ship pretty close in on the SW side of the lake. no one guessed the height map area yet? taken with tangrams height map....
  16. I have not swum out to the ships yet but.... They look tempting...lol
  17. disable teragon poi's. in version 0.42.0 go to the advanced tab and untick "use teragon poi's " havent tried this are the bridges considered a poi?
  18. Ok guys, a bit of fun with this first one.... 1 big generated crater in the middle http://gofile.me/6ZBka/NIg5YDf0D now back to using custom height maps.... had enough of trying to get the craters to look good.... http://gofile.me/6ZBka/72ix5UDkf Thid last one is tweaked a bit in GIMP and rotated 180 degrees http://gofile.me/6ZBka/dhoOjiSHE gonna give Teragon a rest for a bit. got a few worlds worthy of playing for a few weeks in game.... EDIT: Kudos to who guesses the height map... lol
  19. i thought fataal said there were over 60 MFB's ?? hopefully they are sorted out.
  20. @Riamus could you post a stripped down ini file with this loop and the define custom tags? i think i missed something..
  21. Thanks Riamus, I will look into it. The range of usable values is not clear or intuitive. some make a vast difference by changing by 1 othere by,001 and some seem to not make much difference... some seem to be blocks like the crater size 512 to 2048, others dont seem to represent any relation to blocks. Anyway i'm having fun working out what works for me...
  22. this is interesting. i changed the SW crater to 2048 and a few value changes. The outer ring almost dissapeared.. central crater obvious...lol There is also a strange extra "hole" that i have seen several times in crater creation.. http://gofile.me/6ZBka/MDeeflLJj
  23. ok back to tweaking craters.. this map has 3 craters one at 256,one at 768 and one at 1024. heights have been changed and slopes as well. still not sure why 2 of them go to the water table but hey why not. spawn should be in the forrest north west corner. http://gofile.me/6ZBka/2fhXCYKyi
  24. well i managed to bork teragon. not sure what i did but it kept crashing. reinstalled and this is the first new map. no craters. spawn isway north and slightly west in the forrest biome. http://gofile.me/6ZBka/NrMU5cANo
  25. Well, i didn't check the map or do a fly over till just now.. those craters are not good... steep sides too tall and 2 of the craters seem to have exceeded the build limit . There is a sheere vertical drop about 10 to 15 blocks wideat the 255 build height limit and the missing bit has been created at 0. so the bit it couldnt build at the top was built at bedrock! this is a terrible map. i mean the map is good the craters are very bad..lol off to create a few hundred maps over easter so i can figure out which parameter does what and how sensitive to change they are.
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