4sheetzngeegles Posted March 21, 2020 Share Posted March 21, 2020 This is the reason I asked for code to allow larger quantity of color mask zones/biomes. It's partially selfish and partially future thought. Unless you do a lot of third party manipulation "code limits/controls all" The reason for the biomes request is just for naming convention and painting purposes. Example: If the entire biome map were a single microsplat texture combo or multiple would make no difference. In biomes.xml, a simple copy/paste/rename of the biome then assign a Hex color. On the biomes map, open in krita, use pixel brush only, "thanks Capt" The terrain remains the same. The difference is now in biomes you can add specific spawn rules to that painted area, limited by imagination and hardware. RwgMixer.xml Cities have townGroup residentialOldGroup residentialNewGroup commercialGroup downtownGroup industrialGroup ruralGroup detailFillerGroup wildernessGroup diner_FastfoodGroup gas_Station_Group industrialGroup ruralGroup wildernessGroup detailFillerGroup storeGroup traderGroup The potential benefit, a shape can be painted anywhere on the biome map to allow a specific grouping of Pois. This means custom configured cities with a unique comfiguration of poi locations. Poi spawn is partially regulated in the Prefabs.xml <property name="Zoning" value="downtown" /> <property name="AllowedTownships" value="city,town" /> This can be expanded to the spawning.xml by making a specific spawn type/mixture/volume/respawndelay/gamestage multiplier that differs in each microcosm. Another controlled expansion would be to assign LootGroups to these specific sub_biome groups. Promotes the need to travel for specific supply types and probability, visual spawn would correspond with expectations, but can be elevated by gamestage multiplication. Using sleeper_groups example: <entitygroup name="ZombiesAll"> adding sleeperspawn_zombieall.Group would allow for external sleepers to be incorpoated. In prior alphas were some dead people loot blocks, basically inert sleepers. These can be reincorporated, so you never know if it's a sleeper or a loot container. Each play style/Genre has it's own rules expectations, no matter how much adjusting is done all can't be covered by one configuration. "Some all, All some, Never All All" Personal References: OXP, Sweep=N-Clear, DarknessFalls Trader, Npc Quests, Bandits, Horde every night GnaMod, Tin's Dying Lands Terrain mixture "Microcosm visual" Npc and Defendable areas "prison, police station. This can coincide with event planning system, If respawndelay is changed in code from Int32 to float with cascading spawn algorithm will limit on screen ai, yet allow simulation of danger, volume, and activity. Buildable areas, lulls, necessary exploration, the need to clear an area before reaping rewards. Pulling from a preset group of entity pools could lower overall load. Reference:https://forums.7daystodie.com/forum/...s-in-your-game What I meant by gamestage multiplier. I did a test editing the the gamestage variable I changed it to Gamestage+50 so I could see a visual change as I played It was directed at POI sleeper spawns so as I progressed to retrieve sleeper loot was more perilous. instead of a 1:1 ratio of progression mine became 1:50. The code that would probably be the most flexible would be gamestage"allow sign.+-/*=", float. The default would be gamestage = 1 for vanilla standard ration. This would allow for a global variable in the sleeperspawn level also if applied to the spawning.xml would do the same. 1 edit in spawning.xml and each area can have its own level of spawn. Link to comment Share on other sites More sharing options...
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