Add distant large biter caves to Diggy#1041
Add distant large biter caves to Diggy#1041BlueRock2 wants to merge 2 commits intoRefactorio:developfrom
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LGTM. Also, I'm a bit out of the loop, was this tested in multiplayer? If so any Feedback? |
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TL;DR We had a fun beta test and there was some actual teamwork fighting in Diggy. No obvious issues. Just a few things to watch and potentially improve on in the future. I opened this to a beta test on on Thurs March 12 and I think we had five players try it out the first day and a few the next. It was played up until blue science/advanced oil. Some thoughts: Some things that might need to be watched for possible adjustment after a few games (they seem ok for now): Other potential future improvements: |
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FYI. For anyone that asks about single player, I would recommend in the config changing the line: |
Description: This pull request is related to Diggy feedback/todo collection thread #926 and specifically, Diggy Scenario Idea - Biter caves: #244.
The implementation below creates two different noise patterns. One compound noise pattern is used near the spawn area and creates small openings near the spawn similar in size to current Diggy implementation. A second compound noise pattern is used when over a certain distance (set in config) from the origin which has the potential to generate cave-like openings that can be approximately 2-10 times as large in size. Effort was made to use the same seeded_noise function in scattered_resources.lua to move closer towards another wishlist item "Replace room and terrain generation by the same system that generates ores".
Additional small change in this PR: Allow for the use of the new landfill tile introduced in 0.17.10 which looks great in Diggy. (it used to be grass-1 and Diggy overwrote it with random dirt tiles).
Would like to open to beta test play and gather some feedback prior to merging.