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CLASSIC Style HARDCORE

I generated on prev. version 6 12k maps, distribution cities and other things on all maps was good and acceptable, only with biomes i have problem because i like it forest biome, that's all.

Maps with edited biomes looks okay, checked very roughly in editor and not show any artifacts, only in forest is sometime car wreck. But still better than the wasteland or desert in middle map.

Yes, different sizes is not same, but generated biomes have very similar distribution.

By the way, really good works with forests! This forest looks like more real forest, even with blueberries and mushrooms.

Only one error is in console, same with original biomes.png

err.jpg

 
Usually artifacts appear at the biome border when colors make a transition (this is normal for the graphics editors, but not for generation) - so you need to check at the border.

I will generate a map later to check on the new version (A19.3). So far, i don't have the ability to do this :) .

The error in the prefab with the "wine barrel" has already been fixed and won't appear in the next patch.

 
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You mean different color after editing in graphics editor? This repair biome fixer from nitrogen map gen. I tough checking map in game world editor, of course not all, becouse is this big area.

If you need, i can ganarate some maps for you.

 
Today i made a couple of generations to check version A19.3.

The distribution of biomes looks normal (as it was intended). I even got exactly the same picture as you. I don't think this is a coincidence - it just indicates that there is no randomness in the generator :)  Nevertheless, the result is acceptable.

Therefore, i recommend using the built-in features of the mod. Because this choice of algorithms is dictated not only by the personal preferences of the author, but also by some technical "nuances" that affect the overall gameplay.

HwWPSO6.jpg


Nuance.... nuance... - i love nuance :D

 
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You have more cities and better distribution, blank seed isn´t good idea as i see, seed "j7905-79-ii;[98" looks great and generated map with this seed is same as on your picture.
 

Actually, this is my first experience with map gen. in game because i always use nitrogen map gen. before.

Therefore, i recommend using the built-in features of the mod. Because this choice of algorithms is dictated not only by the personal preferences of the author, but also by some technical "nuances" that affect the overall gameplay.


Biomefixer from nitrogen map gen. repairs only diff. color in biomes.png after editing, i not use map from nitrogen in your mod. This dist. of biomes on picture is more acceptable for me.

Schránka 05.jpg

 
Well... the case is yours.

But in my opinion, if i had such a huge forest biome - i would not need to look for a detour through dangerous wastelands and travel in search of an interesting place, the number of "easy cities " - there also more.... the lack of wasteland is also evident here - wastelands are not useless in this mod.

CSH mod about travel too :)

PS: by the way, if the map was edited after the world was generated, the prefab types will not match the corrected places.

Unfortunately, i forgot about this when i said that editing may would work...

So .... don't know... i'm not sure.... probably - better to change the probability in Biome Mapper Output ...

 
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I try game with original biomes and is too hard for me, especially wastelands hub with dogs. I plan start new game with or. biomes when i gain more experience because CSH is too different to vanilla. And sadly, after 5 in game days(120min 24h cycle) i not find town, or useful book.

 
Yes yes, that's how it should be....  "Stone age" in classical terms! :)

In addition, of course, out of habit, no one expects interesting things where they usually do not exist.

When you find a city, you will find books. That is, at the initial stage, the primary task is to find a city, this is the main meaning of large maps and biomes.

If you feel that this is unnecessarily difficult - then i would advise, nevertheless - to adjust the  difficulty of other settings, but not to change the distribution of biomes.

 
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Then write this into journal, i started the game automatically like in vanilla, nesting in a nice place, collecting loot and slowly explored the neighborhood. :)

Find city as primary task make sense, but didn't it occur me, maybe more people will have this problem.

 
Why not? I'm not the only one dumb head on this world :)

Of course, this is clear information, but not everyone can think of it, same as me.

But i read again and more carefully in journal Survive in CSH and is it ok, "nesting" on one place after start new game it´s my fault and bad habit from a vanilla.

 
It's a sandbox. You can really come up with something interesting for yourself. Trial and error is appropriate here. There is no point in telling the player what to do. Just, some planning under the pressure of circumstances - is necessary.

This is the aspect of the game that vanilla has lost.

 
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You have truth, this mod at this point is surprise for me and is out of my "comfort zone". This is not bad, this is only my habit of "modern gaming" from last of years.

Also, i was expecting some minor changes from vanilla, but this is total gameplay rework.

This game lost many, i start on A15 but over another patches it got worse and worse.

 
I found an error that occurs in Wasteland cities and causes the console to open many times in a row.

I will post a new version with corrections soon.

Don't go near the Wastleand cities yet - it can be dangerous! :D

 
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MOD version UPDATE - CSH_v19.3.01b

this patch compatible with the previous save (v19.3.01a)  (well 99%)

- it fixes the  error that occurs in Wasteland cities and causes the console to open many times

- +small changes, tweaks...

UPD:

This hotfix is ONLY needed to ensure better compatibility (hanging houses) with the worlds generated in previous versions!

If you generate the world on version v19. 03. 01 b-do not download this hotfix!

https://yadi.sk/d/sXGBauC-97TxMQ

 
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Here is a right attitude to survival, in Japanese:

(review/tutorial to the mod)



 
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I have a bug with levitating house, it seems to be about one prefab. After entering house all blocks fall down and house is destroyed. I tried delete region and *.map files from save and not work.

fl. house.jpg

 
Yes, this one, and 5-7 more houses will hang in the world generated on version v19.03.01a. These hangings are related to the new height of these prefabs in the patch v19.03.01b.

The claimed compatibility between these patches, due to my forgetfulness, turned out to be untrue...

(temporarily, before entering - put logs under the building so that it does not collapse)

PS: By the way, it turned out that the distribution of biomes, in general, was always the same in these versions - regardless of the seed.

I can change it...but i don't know whether to do it or not. Because, it's really going to be very unpredictable...

 
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Good, if exist easy repair, is this bug acceptable, its better than start a new game, because i can finally build forge and workbench :)

Manual editing of biomes is better, i tried change dist. biomes too and very unpredictable is a weak word.

And please, add sleep to the game if is possible, this feature really missing to me.

 
Because of this, i would not restart the play.

Perhaps you could adjust the offsets for these houses in the generated list of prefabs - but, i don't remember their names...

Between patches, i make a lot of small changes that can`t be tracked... for this reason, i never publish detailed changelogs.

Sleep is a very difficult mechanic for this game. Many ideas - are only good in the imagination.

I have some work ideas, but my knowledge of C#is not enough. And simpler variants - do not make sense now.

 
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