PC V3.0 Sandbox Siege Dev Diary

It’s hilarious that you are attempting to smear the very thing that will breathe life into PvP like no other update before it. Many of the “broke settings” are meant to return the game to the days before there were RPG elements and player progression— you know? The golden age of PVP for this game?
i was referencing the "many bugs" "new ones are coming" that faatal and crew have been working on, so the point was broken "bugs" or what ever your mind thinks, to me it would be good for bE or someone to take a look at the economy.
Screenshot 2026-06-03 193904.png
 
There should be some news within a week.

I will say that today I added a new RWG biome layout of Circle 2, as a personal side task, which I am looking forward to playing on. Small feature, but cool as it gives you two separated versions of each biome.
Please tell me the weird road generation in RWG is being addressed, too. It's weird driving along a highway, only have these weird raised road "corners" generate on the sides.
 
Please tell me the weird road generation in RWG is being addressed, too. It's weird driving along a highway, only have these weird raised road "corners" generate on the sides.
No. I have not looked at that recently. I have tried to fix it before, but there are odd edge cases that resist fixing.

[in response to a post about light/dark mode that was deleted]
I am the The Night Owl / Screen Dweller!
 
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@faatal, Has anyone tried to adjust the perimeter calc of the of the POIs
vs the terrain they are built on. What I mean is unless it were recently
changed the default terrain brush is round. The tiles are quadra angles.

The poi spot placement is based on the Poi and the perimeter as one, so the entire
diameter of the square or rectangle. If you place a square of the same diameter
as a circle then the courtyard corners extend beyond the border. That is the only part
that I have noticed protruding. Instead if the diagonal of the quadra angle were matched
to the circle diameter would it not allow the same terrain but fit the poi layout better?

Sort of like this
poi to terrain.png
 
@faatal, Has anyone tried to adjust the perimeter calc of the of the POIs
vs the terrain they are built on. What I mean is unless it were recently
changed the default terrain brush is round. The tiles are quadra angles.

The poi spot placement is based on the Poi and the perimeter as one, so the entire
diameter of the square or rectangle. If you place a square of the same diameter
as a circle then the courtyard corners extend beyond the border. That is the only part
that I have noticed protruding. Instead if the diagonal of the quadra angle were matched
to the circle diameter would it not allow the same terrain but fit the poi layout better?

Sort of like this
View attachment 39353
POIs are placed on a grid. No circles involved. The issue is roads can cut corners to be smoother, leading to issues, but they need smoothing.
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Here is that news I said was coming. From X.com:

"TFP is proud to announce the 3.0 Dead Hot Summer Developer Stream is this coming Wednesday, June 10th at 9 PM CT. Join TFP Co-Founders Richard & Joel Huenink & TFP Senior Programming Technical Lead Lathan as they dive into the changes coming to 3.0."
 
POIs are placed on a grid. No circles involved. The issue is roads can cut corners to be smoother, leading to issues, but they need smoothing.
Post automatically merged:

Here is that news I said was coming. From X.com:

"TFP is proud to announce the 3.0 Dead Hot Summer Developer Stream is this coming Wednesday, June 10th at 9 PM CT. Join TFP Co-Founders Richard & Joel Huenink & TFP Senior Programming Technical Lead Lathan as they dive into the changes coming to 3.0."
that's great...when are we going to hear about the road forward?
 
POIs are placed on a grid. No circles involved. The issue is roads can cut corners to be smoother, leading to issues, but they need smoothing.
@faatal This happens often with wilderness POIs when too close to roads. Couldn't there be a buffer zone around wilderness POIs to keep them from spawning too close to roads? (obviously, this question is posted by someone who knows nothing about programming 😁 )

Was the issue fixed where certain very large POIs don't spawn anywhere on the map?
 
@faatal

Thank you for the answer. It prompted me to gen a world without
pois, to see the how it lays out now. I haven't done that in a long time,
just played. The interesting thing that I learned, was the dependency
on wilderness pois. I hit F1 to see the process, applying wilderness
pois was near to last, and without them it stopped processing.

It does not need the city and rural pois, it will still generate the
city grid layout without them. Does that mean with this system, that
I can reset all of the pois to wilderness, and generate a complete
map using the random wilderness rule layout? Is there a way to generate
the world with out the poi cluster grids?

Edit: I just thought of something because of your post and then reading
@Space4Ace post above. Since the courtyard perimeters all have corners
can, a block be created, called a keystone block. Placed at the 4 corners,
that has a distance requirement for streets and roads, kind of like the avoid
mouse script use to do?
 
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POIs are placed on a grid. No circles involved. The issue is roads can cut corners to be smoother, leading to issues, but they need smoothing.
Is there a way to tell roads to avoid POI boundaries by 10 blocks? Or allow for POI blocks to follow the terrain at the edges. So if it slopes down naturally it slopes down. Then it would be a matter of making sure POIs are not designed that they go to the edge.
 
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