Crater Creator
Community Moderator
A known issue doesn’t mean it’ll be fixed. It just means “we acknowledge this happens, and we (probably) don’t like it.” The mounds generally aren’t a bug, they’re a feature. Notice where the ground comes up in a mound on one side of the building, the ground comes down in a depression on the other side of the building. The middle of the building’s floor hasn’t been raised or lowered (in at least 90% of the A16 POIs I’ve seen). Rather, dirt is added or subtracted in a radius around that center in order to level enough space to fit the building.[POIs sitting on circular mounds or depressions] is a known issue (which means it is on the todo-list), but A16 won't get any further patches. It also seems more of a calibration issue of the RWG than just a single bug one can correct and be finished about it (this is just my personal impression though). If you see such occurances in a few months in A17 experimental/BETA, post the seed and coordinates in the relevant bug thread.
I would look for ways to reduce the size of that footprint, such as not rounding up to the nearest chunk if it does, and switching from a radius to a rectangular shape since that’s the shape POI plots take.
It would feel too artificial if the best loot is always the most protected. So I favor a two-pronged approach: in addition to making some of the best loot hard to access, introduce randomization so that you can’t anticipate where the best loot will be after exploring the building once. Then, even knowing where the hidden rooms are doesn’t guarantee you can speed run the building, and not every building will need a strong room.Concrete walls are enough. I'm talking about a16 dungeon towers. For example, you can go through the huge "book tower" with just a stone axe on the first week. Once you follow the path you can access most of the loot without much resistance. It might be the case that you get all the "important" books on that single building and never have to look for books again.
It would be cool if there would be some bookshelves on the first 3 floors but past that you'd have to break down iron bar in a staircase or dig out some rubble to get to next floor.
Height maps are static, premade assets though (think Navezgane), whereas the roads are smoothed procedurally by the RWG. I don’t think one will affect the other.I also remember a video a few months back that mentioned work on smoothing roads but that may have been rendered moot with the height map changes now planned for A17.
In short, in mid/late game the ground is effectively made of concrete mix and steel, and instead of tree stumps, you get desk safes. But I agree the risk versus reward doesn’t compare favorably to other biomes.On the subject of biomes... Is the wasteland biome an under-utilised area?What reasons are there to even go there other than the challenge of surviving in such a hostile environment?
Cities in every biome are always worth visiting but what about the area itself?
I know there are always a lot of cars in the wasteland but cars can be found almost anywhere.
What is it about the wasteland that makes it attractive to visit?
What can be done to make it a must see area?
Am I missing something?
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