Roads that just end

I imagine so. RIP Dishong. But it's the sudden rush for whatever reason (guessing console release) in which things seem to be getting...er, not sloppy but maybe just overlooked.

Is it crunch time? That's definitely the impression I'm getting of late despite that no developers should have to feel they're in a vice at any point in the development cycle.

Well, i guess it is kinda crunch time. I don´t think they can afford to stretch development time any longer than absolutely needed anymore. They may have sold 22 million copies but most of them were sold years ago. Having a development time of 12+ years and buying back console rights isn´t exactly cheap. Also i guess they had to pay Studio Illogica at least a part when hiring them to make Bloodmoons.
 
I have no idea of coding, but doesn´t Teragon need to use the same kind of code that the game uses and modifies it? So it should be possible, no?

Teragon is a completely separate app, not a mod. It generates map files that 7DTD can use, but its entire codebase is the creation of Pille. The way Teragon goes about generating maps is very VERY different than the methods used by TFP.
 
The road generation of the game is better than that of Teragon at the moment. I bet that road to nowhere bug (if it's a bug) is super rare.
 
The road generation of the game is better than that of Teragon at the moment. I bet that road to nowhere bug (if it's a bug) is super rare.

It's not rare at all depending on how your rwgmixer is set up. The more custom settlements you have, the higher the likelihood you'll encounter it due to tile budgets running out.
 
If there was a way for game code to recognize them, or a tile was
specifically made for that purpose. It could be used later for
the poi event placements, that @faatal spoke of in a recent post.

That combined with the intended flatspot mechanic, should allow popup
placement without conflicting with orher POIs.

Turn a bug into a functional feature.
 
Back
Top