Yeah, getting bigger Cities in the Forest or Burnt Forest with the standar mixer would be nice.I think the worldgen gets better as alphas progress but there are a few bugs being experimental and all.
A few things I would like to see are cities (maybe limit to 1) in the forest and burnt forest rather than small trash areas and large cities in desert and snow maps and not just the wasteland on large maps or increase the cities amount in those biomes so you have less "nothing" space if you prefer large cities only in wastelands which has good merit to it.
Currently they changed the rwgmixer.xml to only throw cities down for desert and snow with nothing for burnt forest and large cities only for wasteland. On smaller maps it makes sense but on larger maps you run from small podunk town to another until you get in the Desert biome in which case you finally get a proper city with tons and tons of nothing in between.
The small trash towns in the forest need to be increased by 3x or there should be at least one reasonably sized city there. The burnt forest is much of the same.
Attached is a modified rwgmixer.xml that expands the size of cities a bit and adds more of them, but the forest you can see hasn't been touched and is largely small. The burnt forest I added some city spawning available to it so that is why it has a city. If the burnt forest and forest each had at least one proper city I think it would be better.
Yeah, tried that.Maybe make bug reports instead of posting it here? You're playing an experimental build, the point of that is to test for bugs/issues. If you aren't gonna report ones you find then wait for stable.
To ensure you aren't modding the game which can cause errors and waste everyone's time, as well as your hardware and plenty of other info. You think they ask for it just to make it difficult? And again, you're playing the EXP build, which is to test things and find bugs. If you can't be bothered to do that, don't play till stable and we can avoid useless threads like this. As posted above, faatal is aware of these issues and is working on them. If you can't handle some bugs, one more time, wait for stable.Yeah, tried that.
But you need logs (for what? there are no errors...) and videos and i still have no time to do their non existing QM for them.
Simplest answer: They are lazy.I really don't know why people don't want to share their log, regardless if they think it's needed.
Or, they don't know how. Like me.Simplest answer: They are lazy.
I'm getting that exact same square jutting out into the road issue, which may have something to do with the problem Riamus suggested, but -- honestly -- I've been getting weird stuff like that all along, especially a road that just caves in the middle and creates a steep incline down to the point a steep bank might be otherwise. So, I think the original point is valid, bugs or no.Every Map i generate is "broken", as you can see on the pictures.
I think it's more than that (at least for some). I've seen enough people fight really hard against posting a log. You don't do that because you're lazy.Simplest answer: They are lazy.
The road issue is a known bug with POI. I forget if they said that was fixed for this newest update or if it's for the next update. But it will only fix a newly generated map. It won't fix an existing map because it's a bug in RWG.I'm getting that exact same square jutting out into the road issue, which may have something to do with the problem Riamus suggested, but -- honestly -- I've been getting weird stuff like that all along, especially a road that just caves in the middle and creates a steep incline down to the point a steep bank might be otherwise. So, I think the original point is valid, bugs or no.
There's plenty of reasons, good and bad. Mine are "requiring me to use and/or register to an external site to deliver you a text file seems unnecessarily complicated" and "I don't feel like scrubbing a file for my PII". Somewhat combined with "this isn't solved in the log anyway" with a lot of bug types.I think it's more than that (at least for some). I've seen enough people fight really hard against posting a log. You don't do that because you're lazy.
Actually, they did. Those are bugs. And it sounds like they will be fixed in the next update.To be fair the OP didn't say anything about a bug. He was lamenting at the poor state of worldgen and how it's gotten progressively worse over time. So it's more of a general gripe than a bug thread.
OP in this meaning original post. The first post doesn't mention bugs unless I am missing something.Actually, they did. Those are bugs. And it sounds like they will be fixed in the next update.
It doesn't describe them as bugs, and thus the poster might not consider them as bugs. But knowing roughly how the RWG works, those screenshots are obvious bugs.The first post doesn't mention bugs unless I am missing something.
Those images are caused by a bug that is fixed in the update that came out today.OP in this meaning original post. The first post doesn't mention bugs unless I am missing something.
The weird road issue (as opposed to corner sticking out into the road) of which I speak has no POIs around it. It's wilderness road. I've only seen it a few times on random maps since A21, but it is glaringly obvious and not associated with POIs at all. City tiles, maybe, but not POIs. I chalked it up to something like, "Well, I guess that's what you get when you put a computer in charge."The road issue is a known bug with POI
The weird road issue (as opposed to corner sticking out into the road) of which I speak has no POIs around it. It's wilderness road. I've only seen it a few times on random maps since A21, but it is glaringly obvious and not associated with POIs at all. City tiles, maybe, but not POIs. I chalked it up to something like, "Well, I guess that's what you get when you put a computer in charge."The computer doesn't know the difference because the computer isn't concerned with aestethics. It's not like math can make on the fly adjustments. Pretty simple to me. Computers aren't sentient, so RWG will never be perfect.