PC V2.0 Storms Brewing Dev Diary

3 hours ago, Jugom said:

I mean... this as Arizona just a month ago.
 

You know what I don't see in that video? I don't see any 110° patches of sandy desert, with cactus in full bloom. I don't see leaves on the non-evergreens. Because obviously it's winter.

No one is arguing that Arizona doesn't get snow. The argument is that the air & climate in a region can't be 110°F in one spot, and 15° just 3 feet away at the same elevation. Unless you're standing at the edge of a lava field or hot spring, anyway.

 
Now....elevation changes might be fun if we could get snow higher without it turning into a giant hill.


The question would be then how much of an elevation change would be desired to set apart the snow...

It is possible, this is the map I'm playing on now.

That is one of the advantages of doing it by hand, I got the Idea to do

...

One thought that I got from reading the conversations, is if elevation is used.

It can progress from low to high terrain or the reverse as the difficulty progresses.


... and how gradually the change in elevation needs to be. What is the elevation difference that you used and how much space did you allow for the transition? 

Elevation based biomes are easy.  The problem is making a place in them where POI or towns can be.  A snowy mountain doesn't exactly leave much room for such things.


I don't know about AZ, but I remember what I considered to be plains in the Colorado Rockies. I'm thinking of Gunnison CO if you want to take a look via Google Maps.

 
@faatal This might have been asked before, but can we do the weather and storms without the biome progression turned on?  Also, if you have a snow biome immunity idol (or whatever it's called, lol), does that make you immune to storms in the snow biome?

 
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Kinyajuu experimented with elevation based snow and temperature years ago but ultimately rejected it. I don't know why but I do think it is interesting that the concept isn't something that hasn't already been considered and tried already. Gradual transitions between biomes and dithering effects were also experimented with quite a bit in the past. None of these requests are new feedback and TFP seems to have responded to all this feedback already with due consideration.

If my memory serves, when they made their final decision on the current tech that generates the terrain it had great benefits but also certain limitations. It was at this time that they had to change farming to the farm plot method, the number of biomes had to be reduced, and they no longer were able to make the transitions between biomes as gradual as they had been attempting in the past. It was also at this time that the game started forcing terrain textures within a biome to comply with that biome so trying to have a forest biome landscaping look in your desert base wouldn't work. All the forest terrain would turn into desert terrain.

@faatal This might have been asked before, but can we do the weather and storms without the biome progression turned on?  Also, if you have a snow biome immunity idol (or whatever it's called, lol), does that make you immune to storms in the snow biome?


Faatal posted a bit above that he plans to have a separate slider for storms with a domain from 0% to 500% for storms which will be separate from the toggle for biome hazards. So, yes, they can be independently selected. The biome hazard kits don't protect from storms. You have to either get into shelter or leave the biome or endure through the damage while the storm persists.

 
Kinyajuu experimented with elevation based snow and temperature years ago but ultimately rejected it. I don't know why but I do think it is interesting that the concept isn't something that hasn't already been considered and tried already. Gradual transitions between biomes and dithering effects were also experimented with quite a bit in the past. None of these requests are new feedback and TFP seems to have responded to all this feedback already with due consideration.


I don't doubt you, though I wonder if the current discussion involves a slightly different approach. What I think you're saying that Kinyajuu experimented with snow appearing at certain heights. What I think being ideated presently is that the base height of the snow biome be some number of block higher. Or, did Kinyajuu and the gang consider that at the time as well?

 
I don't doubt you, though I wonder if the current discussion involves a slightly different approach. What I think you're saying that Kinyajuu experimented with snow appearing at certain heights. What I think being ideated presently is that the base height of the snow biome be some number of block higher. Or, did Kinyajuu and the gang consider that at the time as well?


They did. The snow biomes only generated at a certain high block height and the desert only generated at a certain low block height and the three forest biomes and plains biomes generated between those extremes. Temperature also rose and fell with block height.

One of the downsides is that it created many smaller biomes and the team wanted larger biomes with fewer instances of crossing borders. It only lasted for one or maybe two alphas maybe around alpha 12 or 13. I don't recall but I think it was tried and rejected before the first console version came out. Alpha 10 was the last alpha to have unlimited maps and I'm pretty sure it was after that.

I found the reference to temperature change based on block height in the Alpha 13 patchnotes: https://7daystodie.com/alpha-13-status-and-release-notes/

I'm not sure if that is when they also tried making the biomes based on block height as well.

 
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@faatal I know a UI overhaul is slated for 3.0 or 4.0 - any chance we might be getting something that looks less plain? I found this on Reddit, and it's VASTLY more interesting than what we currently have.View attachment 34093
Now this has style

change farming to the farm plot method, the number of biomes had to be reduced, and they no longer were able to make the transitions between biomes
Dark times especially the lost of the plains and maple forest 

 
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I don't know about AZ, but I remember what I considered to be plains in the Colorado Rockies. I'm thinking of Gunnison CO if you want to take a look via Google Maps.
Yeah, you can make what is basically a large flat hill be covered with snow.  Plateaus work as well.  But in this game, that doesn't have the same effect visually as a snowy mountaintop.  It ends up looks more like just a normal biome map rather than one that is based on elevation.

I wasn't meaning that you can't do anything at all with it.  There are plenty of Teragon maps that have elevation based biomes that work fine.  But it's not as simple as just adding elevation based biomes.  You need to do something with the terrain to make them work.

 
You know what I don't see in that video? I don't see any 110° patches of sandy desert, with cactus in full bloom. I don't see leaves on the non-evergreens. Because obviously it's winter.

No one is arguing that Arizona doesn't get snow. The argument is that the air & climate in a region can't be 110°F in one spot, and 15° just 3 feet away at the same elevation. Unless you're standing at the edge of a lava field or hot spring, anyway.
umm.. no. the person I quoted was saying that AZ would only have snow in the mountains.
but ignoring all that... there are different biomes, and there will always be transition between them. the map is only so big. you can't just slowly increase/decrease the temperature across 50 km. leaving snow as elevation would also kill snowy cities unless you make a big ass cliff/plateau to accommodate one. Other option would be simulate the 4 seasons, but then how long would you wait between them. will players have to play 365 days to see a full cycle? people who like to just stay on the forest will have to suck on the winter like it or not?
Some sacrifices must be made for the sake of gameplay.

 
@faatal I know a UI overhaul is slated for 3.0 or 4.0 - any chance we might be getting something that looks less plain? I found this on Reddit, and it's VASTLY more interesting than what we currently have.View attachment 34093
To each their own.  I personally don't like that kind of UI.  I prefer a clean UI and one that isn't brown.  It makes certain things harder to see and just looks bad to me.  There also isn't any reason to have all that protection stuff showing all the time in this game.  That's just a cluttered top section, imo.

UI designs that aren't rather plain are best left to mods as most people have very different opinions on what looks good and what doesn't or on what they want on their screen and what they don't.  It's fine to have a couple presets or even have a configurable UI in vanilla, but they should always have at least one UI that is more generic/plain like what we have now.  It'll appeal to more players overall, and those who want something else can use mods.  (Yes, console players can't use mods... nothing to be done about that unless TFP wants a bunch of different styles of UI, which is a waste of time.)

 
and how gradually the change in elevation needs to be.
@zztong The map in the image is the Thank You one I created for you.

I'm temporarily using it as a template, while I enjoy my spartan Police station

that you recovered for me.🙂

The how: photoshop magic wand %; large psd with 27 layers; 10k my map sized

blender layers included.

The altitude why: to be able to potentially include the tallest skyscrapers without 

posting past the Z:1 ratio grayscale scale. Give the Mountains a crew cut, and Bob's

your Uncle.

The variance: the rules somewhere in world gen, limit full consideration
to an approx 170 then begin to fall of by scale.

The math: Z:1 ratio scale is 255, Base gen 35 to give a slope for the water
table which is 30.

So base thought is 255 grace 3 meter in case I King Kong it.
255 - 3 = 252 Z Top - tallest poi that I want to render there; if I want to possibly
included skyscraper 1 is 108 height. 252 - 108 = 144 is my top gen for "potential"
100% possibility. For vanilla biome config (144 - 35) / 5 rounded = 22 block
separation between biome gen if even. So top down snow forest burnt desert waste
preferential cold to hot thought for me. So 22 average then do "rise over run" to get good grade

for roads. Or in my case I do a second render including poi layout , and cut a path through some of 

the hills.  It looks hella better, especially when on a cycle. Plateaus vary by only a few meters unless

being creative, and to keep poi cluster streets relatively level.

      snow          forest         burnt        desert      waste

(144 to 122)(101 to 122)(79 to 101)(57 to 79)(35 to 57) Utopian, with forest being
the lesser. This allows for the flux between each "meter" for gradient grayscale.

The rest is just preferential slide scale to add or subtract to the biome coverage,
and depending on the terrain type I draw. Then I select the wand and paint or use
my layers. Drag and drop before first game start and it renders.

I don't do Utopian though.

Temperature in weathersurvival.xml  I follow the same rule, temp scale set from Hell to BeeBees

So much time was spent getting water right, there was now way Hell I wasn't going to create a map

that showcases it. So it follows the rules and stays within the limits. But I have  a dream.        A

Shadow of the Erdtree 1/2 a mile high height Dream.               To be continued

 
@Roland I think I remember part of it.

Kinyajuu experimented with elevation based snow and temperature years ago but ultimately rejected it.


Customer feedback translated to BMC desires for map to gen
as fast as possible, So TFP and Faatal adjusted. BMC consideration
2 was the angle and grade of some of the connecting roads so TFP and
Faatal adjusted. BMC consideration 3 water generation and flow.
#4 losing things in the terrain at that time. #5 Thinking about the
future, making it compatible with lower powered pcs, and potentially
consoles, to not exclude or unintentionally alienate any market.

A preventive maintenance back end consideration was to stop the willful
transgression of the upper height limit. The generation shape difference
between lots and generation base shape, basically quads in a circle, ergo
tiles were born. Grain of salt, but this is some of what I remember from
then. Street layouts were more of an algorithm, like FFOFFFoF,

something like that.

<street_gen level="10" length_multiplier="4">
                <axiom value="[FFCT][-FFT][+FFI][--FFN][+FFT][-FFI][++FN][F-FF+FF[-T]FF+FF+FFFF-FF-FF[+I]FF-F[+N]"/>


                <rule char="T" replace_with="F-FF+FF[-T**]FF+FF+FFFF-FF-FF[+I**]FF-F[+N*K]"/>
                <rule char="I" replace_with="F-FF+FF[-T**]FF+FF+FFFF-FF-FF[+I**]FF-F[+N*K]"/>
                <rule char="N" replace_with="F-FF+FF[-T**]FF+FF+FFFF-FF-FF[+I**]FF-F[+N*K]"/>
                <rule char="K" replace_with="[FFCT][-FFT][+FFI][--FFN][+FFT][-FFI][++FN]"/>
                <alt_commands chars="T,I,N,K"/>
            </street_gen>


Tiles are expedient, less process and connect the streets and plots 

easier. Again grain of salt. 

it had great benefits but also certain limitations.


I will be corrected if any or all of my memory is wrong.

You are right it was at the bottom, there was terrain gen, biome gen distance

from center, and height  included for weathersurvival.xml

 
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@faatal I know a UI overhaul is slated for 3.0 or 4.0 - any chance we might be getting something that looks less plain? I found this on Reddit, and it's VASTLY more interesting than what we currently have.View attachment 34093
I don't know, but I hope it does not look like that!

Hey faatal! I think having zombies in the game is unrealistic! Can you remove them in 2.0 please?

That would make the game much, much better and fit my own realistic vision of the game.

Thanks  :yo:
LOL. Sure, sure...if someone wants a game to follow their hundreds of exacting specifications of what it should be, they are probably not going to find it in any existing game and need to go make it themselves.

@faatal This might have been asked before, but can we do the weather and storms without the biome progression turned on?  Also, if you have a snow biome immunity idol (or whatever it's called, lol), does that make you immune to storms in the snow biome?
Biome Progression and Storm Frequency are two different settings with separate code/data, so are completely independent of each other.

Biome Skills (or whatever we end up calling them) do not help with storms.

 
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