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Showing results for tags 'generation'.
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Cannot find any structures such as pyramid, houses, all that
Tim118 posted a topic in General Discussion
I got this game 2 days ago and im loving it ive got 33 hours put in to this world so far but I cannot find any structures ive sailed to 5 islands and found none... I have watched videos of people finding heaps of Structures on one island. (I really dont want to restart this world) -
This popped into my head and I really like it. So imagine the further you go south the hotter it gets exponentially. Players would expect something similar but I'm saying it gets so hot you end up with shallow water, stretches of barren seabed, lava lakes which would require special ships to sail. While if you head north it eventually just turns to solid ice requiring ice breakers or eventually vechicles that drive on the ice to go further north where you would maybe run into a solid ice wall (you could possibly bore a tunnel through with a vehicle with a front mounted drill) There could be rare resources in both places requiring visits to both for endgame tech. I was sitting back mulling over the idea but I kept expanding on it. I imagine driving a truck over the solid ice carrying a full load of rare ore we've mined to our ship that is waiting where the ice begins. -Or sailing on seas of lava in an obsidian plated ship fighting the temperatures. I would have these north and south lands start very very very far out in each direction, nobody should accidentally find it, you'd have to really journey north or south. This obviously isn't entirely realistic, but I think it'd be a mind blow and fit the game nice while giving more use for some of the tech available and providing more potential machinery. ---- Edit: Islands and animals surviving on them would be terrifying, but once you reach the "end" there would only be ash or ice mounds scattered around showing that nothing survives that far out. Progressing further than that would lead to just a wall of extremely hard ice (not sure what the lava equivalent could be.) Inside the ice could be veins of rare ores that possibly don't stack requiring you to haul it back on a large vehicle. ..Or maybe even the ore needs to be forged on the side with the lava, it'd go from lava lakes to strips of obsidian land with tunnels leading to the planets core where you'd forge the ore. You'd be required to make both trips to reap the rewards. I've been fleshing this idea out as I'm writing it so I apologize for jumping all over the place.
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Suggestion: Improved World Ore Generation
Ethan Gordon Wilson posted a question in Suggestions & Feedback
Request: Consider revamping ore generation algorithms to allow the following: 1) Generation of ores in and around cave systems. and less occurrence of surface ores (approx 20-40% less than currently observed). Encourages more cave exploration - more risk/reward Smaller surface veins of ores - larger veins underground! Small samples of ores on ground (more than just flint - allow for occasional iron/copper/gold ores - perhaps near (above) seams generated underneath the surface to hint miners where to mine). 2) More concentrations of minerals in certain areas: flint near hills/mountains clay near water gold/copper/iron underground and around/in mountains and hills shape deposits in characteristic ways to be unique to each mineral/ore (coal in horizontal seams, gold in vertical, flint in round patches, etc.) 3) More Ylandium deposits! I've yet to find one crystal in two maps! need more mutated creatures or more dust drops from each one slain. crystals need to spawn at higher levels than currently seen (by others - not me). higher dust yields from processing crystals. 4) World Generation Options: Allow for specific concentrations of Iron/Copper/Quartz/Ylandium at world creation. -
Please allow the player to utilize a seed value to influence the world generation, along with entering a world name (already supported). This would allow people to "share" maps apart from the sharing of actual created maps in the workshop. This assumes that worldgen is using seed-based algorithm and output can replicate with same seed values. If no seed value is defined in this option, default to already-implemented seed generation. Lastly, allow players to view seed values used in the "~" screen so they can replicate/share seed values from randomly generated maps. Thanks!
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