-
Notifications
You must be signed in to change notification settings - Fork 4.2k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Moved mass grave terrain and special to map extra #37271
Moved mass grave terrain and special to map extra #37271
Conversation
On one hand this is probably the correct thing to do. On the other hand, this makes it easier to accidentally trip over mass graves, which I don't think is something people want to do. |
I don't see how - map extras are tracked on the map. |
They are indeed, but that's turned off by default, I believe. As I said earlier, I don't think this complaint is enough to justify not doing this. I just wanted to make sure you were aware of that. |
Is it possible/feasible to increase the overmap special count per overmap at some point? On one hand, small specials taking up slots is an issue, but on the other, map extras are basically strictly inferiour specials. Autonoting is not a valid alternative to having "specials"/extras properly displayed on the map, search functions are duplicated, and it's just an overall duplication of features. A much better long-term solution would be to actually convert extras (where possible, like ponds, sheds, etc) to terrains and increase the overmap specials limit accordingly. |
Extras aren't "inferior" specials. They have a totally different spawning mechanism and are used for different things. |
9d6b355
to
63851ed
Compare
Summary
SUMMARY: Infrastructure "Moved mass grave terrain and special to map extra"
Purpose of change
Get rid of some 1x1x1 overmap specials to free up special slots for bigger and more interesting locations.
Describe the solution
Moved mass grave overmap terrain and special to map extra using
update_mapgen
function.Additional context
I am not sure if I should apply a better migration for obsolete terrains (applying extras, count neighboring terrains when choosing migration terrain, etc).
There are more 1x1x1 specials that could be moved out of special (ponds, basins, etc).
We would eventually need to allow:
update_mapgen
map extras;