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Tank mod: mapgen fixes #13463

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merged 3 commits into from Sep 4, 2015

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@chaosvolt
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commented Aug 31, 2015

Naturally I eventually discovered that quests and other content may bug out due to use of mapgen edits.

  1. Removal of overmap special override, to unfuck quests and other things in the source. Instead...
  2. Use of high-weight mapgen entries to make the modded version massively more likely to show up.
  3. Overmap terrain and mapgen entries are retained to prevent load errors, they should be effectively dummied out.
  4. Bandit camp's override remains dummied out. In its place, a much less extensive (and thus less finicky) weight-overridge for one piece of the camp has been added, to spawn the relevant bandit vehicle.
  5. Adjusted weights of bandit vehiclegroup.
chaosvolt
Tank mod: removal of mapgen hax
Naturally I eventually discovered that quests and other content may bug
out due to use of mapgen edits.

1. Removal of overmap special override, to unfuck quests and other
things in the source.
2. Overmap terrain and mapgen entries are retained to prevent load
errors, they should be effectively dummied out.
3. Forklift arms made unobtainable and turned into vehicle anomalies,
due to forklifts only existing via mapgen hax.
4. Forklifts likewise retained to avoid breaking anything.
@kevingranade

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commented Sep 1, 2015

What is the problem this is trying to solve? It would be much nicer to put the content elsewhere rather than stub it out like this.

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commented Sep 1, 2015

I see, this: http://smf.cataclysmdda.com/index.php?topic=11166
Can't we just put the new bandit camp elsewhere?

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commented Sep 1, 2015

Ack. Sorry about that. I should've added the forum link.

And I suppose I could just re-implement modded bandit camps as a separate overmap special.

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commented Sep 1, 2015

While I'm at it...there's bandit cabins, bandit camps...are any of the other mapgens added relavent to quests? Those would be...mall loading bays, home improvement superstore backrooms, ranch garages, and small warehouses.

chaosvolt
Applying less buggy mapgen alteration
1. Forklift exists again.
2. Used the weight feature of mapgen entries to implement the mapgen
tweaks in a less broken manner.
3. The mod's take on bandit camps are the only setup that'd still bork
if one quarter of it gens the vanilla version, due to extensive layout
tweaking. As such, simply went with a smaller edit for one portion of
the camp, to clear a separate space for spawning bandit vehicles.
4. Altered weights of the bandit vehicle group.

@chaosvolt chaosvolt changed the title Tank mod: removal of mapgen hax Tank mod: mapgen fixes Sep 1, 2015

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commented Sep 1, 2015

Pbbbt. Trying to calculate the odds of a vanilla mapgen file showing up results in calculator declaring its hatred of displaying 1/1001 in a sane manner. We aren't calculating the word count of the Necronomicon, 0.099900099% isn't that eldritch a number.

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commented Sep 4, 2015

Anyway, tested these mapgen tweaks, seem to work as intended. Also tested genning a world with the existing tank mod, saving the game in one of the soon-to-be-dummied-out areas, updating the mod folder to this version, then doing a load test. Also worked as intended.

chaosvolt
Mapgen for farms, tractor-focused vehicle group
1. Puzzled out how to mock up a JSONized version of the otherwise
hard-coded farm mapgen entry, in order to get tractors to appear there.
Additionally, the replica prepper variant has a chance of spawning a
bandit bulldozer in place of a tractor.
2. Implemented an item group to allow the booby-trapped version of farms
to have either tractors or bandit tractors.

@Coolthulhu Coolthulhu self-assigned this Sep 4, 2015

Coolthulhu added a commit that referenced this pull request Sep 4, 2015

@Coolthulhu Coolthulhu merged commit 3206f20 into CleverRaven:master Sep 4, 2015

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@chaosvolt

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commented Sep 4, 2015

Ack. Weird, I could've sworn I saw that last one had passed. Oh well, farm mapgen hax aren't really essential, fixing the quest bugs was more important. Thank you for the merge.

EDIT: Huh. Corruption or something? Never had that happen before. Any idea what went wrong for that last commit?

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commented Sep 5, 2015

EDIT: Huh. Corruption or something? Never had that happen before. Any idea what went wrong for that last commit?

The build bot lost the connection with the github server and was therefor not able to build your PR. That happens sometimes, it has nothing to do with the PR itself (the content of the PR doesn't even make it to the server of the build bot). The build bot will (when possible) retry the PRs as soon as the master branch is changed.

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commented Sep 5, 2015

Or, if it's already been merged, won't bother.

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commented Sep 5, 2015

Ah, I see. Had me worried, but then I saw it was merged correctly, so I'd went from worried to confused. XP

@@ -0,0 +1,1010 @@
[

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Is this spawned anywhere? If not, we are not going to drag around thousands of lines of json that doesn't actually do anything. If it is, it needs to be renamed appropriately.

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commented Sep 10, 2015

Ack. Shouldn't spawn, no. Only exists to avoid breaking saves that genned the old overmaps before being ported over.

Though since this involved breaking quests to begin with, probably not worth the extra kilobytes to preserve the old overmaps. >w>

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commented Sep 10, 2015

In that case, shall I go ahead and PR a full removal of the dummied-out overmaps?

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commented Sep 10, 2015

Would like to know whether or not to PR that. Or if you're doing so yourself?

@chaosvolt chaosvolt deleted the chaosvolt:tank-mod-mapgen-removal branch Sep 10, 2015

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