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Fragment Overhaul #55

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tinyhoot opened this issue Dec 31, 2022 · 0 comments
Open

Fragment Overhaul #55

tinyhoot opened this issue Dec 31, 2022 · 0 comments

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@tinyhoot
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Fragments are consistently the part that gives people the most problems. It is largely due to random chance, and the inherent uncertainty that comes with relying on the game to generate enough fragments. There's very little direction or input the randomiser can give.

Could this be adjusted with a more in-depth randomisation step that takes a very close look at spawn slots and uses those to determine fragment rates in a more sophisticated way? As it stands now, e.g. cyclops fragment spawns can sometimes simply be wasted because the biome they were assigned to does not have any large spawn slots. Because each biome has a cap on how many fragments it gets assigned, this effectively wastes a randomisation slot for nothing.

It may be worth expanding the biome csv and adjusting those caps for each biome separately. Open terrain can support many more fragment types than a cramped wreckage interior.

Additionally, a failsafe of some kind to force the game to spawn more fragments would also be good to have.

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