Skip to content
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

Added Landblock setting, No Ores Setting, and No Trees/Rock Setting #297

Open
wants to merge 28 commits into
base: dev
Choose a base branch
from

Conversation

zerostarm
Copy link

Added three settings named Landblock mode, no minerals mode, and no trees setting.
The Landblock setting (default off) sets the map generation to normal for tiles and spawners, but does not affect resources, or trees/rocks.
The no minerals mode (default on) makes it so that ores don't generate, this is added for mod compatibility (looking at you Modmash Underground).
The no trees setting (default on) makes it so that both normal trees and rocks don't spawn. I put this in to complete the set/aesthetic reasons.

All three are startup settings, and have been localized for English.

Also for the Landblock mode to recover normal biter activity the Angel-biter-slider setting has to bet set to 600%. This is not the default behavior and I don't know how to change it.

zerostarm and others added 9 commits February 23, 2023 11:45
Landblock needs to have spawners but they aren't showing for some reason
Landblock mode works now, the angels-biter-slider needs to be at 600% though so that it is normal
Rocks are now placed in all modes but really infrequently if not Landblock mode
@zerostarm
Copy link
Author

Covers of #32. And some of #12.

Unremoved some items so that the resources can be mined and charcoal can be made of coal for minimum balance issues
Added mod setting descriptions to the mod settings I added.
Changed how the items were removed to copying the list and just removing stuff
I forgot to give the for loop an argument
no minerals modes items are fixed and tested
@zerostarm zerostarm changed the base branch from main to dev March 4, 2023 21:51
Changed landblock mode to have autoplace controls for gardens and trees to keep inline with balance of normal seablock.
@KiwiHawk
Copy link
Collaborator

KiwiHawk commented Mar 24, 2023

Sounds good, thanks! I've been meaning to add a Land Block setting. I'm a bit busy IRL but will get this reviewed before the next release 🙂

@KiwiHawk
Copy link
Collaborator

Can you please add more explanation as to why the No Minerals setting is required? As far as I'm concerned, this is Sea Block. Ores should never spawn!

@KiwiHawk
Copy link
Collaborator

Also not sure that we should ever be allowing Cargo Ship's deep Sea oil to spawn. It's against the ethos of Sea Block. Everything is made from water!

@KiwiHawk
Copy link
Collaborator

Rather than having a Landblock as a setting, I would much prefer to have it a map type. Selectable from the map gen screen. Maybe also override the vanilla "Island" map type.

Fixed deep oil not spawning hopefully (at least now you should be able to put it in with editor)
@zerostarm
Copy link
Author

Can you please add more explanation as to why the No Minerals setting is required? As far as I'm concerned, this is Sea Block. Ores should never spawn!

Mod compatibility, some mods break if there are no ores at all/placeable.

Also just an option in-case some people want to experience the mod without quite as high of a barrier to entry

@zerostarm
Copy link
Author

zerostarm commented Jun 25, 2023

Also not sure that we should ever be allowing Cargo Ship's deep Sea oil to spawn. It's against the ethos of Sea Block. Everything is made from water!

Also just an option in-case some people want to experience the mod without quite as high of a barrier to entry.
I find the oil stuff with blue algae a pain and thought this was a pretty close way of getting around it without mucking too much up and staying as close as possible to the theme of Seablock. Since you still have to explore the ocean and setup infrastructure to obtain the oil and still do refining, I thought it was a close to reasonable trade-off. It also makes some more interaction with the sea part of Seablock if people want that.

@zerostarm
Copy link
Author

Also all of these settings I've made default to traditional Seablock settings so if someone downloads the mod and starts up a world with the meta pack it should have no ores, no minerals, and no Cargo ships oil.

@zerostarm
Copy link
Author

Rather than having a Landblock as a setting, I would much prefer to have it a map type. Selectable from the map gen screen. Maybe also override the vanilla "Island" map type.

As the code is written right now, that might be hard. The base Seablock code literally deletes all of the ores multiple times and all I did was write exceptions for the cases above. Mainly just to get them working, even if in the most inefficient way.

I'll try it sometime though, I also am busy with stuff IRL.

@KiwiHawk
Copy link
Collaborator

Mod compatibility, some mods break if there are no ores at all/placeable.

Also just an option in-case some people want to experience the mod without quite as high of a barrier to entry

I've not had any reports of this kind of issue in the time I've been maintaining Sea Block. If there are issues with particular mods, we can look at them on a case by case basis.

@KiwiHawk
Copy link
Collaborator

I find the oil stuff with blue algae a pain

Once you get mid way through blue science, you can move entirely away from Blue Algae.

@zerostarm
Copy link
Author

I find the oil stuff with blue algae a pain

Once you get mid way through blue science, you can move entirely away from Blue Algae.

Huh, I did not notice that.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants