TehCooKidz
Skeletron Prime
this isn't terrible, but you should organize the text in spoilers. otherwise, it is a massive wall of text
I just don't really see it happening. Some suggestions get shot down because of the way trees grow. TREES. SHOT DOWN BY @Cenx HERSELF BECUASE OF TREES. (I forget which one it was, but it had to do with the Staff of Regrowth.) If that's enough to kill a part of a suggestion, then this suggestion has been drop-kicked into a volcano with an atom bomb strapped to it- and the volcano is on a planet headed towards its sun, which is itself being sucked into a black hole.
Huh. Well, let's see... those are generated in a position relative to the Wall. These new islands are generated relative to... nothing. Different concept.Ya here that guys? Cenx shot down an idea about changing how trees grow so this one can never happen!
Also, the game CAN generate tiles after world gen. There's these things called WALL OF FLESH LOOT BOXES.
Huh. Well, let's see... those are generated in a position relative to the Wall. These new islands are generated relative to... nothing. Different concept.
Don't be a fool. The tiles are generated relative to existing sky islands - all the game has to do is save the "center" of the island, then generate the new sky island over the old one. Or, even simpler, just pick a random point in the sky, check if all the areas around it are empty, then generate around that point. You clearly aren't a programmer. This problem is practically cakewalk.Huh. Well, let's see... those are generated in a position relative to the Wall. These new islands are generated relative to... nothing. Different concept.
The thing is, the game doesn't "know" if something is a sky island, so how can it find its center? As for the "random point in sky" idea, that works better.Don't be a fool. The tiles are generated relative to existing sky islands - all the game has to do is save the "center" of the island, then generate the new sky island over the old one. Or, even simpler, just pick a random point in the sky, check if all the areas around it are empty, then generate around that point. You clearly aren't a programmer. This problem is practically cakewalk.
That works too.Place some invisible entities that don't interact with the world in any way around the sky during world gen. Use them as a relative positional reference point for the new sky islands to spawn in.
There's almost always a work around to a problem in code. It just requires a little creative thinking.
Yes it does. Have you ever read the text during world gen? "Generating Sky Islands" is one of the little text splashes. I don't know exactly how it does it, but all it has to do is save an arbitrary, but consistent point to use as reference.The thing is, the game doesn't "know" if something is a sky island, so how can it find its center?
I don't know about anyone else, but I'm just defending the feasability of how the idea was originally presented. However, this does come with its own set of problems - what if a player breaks all the chests from the world and puts them in storage? What if a player makes a bunch of sky chests w/ the Skyware Mill and places them at Floating Island level?Why not just have a locked chest that needs a key that comes from whatever you want spawn over the old one?
Then have 2 chests spawn right next to each other, one that's locked, one that's not.I don't know about anyone else, but I'm just defending the feasability of how the idea was originally presented. However, this does come with its own set of problems - what if a player breaks all the chests from the world and puts them in storage? What if a player makes a bunch of sky chests w/ the Skyware Mill and places them at Floating Island level?
That would work, but like I said, I'm defending the idea the way it was originally presented.Then have 2 chests spawn right next to each other, one that's locked, one that's not.