Jump to content

Recommended Posts

Posted
21 minutes ago, EXPENSIVECASHEW said:

yes, however once ive done that what are ways i could progress such as making sure things generated etc.

I don’t think there are any… but I’m not sure. If you kill drifters, you can get gambeson, but as long as you’re fine with mostly just that, I don’t think there’s much else of worth.

Posted
40 minutes ago, EXPENSIVECASHEW said:

yes, however once ive done that what are ways i could progress such as making sure things generated etc.

Welcome to the forums! For resources, I don't think you have anything to worry about there in terms of basic progression. For the story itself, however, some locations require specific types of terrain to generate in. The Resonance Archive requires a large mountain, and a certain other location requires a smaller mountain or hill I think. I'm not sure that those locations will generate naturally if the required terrain isn't present, so you may need to place them manually in order to complete the main story.

Posted
41 minutes ago, LadyWYT said:

I'm not sure that those locations will generate naturally if the required terrain isn't present, so you may need to place them manually in order to complete the main story.

Or you can play gambeson quest. Your choice.

  • Haha 1
Posted (edited)

I wanted to do that too so i gave myself a oak sapling, berry bushes, cattail, a wooden pan, flax seeds, cabbage seeds, carrot seeds, a quern, a crate full of limestone gravel (aroud 1300) and some water/lava. You can get flint from gravel for tools, clay for pottery, copper for tools, clear quartz for windows and maybe a occaisional bronze armlet (Or if you are as lucky as me, you could also get a temporal gear before piece of clay). You can also turn on rifts for extra annoyance. To get grass for pit kilns, torches, beds, roofing, firepits of haybales, you have to break and then replace the dirt because grass doesnt grow on naturally generated dirt in superflat worlds. With this you can also make a straw dummy from two haybales and a stick for a friend. For buildings you can use rammed earth if you dont like dirt houses. I dont recommed eating in early game because it is really rare. Just play until you run out of hunger, clear your inventory and kill yourself in lava (dont forget to drop the reed baskets!). I personally did this on my steamdeck because panning is a great thing to do while you are e.g. on a plane.  Woud be cool if someone expanded this with more ideas. 

Edited by BlueBall
  • Like 1
  • Amazing! 1
Posted (edited)

Likely only if you make the place tiny. Climate is a strong function of latitude and elevation. Maybe a max E-W world, min N-S. Leave the polar-equator distance alone. If you intend to do the quests, you probably need N-S at least 10k, I'm thinking. Anyone have a different number in mind? I've never wanted to do this before.

You might see what happens if you go with a shorter worldheight. If the world is only 128, the mountains can't be as tall.  The sea level would change to around 55, if I'm remembering the mapgen properly, so mountains to worldheight could only be 70-ish tall, rather than about 140 in default. And if you kick the scale up, it should flatten it even more.

[EDIT]

There will still be escarpments and mesas. Maybe your barrier mountains. You could get rid of them by editing worldgen, but unless you know what you are doing, I don't advise it. Some of those features might be explicitly named in story elements.

Edited by Thorfinn
Posted
1 hour ago, Thorfinn said:

you probably need N-S at least 10k, I'm thinking. Anyone have a different number in mind? I've never wanted to do this before.

I would make it 20k to be safe, I think. I don't recall any story location being set to spawn more than 10k north or south of spawn, however, some of the locations that spawn on the east/west axis seem to have some variation in how far north or south they are. And one of the story locations from chapter two spawns on the north/south axis in relation to a different location from chapter two. Hence why I think 20k might be a safer distance; a lot more wiggle room for some rather large locations, especially if they happen to spawn at their maximum possible distances.

 

1 hour ago, Thorfinn said:

You could get rid of them by editing worldgen, but unless you know what you are doing, I don't advise it. Some of those features might be explicitly named in story elements.

That would be my main concern in regards to trying to make a superflat world. Certain types of terrain is needed for certain locations, and I'm not sure what happens if that terrain isn't present. 

  • Like 1
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.