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After the rough step (or potentially before, as its own step?), build a data structure that can be used to, given a tile, lookup the list of planner pearls that intersect it either as inner or outer.
This might be something similar to but not connected directly to Diorama - for overlays and things like discovery that aren't exactly "plastic" but have metadata about... stuff. Maybe TileMetadata?
This data structure solves a lot of the ongoing problems with Hognose, including:
Getting halls to have resources but only where they don't intersect with caverns
Making lava peninsulas not look like garbage
Making "eclipsed" caverns that work like an offset doughnut
Adding hints (like lost vehicles) to caves adjacent to lost miners
The text was updated successfully, but these errors were encountered:
After the rough step (or potentially before, as its own step?), build a data structure that can be used to, given a tile, lookup the list of planner pearls that intersect it either as inner or outer.
This might be something similar to but not connected directly to Diorama - for overlays and things like discovery that aren't exactly "plastic" but have metadata about... stuff. Maybe TileMetadata?
This data structure solves a lot of the ongoing problems with Hognose, including:
The text was updated successfully, but these errors were encountered: