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Add distant large biter caves to Diggy #1041

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BlueRock2
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Description: This pull request is related to Diggy feedback/todo collection thread #926 and specifically, Diggy Scenario Idea - Biter caves: #244.
The implementation below creates two different noise patterns. One compound noise pattern is used near the spawn area and creates small openings near the spawn similar in size to current Diggy implementation. A second compound noise pattern is used when over a certain distance (set in config) from the origin which has the potential to generate cave-like openings that can be approximately 2-10 times as large in size. Effort was made to use the same seeded_noise function in scattered_resources.lua to move closer towards another wishlist item "Replace room and terrain generation by the same system that generates ores".
Additional small change in this PR: Allow for the use of the new landfill tile introduced in 0.17.10 which looks great in Diggy. (it used to be grass-1 and Diggy overwrote it with random dirt tiles).
Would like to open to beta test play and gather some feedback prior to merging.

@grilledham
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LGTM.

Also, I'm a bit out of the loop, was this tested in multiplayer? If so any Feedback?

@BlueRock2
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BlueRock2 commented Mar 15, 2020

TL;DR We had a fun beta test and there was some actual teamwork fighting in Diggy. No obvious issues. Just a few things to watch and potentially improve on in the future.

I opened this to a beta test on on Thurs March 12 and I think we had five players try it out the first day and a few the next. It was played up until blue science/advanced oil. Some thoughts:
Pros:
-Large caves added some added excitement as there could often be a rather large number of biters inside This also added a new element of teamwork to Diggy, as some caves needed three or more players to be able to clear out and more help with corpse recovery.
-Appears it could reduce some of the drudgery of mining late game. I have seen some diggy games end because ore dried up too fast late game no-one wanted to mine new ore. A good size cave can uncover a good amount of ore.
-Enabling the landfill that was introduced in Factorio 17.10 looks good.
Cons?:
-Maybe a little more spaghetti or more twists with rails going long distance because of larger bodies of water if landfill cost stays the same. IMHO this is a positive.
-Possible late game might be too hard? We played up to 60% evo. But from what I have seen when opening a large cave there is usually a narrow passage and most of the the biters stay confined to the cave, so I think it will be ok.

Some things that might need to be watched for possible adjustment after a few games (they seem ok for now):
-May have to lower experience penalty on death if players aren't able to progress through market levels sufficiently due to higher death rate.
-Amount of increase in evo for void cleared (large caves clear void pretty quick)
-Landfill cost

Other potential future improvements:
-Spawn fish in treasure chests? This would be nice to help a little for the longer battles in large caves.
-A way to add some alien spawners to the caves? (may be too much though in conjunction with hail-hydra
-Diggy only leaves rock-large behind inside cave when it self collapses. Would like to add other rock types as well.

@BlueRock2
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FYI. For anyone that asks about single player, I would recommend in the config changing the line:
large_room_minimum_distance = 128 to some unreachable distance such as 10000

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