
Further enhancements to data-driven progression related things
GizmoTheMoonPig opened this issue ยท 0 comments
- Rewrite magic map logic to support all landmark structures anywhere on the map, and dont rely on the world seed to place icons. Removing a structure from generating in a biome will still place a map icon in the space where it would generate.
- Change
biome_layers
in the grid data to allow lists of biomes that are randomly chosen from. This is especially handy for cave biome stuff so surface biomes dont always have the same cave biome underneath. - Unhardcode key biome list to not be limited to 4 biomes. If higher than 4 randomize the ones shown in a magic map space. Lower than 4 allows for duplicates obviously.
- Look into moving locked biome/structure effects out of the weather renderer and into something like the RenderLevelStageEvent, so biomes outside the TF can utilize it.
- Look into potentially unhardcoding the structure conquering logic. It currently uses
TFStructureStart
to save and load the conquered tag on a structure, but surely there must be another way to do this. (this may not be fixable, im not sure yet) - Allow biomes to always border streams. Currently you can only make them conditionally not border streams or never border streams.
- Look into key biome placement acting weird when 2+ biomes are specified to surround the key biome, much like the highlands/thornlands do. I suspect there may be something hardcoded for this logic but havent gotten a chance to look into it yet