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On vitamelange planets one of the central mechanics will be flooding. The planets will be dominated by large lakes. Each lake will have a geyser or whirlpool that will periodically flood low lying areas of the lake shores. You can stop the flooding with walls, but you might not want to. If vitamelange patches are flooded then they are replenished when the flooding recedes. Vitamelange availability will be quite limited otherwise, so using floods will be important for long term supplies. (Well that’s the plan anyway, the reality of code performance might change things a bit.)

The mining of vitamelange will also be a bit more like farming, requiring a special collection device and inputting some nutrients gathered elsewhere. 

I’m not 100% sure how core mining will fit with this renewable resource. It may just be an easier way to get nutrients, may have something that acts as a production multiplier, might be required for some later more advanced intermediates, or might be tied in some way to the flooding frequency. Each lake will have an indestructible geyser that is the source of the flood waters so some link to core mining isn’t out of the question. 

The right of the image is testing some of the new tilesets that might get used on vitamelange planets. Excluding the water, all the tiles there are new. The current Alien Biomes has a lot of tilesets but they’re almost all recolours of vanilla tiles. These new tilesets for the new Alien Biomes are 100% original.  You can see some more lush grass, moss around the trees, wet mud, and a new rocky tileset. So far they’re missing transitions to other tiles which is another one of the big todo tasks, alongside other decorative elements like plants & rocks, etc. 

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Christian Clark (edited)

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2023-11-26 04:46:09 How laggy would it be to have each geyser maintain a 2D map of which tiles will get flooded and at what stage? You probably only need like a byte per tile in the vicinity and an offset for where the corner of the grid is- but I dunno how feasible that is with Lua scripting.
2023-11-26 04:46:09 How laggy would it be to have each geyser maintain a 2D map of which tiles will get flooded and at what stage? You probably only need like a byte per tile in the vicinity and an offset for where the corner of the grid is- but I dunno how feasible that is with Lua scripting.
2023-11-26 04:46:09 How laggy would it be to have each geyser maintain a 2D map of which tiles will get flooded and at what stage? You probably only need like a byte per tile in the vicinity and an offset for where the corner of the grid is- but I dunno how feasible that is with Lua scripting.
2023-11-26 04:46:09 How laggy would it be to have each geyser maintain a 2D map of which tiles will get flooded and at what stage? You probably only need like a byte per tile in the vicinity and an offset for where the corner of the grid is- but I dunno how feasible that is with Lua scripting.
2023-11-26 04:46:09 How laggy would it be to have each geyser maintain a 2D map of which tiles will get flooded and at what stage? You probably only need like a byte per tile in the vicinity and an offset for where the corner of the grid is- but I dunno how feasible that is with Lua scripting.
2023-11-26 04:46:09 How laggy would it be to have each geyser maintain a 2D map of which tiles will get flooded and at what stage? You probably only need like a byte per tile in the vicinity and an offset for where the corner of the grid is- but I dunno how feasible that is with Lua scripting.
2023-08-21 01:38:08 How laggy would it be to have each geyser maintain a 2D map of which tiles will get flooded and at what stage? You probably only need like a byte per tile in the vicinity and an offset for where the corner of the grid is- but I dunno how feasible that is with Lua scripting.

How laggy would it be to have each geyser maintain a 2D map of which tiles will get flooded and at what stage? You probably only need like a byte per tile in the vicinity and an offset for where the corner of the grid is- but I dunno how feasible that is with Lua scripting.

Earendel

Caching the list of tiles to flood/unflood is the plan, the added difficulty is that player interaction changes the list so it I need to make sure that ALL the ways to invalidate the cache are captured, e.g. placing a wall, wall gets destroyed, landfill is mined, spaceship lands, etc.