For instance, with the current cliffs-are-walls model what's to stop this situation:
Well, the cliff generation still seems to be based on the internal heightmap, so unless you place cliffs like this manually in the map editor or whatever, such a situation shouldn't happen naturally.
In fact ...
Search found 5 matches
- Thu Dec 07, 2017 8:38 am
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 101602
- Wed Dec 06, 2017 10:15 am
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 101602
Re: Friday Facts #219 - Cliffs
Nice progress! I look forward to future FFs about cliffs:
How will underground pipes/conveyors connect?
How will the ends of cliffs look? Making the transition from flat to cliff could be tricky, especially for short gaps. Maybe cliffs should transition graphically into something like a steep ...
How will underground pipes/conveyors connect?
How will the ends of cliffs look? Making the transition from flat to cliff could be tricky, especially for short gaps. Maybe cliffs should transition graphically into something like a steep ...
- Sat Sep 09, 2017 6:33 pm
- Forum: Mod portal Discussion
- Topic: My wishes for Mod Portal 2.0
- Replies: 28
- Views: 15007
Re: My wishes for Mod Portal 2.0
Automatically enable/download dependencies of a mod (recursively).
- Fri May 12, 2017 11:48 am
- Forum: Mods
- Topic: [MOD 0.12.x] NESTT: Build your base inside a train
- Replies: 75
- Views: 108383
Re: [MOD 0.12.x] NESTT: Build your base inside a train
This looks cool! I would definitely be interested in trying it out if it's updated.
- Mon May 01, 2017 9:24 am
- Forum: Combinator Creations
- Topic: Movie Player
- Replies: 86
- Views: 505913
Re: Movie Player
What's the technique for loading the memory? Do you edit the save file with a script?