A [Poll] about fixing the 0.16 world generator bugs

Post all other topics which do not belong to any other category.

Do you think that the world generator bugs should be fixed before 0.16 becomes stable?

No, it would break all current saves. (Wait for 0.17)
10
16%
Yes, unless the developers would change the world gen in 0.17 anyway. (Change it the least amount of times, and sooner than later if possible)
9
14%
Yes, I would like to play with a stable world gen As Soon As Possible. (Fix it in 0.16)
44
70%
 
Total votes : 63

A [Poll] about fixing the 0.16 world generator bugs

Postby Gergely » Sat Jan 13, 2018 1:47 pm

I have no idea to which forum this topic should belong. Moderators, move it if necessary, but maybe leave a link.

The cliff generation system is incomplete probably because 0.16 was rushed. Here it is:
Bug
Code: Select all
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hCRCFqjViAHZ+hSE507CbDyMZDWaG1RgbjBxwOIFNBEVpIDnAtmTAid
eMMMdAQzBC+wwHjBumRkQ4IN9U9UjPgB/xJG9<<<

Image

If you quickly want to see something for yourself, type seed 0 with normal settings -> Cliffs in starting area.
Do you agree with the following viewpoint?
Twinsen wrote:It's a known issue. Unfortunately the fix will be in 0.17 since we can't change map generator without creating glitches in existing saves.

Try out the exchange string if you don't believe it. It does something quite interesting in 0.16.16
Should it stay when 0.16 becomes stable? It is experimental release after all, so nothing is set in stone. It is also "use at your own risk", so it's not exactly like punishing those who already started a long term session in it.

And if they only fix it in 0.17, what will happen if something goes wrong with the world gen in 0.17? What do you think will happen? Will we wait for 0.18?

Share your opinion!
Last edited by Gergely on Mon Jan 15, 2018 11:33 pm, edited 9 times in total.
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Re: A [Poll] about fixing world generator bugs

Postby 5thHorseman » Sat Jan 13, 2018 2:32 pm

Just to be clear, the problem is that there are cliffs in the starting area on rare occasions and you have to regenerate the map, like most of us do about 50 times before playing a new game anyway? Not like the game crashes or becomes totally unplayable, or has an unforseen problem after 100 hours of gameplay?

Because that will greatly affect my vote.
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Re: A [Poll] about fixing world generator bugs

Postby Gergely » Sat Jan 13, 2018 3:01 pm

5thHorseman wrote:Just to be clear, the problem is that there are cliffs in the starting area on rare occasions and you have to regenerate the map, like most of us do about 50 times before playing a new game anyway? Not like the game crashes or becomes totally unplayable, or has an unforseen problem after 100 hours of gameplay?

Because that will greatly affect my vote.


One type of bug sometimes only shows itself after many hours of gameplay, when you start exploring large chunks of land. Read the bug report linked for more info.
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Re: A [Poll] about fixing world generator bugs

Postby 5thHorseman » Sun Jan 14, 2018 6:24 am

So you can regenerate at world start if you have no cliffs, and if you do have cliffs you can play.

No I'm cool not breaking everybody's save to fix this.
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Re: A [Poll] about fixing world generator bugs

Postby PacifyerGrey » Sun Jan 14, 2018 10:53 am

0.16 was fresh enough for me to start over and not stay on my previous bases as they wouldn’t work fine anyways due to compression issues.
So I would vote for the asap fix especially if logistic changes are happening. So we have two solid reasons to start all bases over anyways.
So I am up for the change at the same time as logistic changes are. ASAP.

If logistic changes are postponed till 0.17 then other map breakers should as well and players will be mentally ready to start from scratch.
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Re: A [Poll] about fixing world generator bugs

Postby Gergely » Sun Jan 14, 2018 8:06 pm

5thHorseman wrote:No I'm cool not breaking everybody's save to fix this.


I don't even START a long term session because I am afraid of updates that would break it. Experimental versions are "use at your own risk" anyway. Not that I blame you for possibly protecting your own save.
:?:
What do you mean by "Everybody"? According to the current state of the poll, the majority would rather sacrifice their saves in order to have this bug fixed.
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Re: A [Poll] about fixing the 0.16 world generator bugs

Postby Gergely » Tue Jan 16, 2018 8:25 pm

I suggest that IF a bug is discovered in the world gen, it should be fixed ASAP as long as it's still an Experimental Release.

Why?

You made a lot of changes to the world gen, it's no wonder it contains bugs. Nothing works as expected for the first time. The 0.16 update's greatest purpose is to overhaul the world generator. Changing the world generator does not even make previous saves unplayable! Change it day and night between every release! It only creates those harmless (but harsh )transitions.
Jap2.0 wrote:There's a reason it's called experimental...

ex·per·i·men·tal
[ikˌsperəˈmen(t)l]
ADJECTIVE
(of a new invention or product) based on untested ideas or techniques and not yet established or finalized:
"an experimental drug"
synonyms: exploratory · investigational · trial · test · pilot · speculative · conjectural · hypothetical · tentative · preliminary · untested · untried

DO IT FOR A STABLE RELEASE!!!! You encourage people to only play stable releases, and you warn them about the risks of playing experimental ones. Many of them don't take that risk, and then you "protect" the ones who did?! I am one of those who did download 0.16, but I do not start a long-term session until stable because I don't take that sort of risk. Why would I?
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Re: A [Poll] about fixing the 0.16 world generator bugs

Postby Twinsen » Tue Jan 16, 2018 10:21 pm

The bug is being looked into actually.
Due to the complexity and unpredictability of the map generator, this can take some time. Also TOGos is working part time.

I said it will be fixed in 0.17 but hopefully it will be fixed before 0.16 becomes stable.
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Re: A [Poll] about fixing the 0.16 world generator bugs

Postby olafthecat » Wed Jan 17, 2018 11:03 am

How do you make polls?
I have never worked it out. :oops:
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Re: A [Poll] about fixing the 0.16 world generator bugs

Postby Acacel » Wed Jan 17, 2018 7:59 pm

Twinsen wrote:The bug is being looked into actually.
Due to the complexity and unpredictability of the map generator, this can take some time. Also TOGos is working part time.

I said it will be fixed in 0.17 but hopefully it will be fixed before 0.16 becomes stable.


that is good news
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Re: A [Poll] about fixing the 0.16 world generator bugs

Postby Gergely » Wed Jan 17, 2018 8:50 pm

olafthecat wrote:How do you make polls?
I have never worked it out. :oops:

When you create a new topic in a forum, scroll down and you see several tabs. There you can find "Poll creation".

Acacel wrote:
Twinsen wrote:The bug is being looked into actually.
Due to the complexity and unpredictability of the map generator, this can take some time. Also TOGos is working part time.

I said it will be fixed in 0.17 but hopefully it will be fixed before 0.16 becomes stable.


that is good news

That is really good news! (Or at least, to the majority.)
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Re: A [Poll] about fixing the 0.16 world generator bugs

Postby Jap2.0 » Wed Jan 17, 2018 9:18 pm

Twinsen wrote:The bug is being looked into actually.
Due to the complexity and unpredictability of the map generator, this can take some time. Also TOGos is working part time.

I said it will be fixed in 0.17 but hopefully it will be fixed before 0.16 becomes stable.


Yay!
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Re: A [Poll] about fixing the 0.16 world generator bugs

Postby olafthecat » Thu Jan 18, 2018 11:03 am

Gergely wrote:When you create a new topic in a forum, scroll down and you see several tabs. There you can find "Poll creation".


Cheers!
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