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modable map genertor
Posted: Sat Oct 25, 2014 9:30 pm
by karlstri
i think it would be an intresitng thing for the game if the map genartor is modible, so i can select what map style i want to play.
Re: modable map genertor
Posted: Wed Oct 29, 2014 3:23 pm
by cube
It is kind of moddable now :-) And we plan to add something along the lines of autoplacable lua callbacks later.
Re: modable map genertor
Posted: Wed Oct 29, 2014 4:55 pm
by cartmen180
cube wrote:autoplacable lua callbacks
And now in english
Re: modable map genertor
Posted: Wed Oct 29, 2014 10:28 pm
by JamesOFarrell
cartmen180 wrote:cube wrote:autoplacable lua callbacks
And now in english
At the moment you can set entities to be populated on the map using the internal map generation but you can't run code to affect the generation. Lua callbacks will allow mod code to change the generation while it is happening.
Re: modable map genertor
Posted: Thu Oct 30, 2014 8:39 am
by cube
JamesOFarrell got it almost right. What I imagine is that the same way you can autoplace an entity now, you will be able to give the autoplace specification to a piece of lua code. When the autoplacer decides to use it, the code will be called with write access to the map (once for every location the autoplacer finds). This would enable stuff like base ruins that actually have some structure, monsters guarding resources, treasure chests ...
Re: modable map genertor
Posted: Thu Oct 30, 2014 9:25 am
by cartmen180
oh sweet
edit: Would it also be possible for recipes to be affected ingame. Like researching a more efficient way to make copper cable. But instead of getting a new recipe it updates the old one.