Deadly-Bagel wrote:vtx wrote:Deadly-Bagel wrote:Meh, there is a solution that could be implemented. My point is rather than bandaging the problem with an auto reload or landfill or whatever, if you're going to fix it then fix it. But I still don't think it's something to be particularly worried about.
Your statement are paradoxical.
We offer exactly "bandaid" solution that are easy because there is no need for dev to use alot of time to that particular issue. The problem is not the map generator as it's the first phase when starting a new game. The problem occur on second phase when we are placed on the map.
/stuck command is another good alternative.
Yes but your bandaid solutions don't really improve anything. Auto reload of the map? You still have to sit through another world gen except now you're wondering why. Dumping stuff in your inventory? 99.9% of games will never need or use it and most will just find it annoying. /Stuck? Probably the better solution as it's non-intrusive and allows you to keep the current map BUT:
You're saying the problem is that when this happens the game doesn't feel polished, right? That's why you're not happy with instantly restarting it. What I'm saying is that these bandaid solutions don't actually change that, so if you're going to fix it based on the reasoning you've given then you need to fix the problem itself.
Ok I'll play along and I thank you to play the role of opposition

.
Identified the problem : With some settings the odds of starting on a tiny island without a way to escape increase.
Phase it occur : Most likely at spawning of player position. ( not the map itself )
Side notes : try sandbox scenario. There buttons you can click to activate all research and a box with some items in it, So all solution can be optional.
Solution must be not intrusive and count the fact that most of the time you didn't not need it.
Solution :
- Do nothing
--- Rely on restart of the map
PRO : Required zero coding from the dev.
CON : The problem still not fix and some map stay unplayable.
- Alter map around players :
--- Remove all water around X tiles of the player :
PRO : Reduce alot the odd of starting on that type island
CON : That mean you'll need to travel further to reach water, even if the "default" map have no island
- Alter player inventory :
--- Add landfill to player inventory
PRO : Player have a way to mannually escape the island. Escape it the way he/she want.
CON : Leave item in inventory that most player did not want and will have to mannually place in a box and shoot it to delete those items
- Alter player position :
--- Add /stuck command or a button "Are you stuck YES/NO" that will move slightly the player untill he was no longer on water.
PRO : Simpliest way to get out without terraforming or altering inventory
CON : Player will have to click NO most of the time, as the odd of this map is low if we use button approach but not occur for the command
- Add box with tool to escape that island :
--- Same as alter inventory but in a box
PRO : same as alter inventory
CON : you'll have to shoot the box to delete those items
- Scan map around players :
--- Search for enclosed small land around player and move it to the nearest land other side of that island.
PRO : did not required any interaction from the player
CON : Required more code. There a chance you end up on another island. So for each time you are teleported there need to validate the new position.
I think the most less intrusive and reliable solution will be scan the map.
Pseudo code : Scan X tiles to the left for water if no water = map valid
else scan X tiles down for water if no water = map valid
...
if you loop back = invalid map