Here are a couple screenshots:
http://i.imgur.com/uetEgJv.jpg
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http://i.imgur.com/X3yf0Zd.jpg
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The solution given only applies to mods that do this in code, but putting down / removing concrete (with bots for example) calls this function one tile at a time and leads to this behavior.kovarex wrote:The problem you are experiencing is caused by the tile-fixup logic. Basically, to avoid non-allowed tile combinations, like 1-tile wide water canal etc, the game fixes the tiles after any change. (This also chooses the 2X2 or 4X4 tiles to be used if the area is big enough).
The problem is, that you are changing tiles one by one, which is not only much slower, but also can do various results as the tile correction is done after every change.
The proper way is to save all the tiles you want to change into an array, and then do it by single call of the set_tiles method.
That would be because we never changed anything in the tile correction logic which is what's responsible for making transitions between tile types look "good"B4SK3 wrote:Just want to highlight that despite (what I understand) significant changes to terrain and terrain generation, this bug is still present in 0.15.20.