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"The fog slowly closes"
everything that is not 7 squares away from your bace in the world map is now hidden
To reveal you must slowly move through the map. Baces will be revealed in the fog if they call. Aswell as places that you need to go to for a mission.
Hm. Sounds like a fun idea, Or do you mean the place you land on. I would not like to have to move my pawns all over the map just to reveal everything when I have to micromanage enough.
But on the world map. Sure!
Don't forget that:
1) Rimworld is a child of one dev, so it's unfair compare it with something like Factorio (and even there a lot of performance issues).
2) Pathfinding. This is a major source of problem. Pathfinding algorithms get overloaded by bigger maps too quickly (for example Factorio almost not using pathfinding at all, except for biters - and they ruin large maps easily).
but it's still in very early stage of EA.
None of that happened though, and none of it will happen at this point. This game didn't know what it wanted to be at first, and just evolved into what it is. The foundation the game was built on was never really meant for what it ended up as. Originally the game was going to be a space station survival game, taking place in a very confined area with no real need for giant maps or the amount of pathing that happens.
That does make sense.
What areas are not being rendered? What?
Anywhere a pawn goes is going to get rendered. This isn't a one-perspective game. You can jump from pawn to pawn no matter where they are on the map and the camera will center on them right there, where they are - It's gonna get rendered. There is no "fog of war" savings when you have a dozen pawns running all over a map.
Imagine the map being infinite. OK, so what are you going to want that for? Exploring? Resource gathering? And, what are you going to do with that? ORDER PAWNS TO GO THERE. So, you find some nice uber-awesome resources on the South side of the map, 400 tiles away, and some really special resources on the North side of the map, 500 tiles away. You order pawns to gather both... Grats you, ginormous map for little gain and lots and lots of pathing, spawning and critter AI issues.
And, how many pawns are going to end up sleeping on the ground, eating without a table, bleeding to death or freezing to death just so they can walk for half an hour so they can bang once on a rock with a mining pick before returning home to watch TV?
Actually unloading the terrain and preventing it from being scanned is what would help performance, and even in a situation where you are dealing with things 400 blocks away that's still the case. A 400x50 area is much less CPU demanding than a 400x400 area. Once colonists are done working in that area it could be unloaded and you could send them out 500 or 1000 blocks in another direction and you are still dealing with a smaller active area than a current 400x400 map. This is without any of the AI optimization options I mentioned in my previous post, just using the current AI and focussing it on smaller active areas would allow for much larger potential play areas.
Drones are lack pathfinding almost at all (they semi-limited by power area but it's very, very CPU-friendly solution) and fly over terrain, being unaffected by it.
You will barely win anything from this scheme. Many conditional indexing instead of one scheduled = bad.
There's no easy solution to pathfinding problem. Simpy - math behind it against it :)
Same reason why Kerbal Space Program have very limited gravity model (with only single source of gravitation in any moment) - there's no way to solve gravity interference of multiply bodies easily, so home PC simply unable to do such calculations in time.
The idea is that the World Map would be used to say "okay this is where one tile of the world map is" and the colony view would be able to technically span the entire world map. "rendering" might be an issue here, the same with pathfinding. It's not about "finding uber stuff", it's about making world map and colony map intertwine rather than just having the colony map and thats basically it. The world map doesn't offer much to work with.
For example, you could select your colonists and make him walk over the entire colony map, to idk.. a second settlement you build, or a nearby friendly NPC colony or smth like that. Turning the world map into something you look at and maybe command over, but add a huge amount of depth to the colony map.
Think about it, you could add in caravans into the colony map, that would have to choose a path to avoid bandit camps or the like (a huge colony map view would make for a lot more possible changes), in order to trade with one of your own colonies or an NPC colony.
You could, maybe in the future, have the ability to wage wars by gathering a little army from all your colonies in a certain area.
Modders could add automatically generated structures like friendly villages, ruins to explore, even quests for your colony or as mentioned before, bandit camps.
You name it! Anything could happen in the lives of our colonists.
At one point they might establish a peaceful co-existence with the indigenous people jus to one day rebuild their spaceship.
Or you conquer the entire planet. The possibilities would be endless.
If the colony map was auto generated, the possibilities would grow in such a gigantic manner.
It's not about what we directly gain from it, it's about what this would make possible.
This game LIVES from the modding community.
I didn't say anything about pathfinding there. Currently colonists actively scan every single tile on the map looking for tasks. By creating a task region limited to smaller areas that would significantly reduce the amount of scanning each colonist is doing. That's how the drones in Factorio work, areas outside the logistics coverage aren't being scanned by the logistics network for tasks so you can have giant maps full of lots of empty space that don't have an exponential impact on performance.
Again not talking about pathfinding. Limiting task scanning has a very huge and positive effect on game performance. If it was checking a condition on every tile in the world then yes it would be bad, but in combination with the above system to break the world down into bite-size chunks it would save far more processing than is lost.
The solution for pathfinding was this part:
You have again bitesized pathfinding commands that queue up as needed, or essentially a rail system that removes long distance "pathfinding" entirely.
https://steamcommunity.com/sharedfiles/filedetails/?id=932951772
You are still using the map tiles, but you have what amounts to a nearly infinite world, and can use map times to augment your colony or to create additional colonies. Some of this functionality is already in the base game as well, using the default caravan functionality.
So, basically, RimWorld is already open world, it just isn't seamless.
Sadly, this mod isn't compatible with 1.0
1.0 is still experimental and unstable. Don't expect most mods to be compatible yet.
There is not one gameplay suggestion that you have made that could be facilitated by this proposed mechanic that can not already be done or isn't already present in the game as it is.
The only reason for the suggestion appears to be a desire to have one contiguous mapspace for the colony map. (Sort of like "Minecraft" in that respect, for instance.)
But, the game isn't structured like that. At least, it doesn't appear to be. So, restructuring it to accomodate this proposal would have to be incited by a very good gameplay reason for it. And, you haven't made one yet...
So, why?
Every gameplay mechanic you've mentioned is already in the game.
What is the "unique" gameplay element that would be facilitated by this and why is it desirable enough to warrant recoding the game to support it?
(Something besides just the desire for a "big colony map.")
A note on Level of Detail: By that, I don't mean graphics rendering, I mean gameplay. The gameplay centers on a small group of people surviving in a harsh environment with the possible goal of building a spaceship to escape or making an equally arduous journey to find one. The game is designed for a relatively small population of characters to be managed by the player at any one time. The immediate play-spaec is suitable for the size of the group to build and equip a base of adequat size to fulfill end-game requirements with the added ability to leave that playspace and, effectively, generate a new one on the world map if necessary. The size of the playspace supports game elements of reasonable amounts, like terrain, resources, wildlife, etc, to support the player's activities in building their colony. Animals, except for the occasional special event like migrations, caravans, raiders and generated spawns are within the same general parameters as the colonists present.
In other words, the scope of the game isn't like "SimCity" or a 4x game. Also, "travel" doesn't have to be a large part of gameplay activity. Most of the events and tasks the player is faced with take place in one playspace and when travel is necessary, it's a simply overland-map tracker with the possibility of an event that generates a temporary playspace. But, the player has access to a multiude of different instances that can be opened up and played, but only one at a time.
That's the sort of "scale" of the game. Contrast that to what you're suggesting, which is basically changing the game from that LoD to one that encompasses an active playspace of "every possible place at once."
If you took a party-based roleplaying game which had six slots in the party for characters and then suggested that it should instead be a 4X map with the ability to upgrade cities, manage complex economics, and start wars with other factions that hadn't been invented yet, there'd have to be a very good reason to do that, right?
So, think up a very compelling gameplay element that fits within the general scope of the game and the player's tasks while playing that would be a worthy enough addition to the game to warrant a rewrite necessary for this feature - Think your suggestion through.