Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I just wanted to say that that's actually perfect for me, since the only(?) mod that randomizes gate connections has never worked for me no matter what, from pre-1.19.5 to now, consistently freezing at literally every single gate no matter what
Too bad the update broke the mod, but there are plenty of other things to do in the meantime.
There are some features I really want to add, like more detailed and flexible logic, to allow for randomized region layouts that make sense (e.g. you can continuously travel in a certain direction and it won't suddenly put you on the wrong side of a connecting room). Also needs to properly deal with Watcher's region related mechanics. I appreciate the patience. I'll try to get an update out as soon as it's in a good working state, however long that takes.
Waiting for the update too
Also, my shelter in my main campaign got stuck between a rots, and I had to spend 30 cycles trying to figure out a way around them to get back to the shoreline... only to discover that the particular gate to shoreline I reached didn't actually allow me to get to where I wanted.
Please make time to finish the new DLC soon!
But I don't recommend trying my region randomizer until it's labelled Region Randomizer 1.2, lol. It's currently extremely janky...
My rando does have a setting to change the region layout (the option called Truly random connections), but it isn't very smart about it, and it doesn't play nice with the logic. The logic system relies on pathways leading to the same destinations and obstacles, hence why it only replaces rooms by default. So you're probably better off if you roll with your own thing!
Your region randomizer seems neat though, I'll have to check it out one of these days :>
However... should I implement this as a separate room randomizer mod, or should it be integrated into yours (especially since you've already implemented the necessary game logic)? Since it randomizes room connections (and map positions, but that's technically unimportant) rather than the rooms themselves, it might be too difficult to integrate?
i commonly do trial and error strategy for stuff so it was pretty easy
i like it
is hard
do i just say (for example)
SB_F03 SB_GOR02
like that or like?
By this way you would have a consistent map with always the same types of different rooms, but the exploration would still be fresh, and it could randomize the shelters and gates too.
As the mod already offers, you can randomize the rooms without randomizing connections and shelters, but not the opposite, that is exactly what i'm suggesting
(I may have typed some things wrong, my bad, english is not my native language :D)
The other "any region" setting will pick from every room in the game, including every campaign. All the DLC character-exclusive regions are disabled by default, but you'd still see some Saint stuff with it on.
But I'll poke around for problems when I have the time, thanks for letting me know!