More variation in planet terrain gen.

    Ithirahad

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    Ice planet generation in the game, currently, is awesome. It could use a "smoothing" step in the algorithm to round off the odd flat tops that happen when a formation hits the generation ceiling, but other than that, it's just amazing. You can get everything from mountainous landscapes, to plains dotted with glowing ice pillars, to ice caves, lit from below with an eerie blue light from the ice crystals - and almost every possibility looks amazing.

    However, for other types of planet, this just isn't so. For the other planet types, it seems that the only variation between planet segments is that some are more mountainous and/or have more caves and overhangs than others. Purple planets have variable tentacle density, but that doesn't make for too many different possibilities seeing as tentacles tend to all look about the same. At very best, you might get a segment with a large floating island, or a rather boring city or pyramid on a terran or desert planet.

    ...This should eventually be fixed. Terran planets should have different tree densities and average tree sizes, with the possibility to have a few massive trees spawn. They should also very rarely get small wooden huts on the surface or the occasional abandoned underground base with an Isanth (Or some other small ship) in it. Purple planets ought to sometimes get strange pods and blobby towers of tentacle stuff and ice crystal on the ground with varying densities. (Finally, an explanation as to why there's blobby purple stuff on the old pirate stations.) Desert planets could have occasional oases with pools of water and skinny trees, along with things like outcroppings of stone spires sometimes appearing. I don't really know what to do with red planets, but perhaps they could get occasional stone huts, black rock spires with crystal blocks embedded in them, craters, and (very occasionally) a mysterious-looking alien device made of standard armor and rammet crystal, which would have a loot chest in it..
     
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    jayman38

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    "the occasional abandoned underground base with an Isanth (Or some other small ship) in it."

    Oooo an abandoned base with a starter ship for free! I like it! (Bring on the Lovecraftian alien mobs that are there in the dark, defending their home from interlopers!)
     
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    somehow i misunderstood the title... i thought this is going about weather on planets... and i was like: YES! but then i realized that this thread is about more terrain variation, and i was like: even better!
    so the point is: awesome idea! you got my support!
     

    Ithirahad

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    "the occasional abandoned underground base with an Isanth (Or some other small ship) in it."

    Oooo an abandoned base with a starter ship for free! I like it! (Bring on the Lovecraftian alien mobs that are there in the dark, defending their home from interlopers!)
    Eh, at very worst there should be maybe one or two spider spawn points that create two spiders each. I'm not a huge fan of annoying stuff waiting in every dark area, but perhaps there could be a very, very small chance for something much, much bigger than a spider to appear.
     
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    Another thing I was thinking about the planet gen is that the terrian shapde and the planet type shouldn't be limited. So we could get a tentaclely terran planet, or a mountainous alien planet, and things like that.
     

    Ithirahad

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    Another thing I was thinking about the planet gen is that the terrian shapde and the planet type shouldn't be limited. So we could get a tentaclely terran planet, or a mountainous alien planet, and things like that.
    I wouldn't go this far, but perhaps groundcover material types (Grassy, purple, red, icy, black/blue rock, gray rock) could be randomized.

    Also, vegetation and groundcover (Grass/dirt/purplestuff/sand/red sand/etc.) blocks could use their unused damage data for color values, which should be randomized. How cool would it be to land on a planet with dark red sand and cyan trees?
     
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    I wouldn't go this far, but perhaps groundcover material types (Grassy, purple, red, icy, black/blue rock, gray rock) could be randomized.
    That was kinda what I was going for
    blocks could use their unused damage data for color values, which should be randomized. How cool would it be to land on a planet with dark red sand and cyan trees?
    Hmmm.... I hope that part isn't rejected from the technical considerations.
     

    Ithirahad

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    Hmmm.... I hope that part isn't rejected from the technical considerations.
    Unless they plan on putting ores in dirt and leaves ( :P ) I don't see any issue here. They have a lot of empty data space; personally I'd like to see any free block data space in the game taken advantage of as much as is practical.
     
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    Unless they plan on putting ores in dirt and leaves ( :p ) I don't see any issue here. They have a lot of empty data space; personally I'd like to see any free block data space in the game taken advantage of as much as is practical.
    If all faces of the block have the same texture, I see no issue, but in the case of grass, it's different. If you manually edit the smd2 files and change the orientation value of the block, it WILL rotate accordingly.
     
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    Unless they plan on putting ores in dirt and leaves ( :p ) I don't see any issue here. They have a lot of empty data space; personally I'd like to see any free block data space in the game taken advantage of as much as is practical.
    But you're talking about per-entity, which is probably less impractical than per block. It's not like you're gonna have both orange and green grass on one planet. But adding more textures is really going to increase the graphics memory, so...

    Could the system edit the textures while in game? Because if so...
     

    Ithirahad

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    But you're talking about per-entity, which is probably less impractical than per block. It's not like you're gonna have both orange and green grass on one planet. But adding more textures is really going to increase the graphics memory, so...

    Could the system edit the textures while in game? Because if so...
    The capability isn't in game yet, but it could be done, I think...
    If all faces of the block have the same texture, I see no issue, but in the case of grass, it's different. If you manually edit the smd2 files and change the orientation value of the block, it WILL rotate accordingly.
    ...Yeah, I know, grasses use their orientation bits. However, if memory serves me, they have plenty of damage bits not being used...
     
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