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Scrap mechanic maps install
Scrap mechanic maps install






scrap mechanic maps install

A road always connects the exit of the crashsite to the mechanic station and the first two packing stations.Most of the road network is generated procedurally, connecting all POIs that are flagged to be part of the network.Note their exact position is randomized by the map seed. The rest of the map is littered with small/medium POIs, which can spawn roughly every 5 cells if that does not put them within 2 cells of another POI.The remainder of the locations (I think 4, but my count might be off) will be Farmbot Scrapyards (burning forest terrain, not connected to roads).There will always be 9 warehouses (3 small, 3 medium, 3 large), which are each connected to roads.Which POI is in which of these locations is random.Each map has the same set of locations where a "large" POI can appear - either a Warehouse of a Farmbot Scrapyard.These unique POIs are 4 Packing Stations, 2 Mechanic Stations, and 1 each of: Crashsite Area, Hideout, Labyrinth, Large Camp, Capsule Scrapyard, Silo District, Ruin City and Crashed Ship.

scrap mechanic maps install

Not just the starting area, but all the "unique" Points Of Interest (POIs) have a fixed location.When terrain is assigned randomly, Forest and Lake are twice as likely to be picked as the other options.There are 7 terrain types (Meadow, Field, Desert, Forest, Autumn Forest, Burning Forest, Lake) with an 8th (Mountain) in the works.The rest of this post is one great big spoiler, so read on at your own risk.ĭisclaimer: I can confirm most of this information is accurate, but have not yet validated everything. It has a lot of interesting information, but a couple of things stood out to me in particular. By now most of you will know the Survival map is finite, procedurally generated, and that the starting area is predetermined.ĭigging through the generate_a script, I came across the generateOverworldCelldata() function.








Scrap mechanic maps install