Defining multiple tiles for zone generation

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StarKeep
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Defining multiple tiles for zone generation

#1 Post by StarKeep »

So, while trying to make a zone that makes use of two types of 'walls' and two types of ground, random black spots would appear. These are walkable, however, it breaks auto-explore, and events such as Font of Life.
I feel stupid... but does anybody know why it would do this?
Worth noting that I tried simply numbering both types 1-20, and while it fixed events, it still had random black spots.

Code: Select all

map = {
	class = "engine.generator.map.Roomer",
	nb_rooms = 10,
	edge_entrances = {6,4},
	rooms = {"forest_clearing"},
	['.'] = {"ROCKY_GROUND", "BURNT_GROUND"},
	['#'] = {"BURNT_TREE","ROCKY_SNOWY_TREE"},
	up = "ROCKY_UP6",
	down = "ROCKY_DOWN4",
	door = "ROCKY_GROUND",
},
<mex> have you heard the good word about archmage?
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darkgod
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Re: Defining multiple tiles for zone generation

#2 Post by darkgod »

Black spot means nothing corresponding to one of those names was found, make sure they are loaded/defined
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StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Defining multiple tiles for zone generation

#3 Post by StarKeep »

Turns out BURNT_TREE is only defined as 1-20, while the other three all have a simple base... curious, that.

Thanks for pointing me in the right direction.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

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