Author Topic: Helping out with External Code  (Read 1874 times)

Offline Draco18s

  • Resident Velociraptor
  • Core Member Mark IV
  • *****
  • Posts: 3,847
Re: Helping out with External Code
« Reply #90 on: July 06, 2017, 08:54:01 AM »
Shouldn't be too hard to do some of those, Pumpkin. Badger has an example gen method set up and I did a couple.

As for why we didn't, because we forgot. ;)

Offline BadgerBadger

  • Sr. Member Mark II
  • ****
  • Posts: 372
  • BadgerBadgerBadgerBadger
Re: Helping out with External Code
« Reply #91 on: July 15, 2017, 12:37:16 PM »
I've tidied up the code a bit for the map generators, to make them less verbose (all printouts are silent by default, but you can turn them on with a boolean when coding). Also, I've improved a number of my maps by having the default planet placement be in a rectangle instead of in a big circle. This reduces the amount of scrolling required to get a full picture of what's happening on the map.

I've also improved the notes for the Tutorial map.

This includes Tadrinth's latest changes to the Octopus map, and the Ellipse point generator that Draco wrote.

You should be able to drop this code into the base game without it causing obvious problems.
« Last Edit: July 15, 2017, 12:45:47 PM by BadgerBadger »