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报告翻译问题
So now I'm trying to balance it a bit before publishing.
- Additional deterioration degree (0.0 none, 1.0 nothing left but floors) can be set. It should probably default to 0.10.
- Scavengers activity multiplier (0x to 5x) defaults to 1.0x but could be increased maybe to 2.0x
- Limit maximum item cost. I set mine to 500, but I don't know if it considers the entire stack size (it should).
- Maybe a slider for maximum quality? Or just a weighted distribution (legendary=1, masterwork=2, excellent=4, good=8, normal=16, poor=8, awful=4).
That was actually a bug with wrong randomizer values. Now you should get much more regular or worse items.
And now there is a special mode which adjusts parameters dynamically depending on settlement proximity. Now you won't get a city full of stuff on each map cell. My ultimate goal is to make a game where you can travel from your starting spot to the ship using only ruins, but this should be a really difficult journey.
Caravans can be set to "Scout for ruins" (possibly with a variety of distance options, which would all impact the caravan's travel speed, but scout hexes within distances of the caravan)
When a world hex gets scouted, it gets associated with some set of generation parameters from your mod's options menu.
Players can see which world tiles have been scouted and some lore friendly text describing those parameters. ie:
No Ruins here at all (0 ruins density)
Some ruins (low density and/or low chunk size)
Lots of ruins (high density, high chunk size)
Pristine ruins (rare, possibly even have it notify the player when these are found, much lower scavengers activity)
And have variations/combinations of these.
You also may want to consider some biome/road based tweaks, (ice sheets are far from most civilization, but should still be pretty empty, road intersections should pretty much always have lots of very scavenged ruins)
Basically the main thing I want is something that decouples ruins from how often you settle and abandon sites while traveling.
Awesome mod btw.
If you're talking about regular ruins spawned on game map, then most of cost with default setings are produced by walls and floors itself. Limiting total cost means limiting amount of walls and this can be achieved by setting density and chunk size parameters.