v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Utility Talk:Obsidian/Cell definition files
< Utility Talk:Obsidian
Jump to navigation
Jump to search
Revision as of 10:10, 30 May 2010 by Briess (talk | contribs) (moved Talk:Cell definition files to Utility Talk:Obsidian/Cell definition files)
Right, so that is my first off-the-top-of-the-head idea of how the intermediate format/representation will look. Issues to discuss:
- How to handle items - does the map own the items and each cell has a list of references, or does the cells own the items and then the map can generate a global list on request by iterating over each cell?
- From what I've seen of DFHack's interface, each tile contains designations and flags that describes the terrain in that tile. Duplicating all of that information in each cell will be a space and compatibility nightmare. So I'm going to have a list of terrain types exist separately in the map and each cell just points to the one it currently has. This list will be built up as the tile information is read from DF, using a hash of all of the terrain properties as the unique key. So, can anyone explain how to figure out what a tile's terrain is, so that I can construct the Terrain class?
No fort is complete without magma... and water... and then some FUN. 03:50, 30 May 2010 (UTC)