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Resource density in editor on Android failing #12181
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When I change the resource richness and then activate "spread resources" I see that it did affect the generation |
Hmm, I'll look further. Why would it work for you but not me... I'll also try a comparison of android vs pc, see if that has any impact. Thanks for looking, will check back later. |
Indeed it does. The issue apparently is that on Android, advanced settings aren't respected. Works on the PC. Android Unciv 4.13.4 Android 12, galaxy s10 Guess this feature request turned into a bug report :/ |
That's weird as hell! |
I don't think it's Android vs. jar, it's more likely the exact sequence of steps. Could be the generator gets a decoupled clone of the MapParameters class at some point, meaning the Generator and the UI see separate instances after certain steps but not with some other history of steps/save,quit,load/whatever? I seem to remember I had to go with two separate instances of GameParameters relevant to the map editor at any one time - one with the map and one with the UI, in order to make changing Mods behave as desired? Something like that. |
My temp solution is:
For this map I went DIY. Less involved maps I'd prob go pc gen which would have saved me a few days, but this one earned the TLC it got, in the end glad I was routed to place them manually =) doing actual work vs automated tools pfffffft what is this 1998 lmao |
Before creating
Problem Description
Building a custom map. Done mapping, now I want to auto generate resources vs hand place them. Problem is, there's only one setting for resource generation: firehose.
Related Issue Links
No response
Desired Solution
Showing 'resource richness' under
New Map -> Advanced Settings
even though it has no effect on partial generation. But imo, it should.Alternative Approaches
'create ancient ruins' should be controlled by 'resource richness' or another slider.
Additional Context
Basically partial map steps look to advanced settings for variance control.
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