Mods / Project Globe
- Tags:
- Author:
- KumaVio
- Side:
- Both
- Created:
- Sep 30th at 2:11 AM
- Last modified:
- 6 days ago
- Downloads:
- 214
-
Recommended download (for Vintage Story 1.22.7):
projectglobe_0.2.0.zip 1-click install
Small notice: I will be taking a little two-week vacation starting October 4th, from modding, at the request of my wife. I have spent maybe 1,000 hours in the past three months working on this mod. That leaves very little time for anything else.
Project Globe v0.2.x
Big strides have been made. I believe all changes should be strictly opt-in only, that way compatibility with existing saves is ensured. Using this version will not break your save by default, it's up to you to break your own save if you want to use the new game only features on it.
So what changed? A lot. In the config there are some fancy new settings.
"EnableEdgeTerrainSync" enables the new syncing of world gen across borders. Climate, terrain, weather, rock strata, ocean, mountains, etc. It will all persist when crossing any edge. You should be able to map the entire world and see continuous landforms crossing from the Wesr to the east over the border. "EdgeSyncWidth" determines how far past the border this mod will force consistency. Past that point vanilla or other mods will take over.
"EnableGlobeClimate" toggles consistent global climate, one equator, two poles. When off vanilla or other mods take over.
"EnableInitialLatitudeTeleport" does nothing unless the previous setting is on, while false you will spawn at the exact world equator regarless of your initial spawn setting. On means the mod will find a suitable area within your chosen temperature range to spawn you after creating the world equator.
"EnablePolarLandBias" this makes the area near the poles bias more towards land than ocean. The amount is configurable. Use this if you're like me and like to have completely frozen ice caps to traverse.
Be careful editing the numbers too much. The defaults are meant to be the most stable configuration. If you edit the numbers in the config and crash, don't say I didn't warn you. Only increase the load radius above 3 if you have a very strong PC.
The only thing that is save game compatible is terrain sync, as even if you have loaded the terrain on one side, the terrain that will generate on the other will be affected still. Polar land bias can be used on an old save, however already generated chunks will be unaffected, and you can have seam wonkiness.
What's next? I'll continue to polish v0.2 and add requested features. I divide the work evenly across development. Half of v0.3 is done already at the time of finishing 0.2, and it will feature items and projectiles being able to cross the border, a projection of the other side that can be seen even before crossing, and some changes to the world map.
Project Globe v0.1.x
Currently a work-in-progress. The mod is meant to simulate globe logic for Vintage Story's 2D world.
Going East or West past a map border will land you at the opposite edge of the map as if you were walking around a real globe.
Pole logic is different, as it behaves in the opposite way of what you think. Walking across a Pole edge lands you at the opposite meridian, so walking across a Northern or Southern corner will land you at about the center of the map, this is how a globe really works when translating it from a map.
Vintage Story 1.22.7 is all I have tested, but I know for sure nothing lower than 1.22 will work since the logic this mod deals with was changed since then.
Installs on the server and on every client. The mod works in single player and should work in multiplayer. Do not enable globe latitude in multiplayer for now.
Installation
- Just download the latest version.
- Place in Vintage Story data and mods folder.
- Should work with any other mod that doesn't do the exact same thing. This mod only activates when near a world border.
Limitations
- Crossing poles becomes a little janky when mounted or in a boat. E-W works fine though. I'm trying to figure out a fix. Fixed in v0.1.6 and will continue to improve
- Dropped items won't cross map borders, only players and their mounts.
- The default world size is way too big for this mod to even matter. I use a 102k block world. You can use a slightly bigger setting but the journey around the world will be a long one. Use a 1024 block world for testing, don't go smaller as the mod WILL break.
- World generation is not consistent past world borders.
Plans
- Make dropped items and projectiles capable of crossing to the other side.
- Make it possible to actually see the other side past the world border.
- Redesign the world map to better reflect that it ain't flat no more. *spit*
- Change world gen to make it consistent across a border. No more going from ice caps to grassy tundra.
- Probably more that I'll think of later on.
Bugs?
Please reach out to me any way you can. I can be found in the VS discord and I'll check this page as much as I can. Logs save headaches.
Credits
- Author: KumaVio (me)
- Contributors: My wonderful friend Mello for making the mod icon, and the wonderful Mid-West for shaping me into the man I am today.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.2.0 | projectglobe | 80 | 6 days ago | Empty | projectglobe_0.2.0.zip | 1-click install | |
| 0.1.6 | projectglobe | 62 | Oct 2nd at 4:50 PM | projectglobe_0.1.6.zip | 1-click install | ||
|
-Optimized cache initialization This is useful if you forget you turned off pole logic and walk of the edge. Can also be turned off | |||||||
| 0.1.0 | projectglobe | 72 | Sep 30th at 2:17 AM | projectglobe_0.1.0.zip | 1-click install | ||
|
Initial release. | |||||||
Im having an issue where the poles basically swap between being +40c to being -40c depending on the time of the year. the world im tesing on is 102K x 102k with globe climate enabled of course. it seems to be the fault of some other mod sorry.
Does the climate sync with the world size setting or the polar to equator setting ?
World size. Polar to equator setting is overriden unless the climate setting is disabled, then it's just vanilla.
If your mod already sounds so complex that my head starts hurting you know you made a good mod. I shall follow this with great interest.
Have to put my math degree to some sort of use. Wouldn't say it's good yet though lol
I'm confused as to how the N-S pole swap works, and the description is only making my confusion worse. Is it supposed to, if you go 100% north from the western hemisphere, to take you to the eastern hemisphere at the exact same latitude facing south?
I'm still trying to find a better way to explain it. If you were to go North from the Western hemisphere, you land in the Eastern Hemisphere facing South, yeah. Say your Longitude is 30 degrees West, the opposite merdian would be 150 East. That would be like walking from Greenland to Australia by only heading North.
I just went straight north from Alaska in Google Earth and ended up in Norway, I am snorting the same crack you are actually.
I didn't believe it either when I did the math. I had to verify with a beach ball that I drew my best replica of Earth on. Didn't even think to use Google Earth... silly me.
Somebody who's better versed in topology might be able to correct me on this, but i'm about 95% sure that the topological shape that this mod produces is actually the surface of a klein bottle. It's almost a sphere, but because the poles are lines instead of points, it forces some weird topological mappings. Not that this is a dig against the mod, just found it interesting :) and maybe somebody else will too
I love this comment, you caught me red handed. Yeah, the current implimentation is not a TRUE globe... yet.
I'm making sure the foundation is solid first before I initiate order 66 of my globification plan. Today, poor man's globe. Tomorrow (gonna be real even this took months so might be a bit), 1:1 mathmatical representation of a globe. Don't quote me on that.
I already love your current globularation progress, any further improvements would be icing on the globe.
ooo, sounds perfect for my 64k world :D
As someone who both uses the Biomes mod and helps mod it this is amazing! One request. Could you have a config setting to turn off the pole crossing? That way it's only west-east wrapping. Thanks!
EDIT: Add this mod as a recomneded mod on the Biomes mod page!
Of course. I'll make sure to include that as a setting in the config. I love the Biomes mod btw, part of the reason why I made this mod.