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Плагин Fresh Mod для SOD

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Kventin
Isn't it possible to achieve this without a mod? The algorithm for connecting zones hasn't changed.
It's possible that the increase in the number of two-way monoliths could have indirectly influenced this. It would be best to provide a save file with an example so that the problematic situation is clear.

Multiple connections between zones mean several paths leading to the same zone.

If these are two adjacent zones on the same surface, it will result in several paths leading to the same zone. For example, one path along a road, another along an unpaved path:


Another common example: if one of the zones is underground, it means that several underground gates will be generated:


And here's a new one, which only appeared thanks to Fresh Mod (I haven't encountered such connections before) - several monoliths leading to the same zone:


The save file and the map from this example can be found .

Kventin
Regarding the size of the zones - there is currently no understanding of what exactly needs to be changed and whether it's even worth doing. Specific cases are needed.

It definitely needs to be addressed. Each RMG template has a specific size defined for each zone. For example, for the standard 8xm8a template, the size of each zone should be 20 "parrots." I don't know what this unit of measurement is.

We generate any map using this template and get a practically standard result:


This can happen to anyone. You can notice that the blue and brown zones, which are in equal conditions (all have a size of 20 "parrots"), have noticeably larger respawn points.

It has long been observed that such inadequately small respawn points are found in the center, while on the edge of the map, there are often inadequately large respawn points. That is, one person might get something like this, while another might spend a week and a half collecting and clearing. And this is all with equal content and size.

This problem occurs in almost every XL+U template, and in many others, with the exception of JC and similar templates. This is an RMG problem. I can assume that RMG starts generating zones at the edges, then fills in the remaining space. Thus, the closer to the center, the less space remains, and the number of zones for the template is fixed. This creates the need to cram a lot of zones into a small space, and this is how small respawn points are created.
I assume that somewhere in the code, there might be an interval for the number of cells within which a specific zone should be generated. For example, 200-250 cells.
Then, RMG analyzes the template, looks for zone sizes in rmg.txt. If they are the same, it starts generating zones of 200-250 cells, and so on, until it fills the entire surface.
Naturally, taking into account that with each iteration, there is less and less space.
If the zone sizes are different, a rule of proportion is probably used, but in my opinion, it should work even worse. Then, the zones that should be large could easily turn out to be small central zones.
Maybe someone else knows any facts about this...
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