Features:
* Changed water rendering and added proper evaporation mechanix
* Added Blocktype "Wall"
* Light/Water Sim now considers edges instead of full blocks fopr distributing
* ocean is now extending outside of world visually
* Zone Window Owner Selection now shows "(*)" when villager already owns zone of same type
Bugfixes:
* changes to evaporation so it does not drain the ocean
* fixed some render issues with low water
* issue with importing ob files after blender updates
* evap now only happening when level < 15% and when no water underneath
Additional Information:
So, this update - which was already available for some time in the alpha-branch - brings some changes to the water system. Before this update, each tile only could let water pass or block it (and the same for light) and this simple principle was hindering me to add more blockshapes as it would result in weird behaviour of light and water. Finally, that problem was tackled and a tile can now define if which edge is penetratable for water and light - and so you can expect more blockshapes in the upcoming months.
As a little teaser, there is already one new blockshape included in this update - wait for it .. A WALL! Hope you like it!
Attention! If you load an existing file with this update, it may happen, that your ocean will temporarily drop by 1 level - it will recover but depending on how big your map is, it can take a while to refill completly. This is due to how water was changed and I didnt find a proper solution to avoid it - so just take it as some cosmic event in the world of Exipelago.
Also the system for water evaporation was reworked and I tried my best to find a good balance for it. Basically it's like so, that if a tile/block/field has a water level < 15% and there is no water underneath that field, slow evaporation will happen and the water will eventually dissappear.
You may also be pleased to find that with this update, ocean is no longer cut off at the world edges but instead will just extend to the horizon.
Also it looks like some blender update screwed a bit with the way object names are saved in .obj files when Triangulation is turned on, which then crashed the Exi Editor upon trying to load/import that file. The editors are now properly working around that issue of non-unique object names, by adding an appendix.
* Changed water rendering and added proper evaporation mechanix
* Added Blocktype "Wall"
* Light/Water Sim now considers edges instead of full blocks fopr distributing
* ocean is now extending outside of world visually
* Zone Window Owner Selection now shows "(*)" when villager already owns zone of same type
Bugfixes:
* changes to evaporation so it does not drain the ocean
* fixed some render issues with low water
* issue with importing ob files after blender updates
* evap now only happening when level < 15% and when no water underneath
Additional Information:
So, this update - which was already available for some time in the alpha-branch - brings some changes to the water system. Before this update, each tile only could let water pass or block it (and the same for light) and this simple principle was hindering me to add more blockshapes as it would result in weird behaviour of light and water. Finally, that problem was tackled and a tile can now define if which edge is penetratable for water and light - and so you can expect more blockshapes in the upcoming months.
As a little teaser, there is already one new blockshape included in this update - wait for it .. A WALL! Hope you like it!
Attention! If you load an existing file with this update, it may happen, that your ocean will temporarily drop by 1 level - it will recover but depending on how big your map is, it can take a while to refill completly. This is due to how water was changed and I didnt find a proper solution to avoid it - so just take it as some cosmic event in the world of Exipelago.
Also the system for water evaporation was reworked and I tried my best to find a good balance for it. Basically it's like so, that if a tile/block/field has a water level < 15% and there is no water underneath that field, slow evaporation will happen and the water will eventually dissappear.
You may also be pleased to find that with this update, ocean is no longer cut off at the world edges but instead will just extend to the horizon.
Also it looks like some blender update screwed a bit with the way object names are saved in .obj files when Triangulation is turned on, which then crashed the Exi Editor upon trying to load/import that file. The editors are now properly working around that issue of non-unique object names, by adding an appendix.