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New biome system in the works

The past few days I've been hard at work on upgrading the way that biomes are generated and handled.

Our current biomes are ocean, desert, grass, and mountain. The current system randomizes their placement using several different layers of noise placed on top of one another. This works great for a "natural" look as noise can be very random, much like nature. However, this approach also has a variety of problems with it.

1. Noise generally generates a value between 0 and 1, with 0.5 being far more common than 0 or 1. If you use a single noise function to determine your biomes, for example
0.0 - 0.25 = ocean
0.25 - 0.5 = desert
0.5 - 0.75 = grass
0.75 - 1.0 = mountain
This means that ocean will always be proceeded by desert, because you can't jump from 0.5 to 0.25. This creates a rainbow effect that looks unnatural, and you'll also end up with a lot more desert and grass than ocean and desert.

2. The rainbow effect is usually coped with by using two layers of noise, often to create a temperature and humidity map to determine biomes. This still however means that biomes near one another on the temperature/humidity map will always border one another, and you often end up with tiny slivers of biomes in between other biomes due to the random nature of noise.

3. Because of the problems inherent to temperature/humidity maps I've actually been layering completely separate noise functions so that grass is the base, desert overpowers grass, mountains overpower desert, and ocean overpowers mountains. This can however lead to sheer cliffs as mountains try to transition from 3000m high peaks to 800m below sea level, and gets more and more jagged and jumbled as more biomes are added.

Due to my desire to add a wide variety of different biomes over time, I've long wanted a better system. What I've come up with is a flexible system designed to be able to grow with any number of biomes. There was some pretty nasty math involved that ended up eating a few days of my time, but it's all coming together nicely now.



Put simply, I'm assigning each "chunk" (8km) a biome using deterministic white noise. White noise is "random", in that it doesn't travel from 0-1 but jumps to any value sporadically, yet is still rule based, so no generated data needs to be saved other than the main world seed.
As you can see in the picture above, the chunks are still too obvious, and I'm still working on making them less square, but ultimately the system is working and could handle millions of biomes if we had them. The current biomes were also not designed with this system in mind, and will definitely need to be tweaked to better fit into it.



Of course the "chunkiness" is not as obvious from the ground.

Another added benefit to this system is the ability to manually assign biomes should there be a need for it. For starters, I have assigned the nearest four starting "chunks" to 1 each of our current "main" biomes: desert, grass, ocean, and mountain. In the old system it was possible to generate a world without mountains or water for many kilometers. This way we can guarantee certain biomes show up if we want them to, limit them to certain minimum or maximum levels, and so on.



Ultimately the main purpose of this system is to bring more resources into the game. We can now make a volcano biome, an enchanted biome, a haunted biome, a swamp biome, etc. Each with it's own monsters, encounters, and resources. It is my hope that in time this will grow into a robust mod-friendly system.

As world generation is intertwined with almost all in-game systems, I'm working to make sure that everything is working well, that the blending between biomes is not too sharp, and taking some time to update the quality of the biomes themselves before I push a patch to beta. As always though I don't like to let too much time pass without reporting what's going on.

Best wishes!

Beta v 0.5.4.3

In preparation for more recipes and resources I have added 15 new equipment slots: jewelry (2 earrings, 1 necklace, and 2 rings), crafting clothes, and harvesting clothes.

Also a requested feature by several players, the player icon on the map now shows what direction you are facing. To coincide with this I've turned on keyboard turning while the map is open so you can realign yourself while the map is open.

I've also added a "defense rating" and "offense rating" to the adventuring stats window. These are rough estimates of what level monster you should be able to handle with your current equipment and stats. This does not take skills into consideration and automatically bases itself off of whatever you primary damage output is (melee/ranged/magic).

v 0.5.4.3 2019.08.16
- Added icons for the recently added crafting skills
- Added defense and offense ratings to adventuring stats
- Added the ability to turn with the keyboard (default Q & E) while the map is open
- Added harvesting clothes, crafting clothes, and jewelry equipment slots
- Added crafting professions stats window
- Changed the player icon on the map to display player direction
- Changed two-handed weapons to apply double the speed reduction from any applicable crafting skills
- Increased minimum armor of non-simple armor to 1
- Fixed enchanted building supplies not forcing the magical essence ingredient to tier 0
- Fixed a lot of new items printing their number instead of name when dropped/picked up
- Fixed the console command /help requiring a space after it
- Fixed crafting speed skills adding speed to equipment instead of reducing it
- Fixed recipe details showing all tool strength types
- Fixed repeatedly clicking on tools increasing their strength and speed

You may need to restart Steam for the update to begin.

To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta. The beta is not available to 32-bit users.

Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!

Beta v 0.5.4.2

Sorry for the pause in development, but I'm back home after visiting my family overseas, and back on the job!

This patch brings in a number of fixes for terraforming, building snapping, and the new crafting skills.

v 0.5.4.2 2019.08.13
- Changed town building snapping to step 1m at a time instead of 3m horizontal and 1.5m vertical
- Changed all terraforming changes to be slightly lower than listed to keep buildings from sometimes spawning a millimeter beneath flat ground
- Fixed grass not updating after terraforming operations
- Fixed monsters ignoring terraforming changes when spawning in terraformed areas
- Fixed crafting skills not saving/loading properly
- Fixed right-clicking an edible item to eat it throwing a harmless error
- Fixed a spelling error

You may need to restart Steam for the update to begin.

To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta. The beta is not available to 32-bit users.

Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!

Beta v 0.5.4.1

Lots of new weapons and shields in this patch along with some fixes to the recent town additions. I have not had the time the past couple days to create unique icons for each of these new items and the new skills, so this will be added to beta for now, where it will have to sit for a while as I am going to be out of town until the 10th.

This finalizes a few system though that now make it quite easy to add new equipment either known, as a drop, or unlockable via towns or skill trees. Both the stats for the new items, and the benefits of the new crafting skills will no doubt need some balancing over time, and definitely more crafting skills are still needed for all professions.

v 0.5.4.1 2019.07.29
- Added 34 new weapons/shields learnable via town crafters and crafting skill trees (stats/icons are a wip)
- Added 12 new crafting skills (stats/icons are a wip)
- Map markers will now clear per terrain prior to it loading forcing all yet present markers to refresh
- Fixed magical essence not making it's way into the storehouse
- Fixed Magic Siphon town building not automatically positioning itself
- Fixed Enchanter NPC displaying as Null
- Fixed Town and Terraforming buttons in the inventory working in multi-player (both are currently disabled in multi-player)
- Fixed Coal Mines, Limestone Quarries, and Magical Siphons not properly giving the option to deconstruct in the town interface

You may need to restart Steam for the update to begin.

To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta. The beta is not available to 32-bit users.

Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!

Beta v 0.5.4.0



A new town resource and two new town buildings to handle it are in allowing crafting all the way up to enchanted construction supplies. This patch also fixes a bug that was stopping towns from upgrading past Hamlet status, cause Village, Town, and City buildings to never make it to the buildings list.

NPC are back on, and I've also added Enchanter I-IV, though it's just a placeholder building, and they don't teach anything yet.

v 0.5.4.0 2019.07.24
- Town NPCs are spawning again
- Added Enchanter I - IV (WIP)
- Added Enchanted Stone town resource to snow biome
- Added Magical Siphon and Siphoner town buildings for gathering Magical Essence from enchanted stones
- Halved drop rate of schematics from quality 0 (normal) monsters
- Fixed swapping between bow animations and default animations making the player enter a T-pose for one frame
- Fixed towns not upgrading beyond village

You may need to restart Steam for the update to begin.

To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta. The beta is not available to 32-bit users.

Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!