# Ants and stuff. Also, game Map. Also, WorldGen

**URL:** <https://discourse.cataclysmdda.org/t/ants-and-stuff-also-game-map-also-worldgen/15261>\
**Category:** The Garage\
**Created:** [April 10, 2018, 12:19pm UTC](https://discourse.cataclysmdda.org/t/ants-and-stuff-also-game-map-also-worldgen/15261 "2018-04-10T12:19:04Z")\
**Posts on this page:** 15\
**Page:** 3

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**Author:** ![Zhilkin](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/zhilkin/32/3749_2.png) [@Zhilkin](https://discourse.cataclysmdda.org/u/Zhilkin)\
**Post date:** [April 11, 2018, 7:33pm UTC](https://discourse.cataclysmdda.org/t/ants-and-stuff-also-game-map-also-worldgen/15261/41 "2018-04-11T19:33:18Z")

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Outposts, silos and temples are not mandatory overmap specials (see `occurrences` node below - first number represents minimum number of overmap special on the overmap, second number represents maximum number of overmap special per overmap), so it is possible these won’t be generated on every overmap.

```auto
{
        "type" : "overmap_special",
        "id" : "Strangle Temple",
        "overmaps" : [
            { "point":[0,0,0], "overmap": "temple_stairs"},
            { "point":[0,0,-1], "overmap": "temple_stairs"},
            { "point":[0,0,-2], "overmap": "temple_stairs"},
            { "point":[0,0,-3], "overmap": "temple_stairs"},
            { "point":[0,0,-4], "overmap": "temple_stairs"},
            { "point":[0,0,-5], "overmap": "temple_finale"}
        ],
        "locations" : ["forest", "swamp"],
        "city_distance" : [20, -1],
        "city_sizes" : [0, 12],
        "occurrences" : [0, 3],
        "rotate" : false
    },
{
        "type" : "overmap_special",
        "id" : "Missile Silo",
        "overmaps" : [
            { "point":[0,0,0], "overmap": "silo"}
        ],
        "connections" : [
            { "point" : [0,-1,0], "terrain" : "road" }
        ],
        "locations" : ["wilderness", "swamp"],
        "city_distance" : [30, -1],
        "city_sizes" : [4, 12],
        "occurrences" : [0, 1]
    },{
        "type" : "overmap_special",
        "id" : "Military Outpost",
        "overmaps" : [
            { "point":[0,0,0], "overmap": "outpost"}
        ],
        "locations" : ["wilderness", "swamp"],
        "city_distance" : [4, -1],
        "city_sizes" : [4, 12],
        "occurrences" : [0, 10],
        "rotate" : false
    },

```

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**Author:** ![Rose](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/rose/32/1963_2.png) [@Rose](https://discourse.cataclysmdda.org/u/Rose)\
**Post date:** [April 11, 2018, 7:43pm UTC](https://discourse.cataclysmdda.org/t/ants-and-stuff-also-game-map-also-worldgen/15261/42 "2018-04-11T19:43:41Z")

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Done some quick testing with the new world with the same options and mods as my current one.

Mansions are OK, ant hills are OK, generated with special rooms. Temples are present, with 2-3 temples per overmap. One outpost generated after revealing two overmaps. No silos yet. Mineral veins are plentiful. I just wonder where all that stuff is in my world.

Map is still glitchy with ant tunnels. Can’t see normally what’s inside them after some point (?) Don’t know exactly what’s causing this.

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**Author:** ![Zhilkin](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/zhilkin/32/3749_2.png) [@Zhilkin](https://discourse.cataclysmdda.org/u/Zhilkin)\
**Post date:** [April 11, 2018, 7:49pm UTC](https://discourse.cataclysmdda.org/t/ants-and-stuff-also-game-map-also-worldgen/15261/43 "2018-04-11T19:49:50Z")

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> [@Rose](#):
>
> Map is still glitchy with ant tunnels. Can’t see normally what’s inside them after some point (?) Don’t know exactly what’s causing this.

Yes, that was reported earlier - [Anthills map generation is still broken · Issue #22393 · CleverRaven/Cataclysm-DDA · GitHub](https://github.com/CleverRaven/Cataclysm-DDA/issues/22393#issuecomment-35231066), but noone fixed that yet.

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**Author:** ![Rose](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/rose/32/1963_2.png) [@Rose](https://discourse.cataclysmdda.org/u/Rose)\
**Post date:** [April 11, 2018, 7:52pm UTC](https://discourse.cataclysmdda.org/t/ants-and-stuff-also-game-map-also-worldgen/15261/44 "2018-04-11T19:52:24Z")

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Not exactly what I’m talking about, though the problem you’re referring to is present.

I’m talking about visual glitches.

 ![2279](https://us1.discourse-cdn.com/flex016/uploads/cataclysmdda/original/2X/3/315d9d4567549a98e0dd995a72d0b8385c621824.png)  
…moving left…  
 ![2280](https://us1.discourse-cdn.com/flex016/uploads/cataclysmdda/original/2X/3/336a62d10ec9f50632bcd8c625f31c9a691aa19a.png)

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<div class="post-metadata">

**Author:** ![Rose](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/rose/32/1963_2.png) [@Rose](https://discourse.cataclysmdda.org/u/Rose)\
**Post date:** [April 11, 2018, 8:06pm UTC](https://discourse.cataclysmdda.org/t/ants-and-stuff-also-game-map-also-worldgen/15261/45 "2018-04-11T20:06:09Z")

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Ah, here it is. The thing I’ve been talking about.

![2281](https://us1.discourse-cdn.com/flex016/uploads/cataclysmdda/original/2X/6/6ca13e387e577d33b84b0205321f734fba5fc692.png)

One out of three mansions generated properly while still being on the same overmap.

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<div class="post-metadata">

**Author:** ![Zhilkin](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/zhilkin/32/3749_2.png) [@Zhilkin](https://discourse.cataclysmdda.org/u/Zhilkin)\
**Post date:** [April 11, 2018, 8:31pm UTC](https://discourse.cataclysmdda.org/t/ants-and-stuff-also-game-map-also-worldgen/15261/46 "2018-04-11T20:31:21Z")

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Is it a new world created in latest experimental? Can you provide zip of saved game or at least list of mods in the world?

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**Author:** ![Rose](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/rose/32/1963_2.png) [@Rose](https://discourse.cataclysmdda.org/u/Rose)\
**Post date:** [April 11, 2018, 8:32pm UTC](https://discourse.cataclysmdda.org/t/ants-and-stuff-also-game-map-also-worldgen/15261/47 "2018-04-11T20:32:58Z")

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No, I haven’t found any broken mansions in the new world. I have been referring previously to this issue.

> [@Rose](#):
>
> I mean that yeah, it could have been that I’ve used the road maps at the point when the code has been broken. It just seems unlikely to me, since I’ve used the early on and after that I’ve met normal mansions a couple of times. So it looks like while some parts of the map have been generated normally, while others have not.

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<div class="post-metadata">

**Author:** ![Zhilkin](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/zhilkin/32/3749_2.png) [@Zhilkin](https://discourse.cataclysmdda.org/u/Zhilkin)\
**Post date:** [April 11, 2018, 8:38pm UTC](https://discourse.cataclysmdda.org/t/ants-and-stuff-also-game-map-also-worldgen/15261/48 "2018-04-11T20:38:43Z")

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Yes, I saw similar screenshots earlier. These mansions are broken because they were generated while overmap generator was broken. We had this bug, but it was fixed already, so what do you want now, exactly? 🙂

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**Author:** ![Rose](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/rose/32/1963_2.png) [@Rose](https://discourse.cataclysmdda.org/u/Rose)\
**Post date:** [April 11, 2018, 8:40pm UTC](https://discourse.cataclysmdda.org/t/ants-and-stuff-also-game-map-also-worldgen/15261/49 "2018-04-11T20:40:18Z")

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I just wanted to know why this single mansion has been generated normally, while others have not. That’s all. It’s not that important and I do feel stupid for spending a lot of posts on this trivial matter, but still.

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<div class="post-metadata">

**Author:** ![Zhilkin](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/zhilkin/32/3749_2.png) [@Zhilkin](https://discourse.cataclysmdda.org/u/Zhilkin)\
**Post date:** [April 11, 2018, 8:49pm UTC](https://discourse.cataclysmdda.org/t/ants-and-stuff-also-game-map-also-worldgen/15261/50 "2018-04-11T20:49:29Z")

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The answer is: that was a bug which wouldn’t necessary affect all of generated mansions.

You can do some research with older CDDA versions:

> [@Mansion Spawn Bug (Build 7179)](https://discourse.cataclysmdda.org/t/mansion-spawn-bug-build-7179/15073):
>
> Hello, something’s up with the mapgen as it pertains to the new mansion layouts. Looks like the game is spawning tiles of the mansion as “house” on the map, resulting in a disjointed and incomplete mansion. The up/down stairs lead to nowhere and hurt you if you try to climb them. Can anyone else confirm/reproduce, or is my install corrupted somehow? Build 7179. Edit: screencapped the wrong mods.json. I think it may be an incompatibility with the More Buildings submod.

> <https://github.com/CleverRaven/Cataclysm-DDA/issues/22358>
>
> Game version:
> 0.C-24831-g6a32f4f
> Operating system:
> Win10 64
> Tiles or curses:…
> Tiles (MShock32Modded)
> Mods active:
> Vehicle Addtions Pack, Filthy Clothing, Prevent Zombie Revivication, Simplified Nutrition
> \### Expected behavior
> Map gen was far more natural 1-2 weeks ago and forever before
> \### Actual behavior
> As of week or so ago and continuing in latest build, buildings are unnaturally lumped together at times and/or in the middle of roads, leading to some very odd road networks in cities compared to the past.
> \### Steps to reproduce the behavior
> Create world, load in, view map. Suicide and repeat a few times to see constency in oddness.
> 
> Examples:
> !\[image\](https://user-images.githubusercontent.com/33404851/32420761-c746677e-c24c-11e7-953d-2a9f2f01a5ea.png)

> <https://github.com/CleverRaven/Cataclysm-DDA/pull/22723>
>
> Closes #22358.
> Closes #21497.
> 
> \## Overview
> 
> @kevingranade was right in his …suspicions regarding the first issue. The @Coolthulhu's idea of unifying town buildings with overmap specials is really great, the implementation, however, has a minor bug which caused #22358. \`find\_max\_size()\` performs checks after it increments its counters, so the result value isn't always correct. #21497 is fixed by allowing buildings to override marshlands. Also, buildings can't spawn by themselves like other overmap specials do. This was definitely possible, but I didn't find a corresponding issue.
> 
> \## Implementation details
> 
> \- Town buildings are now yet more like the real overmap specials. They both use the same check (\`can\_place\_special()\`) which obsoletes \`building\_size\` along with the functions that operate on it. So they all were removed (\`find\_max\_size()\` was among them).
> \- Added \`locations\` and a check for max occurrences to the fake overmap specials (zero \`max\_occurrences\` prevents their spawn "in the wild").
> \- Introduced \`overmap::get\_default\_terrain()\` which allows minor code deduplication and localization of a couple hard-coded terrain ids.
> \- Tiny code improvements.

> <https://github.com/CleverRaven/Cataclysm-DDA/issues/20429>
>
> I've run into two overlapped 2 story motels in build 6290. Didn't caught anythin…g similar to this earlier. Could it be somthing in #20232?
> 
> \<img width="730" alt="2storymotel" src="https://cloud.githubusercontent.com/assets/16213433/23551565/5602b658-0028-11e7-9b1d-c295c8a64f25.png"\>
> \<img width="730" alt="2storymotel\_2" src="https://cloud.githubusercontent.com/assets/16213433/23551566/5604b7be-0028-11e7-83fe-046e4aad5072.png"\>

> <https://github.com/CleverRaven/Cataclysm-DDA/pull/22724>
>
> It's proven useless since it's always the same. No observable changes intended.

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<div class="post-metadata">

**Author:** ![Rose](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/rose/32/1963_2.png) [@Rose](https://discourse.cataclysmdda.org/u/Rose)\
**Post date:** [April 11, 2018, 9:16pm UTC](https://discourse.cataclysmdda.org/t/ants-and-stuff-also-game-map-also-worldgen/15261/51 "2018-04-11T21:16:50Z")

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> [@NuG](#):
>
> Yeah I had a character die while going 0mph and stuck on a bush in a firetruck. It was when I first started playing, and I found a working firetruck, so I got in and started going in circles in a field. It got stuck on a bush and the firetruck stopped, so I pressed forward to accelerate a bit and I tried to move and it wouln’t move… so I tried to accelerate more and then move and then all of a sudden I died from my head going to 0hp lol.

I’ve just damaged 31 frames in my 15-ton truck, with around 10 lost completely (turned gray) as I hit a single wooden crate at 40 km/h. A military composite ram (the one that took the hit) is also gray now.

Ridiculous.

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**Author:** ![Litppunk](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/litppunk/32/409_2.png) [@Litppunk](https://discourse.cataclysmdda.org/u/Litppunk)\
**Post date:** [April 12, 2018, 5:43am UTC](https://discourse.cataclysmdda.org/t/ants-and-stuff-also-game-map-also-worldgen/15261/52 "2018-04-12T05:43:29Z")

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Theres a reason the custom build vehicles tend to have the over large bumper that curls in on its self at the ends. I would say its less to take advantage of the code querk as to prevent the obnoxious-nous of that kind of thing.

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<div class="post-metadata">

**Author:** ![Rose](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/rose/32/1963_2.png) [@Rose](https://discourse.cataclysmdda.org/u/Rose)\
**Post date:** [April 12, 2018, 5:54am UTC](https://discourse.cataclysmdda.org/t/ants-and-stuff-also-game-map-also-worldgen/15261/53 "2018-04-12T05:54:43Z")

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Funny that you say that, since my truck got damaged all the way to the middle of the vehicle. That’s about 10 tiles (in a row!). Don’t suppose a bumper of 1-2 tiles in width could’ve changed anything.

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**Author:** ![Litppunk](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/litppunk/32/409_2.png) [@Litppunk](https://discourse.cataclysmdda.org/u/Litppunk)\
**Post date:** [April 12, 2018, 6:06am UTC](https://discourse.cataclysmdda.org/t/ants-and-stuff-also-game-map-also-worldgen/15261/54 "2018-04-12T06:06:09Z")

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Hmm might not have, the build is actually to keep any tiles from breaking off, as no tile will break off if it will split the car into multiple pieces. As such if part of the bumber curves back out of the way of being damaged, then it can not break. Would not solve the shock damage to the rest of the vehicle, except I think there is some kind of air gap formula that would mean that empty spaces reduce damage to objects on the other side from the collision.

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<div class="post-metadata">

**Author:** ![Rose](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/rose/32/1963_2.png) [@Rose](https://discourse.cataclysmdda.org/u/Rose)\
**Post date:** [April 12, 2018, 6:49am UTC](https://discourse.cataclysmdda.org/t/ants-and-stuff-also-game-map-also-worldgen/15261/55 "2018-04-12T06:49:04Z")

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Nah, no parts have broken off from my ride. Just turned gray-ish.

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