I found something in the assembly and tried to modify it in the init, but it seems like nothing happens. Then I tried to print out it's value, and that gives a Null error.
WorldSetup.Instance.GetComponent<GenerateRoadRing>().MinWorldSize
Any ideas?
I'm interested in this as well.
FP specifically increased the default map size to accommodate the ring road because it can't be generated any smaller than that (they said this in the devblog at the time). If FP themselves can't achieve a smaller map then I don't think any plugin dev will be able to do it.
Default map size is 4500 now so that it can accomodate the ever increasing number of monuments as well as the ring road.
id much prefer a nice 3500 map with a ring road rather than a hulking 4500 for our low pop server.
nashslash
id much prefer a nice 3500 map with a ring road rather than a hulking 4500 for our low pop server.
+1 - was going to test upgrading my map to 4000 next wipe, but 4500 is stretching it. Sigh.
the minimum is 4000, you all are skewing the post, it's not about the size it's about forcing ring round on maps smaller then 4000.
Only suggestion I would have is try making a map using an editing tool. I have built a map from scratch using such a program. Now I will generally take a procedural map and edit it, but it is possible to do a map from start to finish using one of these programs. This would enable you to make a 3.5k map with a proper circle road.
MNfreakTimOnly suggestion I would have is try making a map using an editing tool. I have built a map from scratch using such a program. Now I will generally take a procedural map and edit it, but it is possible to do a map from start to finish using one of these programs. This would enable you to make a 3.5k map with a proper circle road.
You could try the RustEdit tool, But the only problem (for instance) with RustIO "generated" maps is that they are not "live" and you cannot use these functions -Mortality-seeing yourself or team mates-Building etc, You might not want those functions , I am not sure if the same constraints exist with RustEdit of a procedural map, but RustIO's procedural maps are copywrited.
I've played with RustEdit and really enjoy working with it. I just don't have the time to dedicate to configuring the map.
I've been playing with the pathing tool that the Convoy plugin provides (/convoyrootstart, etc.) and will use that to save longer routes. It's not perfect, but it's better than having the short routes that get set up by default.