Devlog 15
this one is mostly bug fixing, and I lowkey should have done it a while ago. two big ones got found and killed.
bosses were not spawning properly
the wardens were supposed to be standing in every flagship - crypt floors, balcony rings, throne daises, all of it. and most of them just werent there. I found out that the placement helper was asking for a heightmap that doesn’t even exist yet during world gen. so the game would try to figure out where the ground was, get garbage back, fail the collision check, and die
To fix it, I (and opencode) used the surface heightmap that actually works mid-generation, check footing with real collision shapes instead of vibes, and stop teleporting interior wardens to the roof. a warden meant to stand in a crypt now stands in the crypt. if there’s genuinely nowhere legal to stand, we log it loudly instead of pretending everything’s fine.
the structure grid
I noticed flagships spawn in a straight line. I then found out the placement gate checked chunk coords against two fixed numbers with modulo math - which doesn’t pick ONE spot per cell, it picks EVERY chunk that matches the mod. so the game was building a perfect lattice. cathedral, 160 blocks, cathedral, 160 blocks, forever, in neat little rows like crops.
landmarks had the same bug at 256 block scale.
both features now hash the cell coordinates themselves to pick a single host chunk per region per cell, so every attempt lands somewhere different. flagships also got pushed out to a 384 block minimum since they’re supposed to be rare landmarks.
what’s next
back to content. more landmark variants, ambient life in the skies, the deep end is still sitting there on the roadmap being ominous.
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