Zone tier: Difference between revisions

96 bytes removed ,  20:45, 4 February 2021
m
marked fixed but this behavior is still true, so removing the supposition that it might be a bug.
m (add cybernetics rack)
m (marked fixed but this behavior is still true, so removing the supposition that it might be a bug.)
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* <code>XRL.World.WorldBuilders.JoppaWorldBuilder.getLocationOfTier(int, int)</code>
* <code>XRL.World.WorldBuilders.JoppaWorldBuilder.getLocationOfTier(int, int)</code>
* <code>XRL.World.WorldBuilders.JoppaWorldBuilder.getLocationWithinNFromTerrainTypeTier()</code>
* <code>XRL.World.WorldBuilders.JoppaWorldBuilder.getLocationWithinNFromTerrainTypeTier()</code>
* <code>XRL.World.Zone.NewTier</code>: This is one of the most widely used for "static zone tier" and is the only method that takes z-level into account. It has peculiar logic for calculating below-ground tiers, which completely ignores the surface tier at strata 6 and below. [https://bitbucket.org/bbucklew/cavesofqud-public-issue-tracker/issues/2834 This may be a bug?]
* <code>XRL.World.Zone.NewTier</code>: This is one of the most widely used for "static zone tier" and is the only method that takes z-level into account. It has peculiar logic for calculating below-ground tiers, which completely ignores the surface tier at strata 6 and below.
* <code>XRL.ZoneTemplateNode.VariableReplace()</code>
* <code>XRL.ZoneTemplateNode.VariableReplace()</code>


[[Category:Mechanics]][[Category:World]]
[[Category:Mechanics]][[Category:World]]