Voxel Turf

Voxel Turf

MultipliCity
29 Comments
󠀡󠀡 6 Jul @ 7:28pm 
does this still work
Molto' Difficile 2 Dec, 2020 @ 12:58pm 
You are awesome i love workshop
bob655344334 20 Feb, 2020 @ 7:04am 
man i wished this worked
Devyndreap 23 Oct, 2019 @ 4:46pm 
Hey I got this weird thing where I reload the game with multicity on and it just loads a flat landscape with nothing modified on startegy? Default temperate no biome alterations of nothing Just size 8x8 and reloaded
Devyndreap 23 Oct, 2019 @ 3:50pm 
Thanks for the info Snapper Ima try my best
SnapperTheTwig  [developer] 22 Oct, 2019 @ 5:09pm 
@Devyndreap
The client <-> server connection may time out if the server takes too long to do something (without sending a keep-alive message). This may happen when generating big maps. The solution is to wait for the server to finish its work, then try loading the newly created map (use Load Game).

Turf 2 will have an integrated server (vtclient.exe and vtserver.exe will be in the same .exe) to prevent this

Vtserver also tends to be laggy when dealing with a freshly generated large map (like 8km or larger on my machines) for reasons unknown to me. Restarting the game will fix this.

Also see:
https://wiki.voxelturf.net/wiki/Troubleshooting#Connection_To_Server_has_Timed_Out_.28Singleplayer.29
Devyndreap 21 Oct, 2019 @ 3:12pm 
I have a localhost failure with this mod any suggestions
Romløk  [author] 26 Jul, 2019 @ 10:43am 
I don't think I can really provide any recommendations, The default values I used are what I thought gave a nice balance of city and open terrain, but it's really all down to personal taste.

And unless the cities actually overlap, they'll still be disconnected from each other.
Legion, Duke of Rockford 26 Jul, 2019 @ 8:17am 
I have a question. What is the recommended size for a map with, say, 2 cities? Is there a way to figure out the map size you should have at minimum for X number of cities?

Also, are cities still disconnected or nah? If not, I can just manually connect them. Not a big issue.
dnkb 13 May, 2018 @ 1:16pm 
No, i tried without and with didn't work.
Romløk  [author] 13 May, 2018 @ 11:14am 
Still works just fine for me.
If you're trying to combine this with another city-gen mod (eg. "bigger cities"), that could prevent one or the other from taking efect. Otherwise, in what way is it not working for you?
dnkb 13 May, 2018 @ 11:03am 
doesn't work ?
Serath 8 Mar, 2018 @ 9:57am 
Mod itself works great, but I think it can make many timed missions more diffcult to complete. My first mission in a maxed size map, a simple two-bandit home invasion, was about 8000m away. I made it with 40 secconds to spare. The locations are random as they should be, which makes the longer drive feel like you accomplished something bigger, but the time required to do them will always be the same.

Maybe if there was a way to change the time based on distance on the player who first intiated it?
Toast9418 8 Feb, 2018 @ 2:34pm 
Maybe we could see Highways connecting the separated cities once the Building/transportation update is released.
SnapperTheTwig  [developer] 17 Jan, 2018 @ 3:51am 
@alemismun:
In 1.0.28 you'll have infinite bases in build mode.

To unlock more bases you need to make a profit from owning/racketeering buildings. You get your first base at $1k profit, then your next at $4k, etc
Romløk  [author] 15 Jan, 2018 @ 7:31am 
Says 36 hours for me. He's certainly still active, and seems to post most often in the Discord channel.
alemismun 15 Jan, 2018 @ 7:15am 
Btw the dev has not been online for 15 days, is that normal??
Romløk  [author] 15 Jan, 2018 @ 6:52am 
FWIW, you'll get more eyes on general gameplay questions in the main VT discussion forums.

But, in short: more income lets you build more bases. I don't know why you need them in build mode.
alemismun 15 Jan, 2018 @ 6:11am 
np, its just that im new into the game and I still dont understand the building system.
I cant add new bases idk why so I cant keep expanding.

Also why do you need to use bases in creative (build) mode????
Romløk  [author] 15 Jan, 2018 @ 3:56am 
I'm guessing alemismun is wanting the cities to be generated with pre-existing road connections between them. I like the idea, but unfortunately I'm not sure of a good way to go about implementing that at the moment.
bi204-1 14 Jan, 2018 @ 2:05pm 
Alemismun
"Is there a way to make the cities have a road linking them?"
You can manually link them. Its probably not exactly what you want, but there's nothing to stop you from doing that when you have enough money.
alemismun 14 Jan, 2018 @ 1:12pm 
Is there a way to make the cities have a road linking them?
Romløk  [author] 3 Jan, 2018 @ 4:35am 
Nice, thanks Snapper!
SnapperTheTwig  [developer] 3 Jan, 2018 @ 1:24am 
I've changed line 587 as per your suggestion for the next patch.
Romløk  [author] 1 Jan, 2018 @ 7:06am 
EnderBoxx, Multiplicity already includes the functionality of Bigger Cities. There are some values at the start of mods/multiplicity/scripts/multiplicity.lua which you can change to set how big you want the cities to be. Setting both min and max to 2 should give you cities of the same size as the Bigger Cities mod generates.
I'll update the description with this info in a minute.

However, the technically correct answer to your question is "no" - due merely to a naming collision between the mods (copy-paste is bad, mm'kay). I've fixed this in the source for a future release, but a little experimentation shows that the two mods are only kinda compatible when used together (due to the order they're applied).
EnderBoxx 31 Dec, 2017 @ 12:45pm 
does this work with bigger citties
bi204-1 10 Nov, 2017 @ 8:17am 
Romløk,

Might also by nice when it comes to the 2 by 3 residential lots, since you seem to rarely get more than one of those per city, and this way it might be common to get at least a few different ones per map, as long you have additional ones installed.
Romløk  [author] 10 Nov, 2017 @ 7:49am 
Thanks bi204-1, you're not wrong about the tag. I had forgotten that VT supported using custom maps, and since this is related to map generation, that's the tag I used. I agree that it probably wasn't the intended use of the maps tag, so I've changed it to scripts;worldgen instead.

Otherwise, I'm pretty happy with how it works now. The only bug I know of, other than the one noted (which I think is in Snapper's wheelhouse), is that very occasionally, there might be a building without road access (because another city put a building on its road).
bi204-1 9 Nov, 2017 @ 6:35pm 
Romlok,

Interesting idea. Sounds like it might be fun to try out once you perfect it. However, it sounds like this isn't really a map but a script. It should be listed under scripts and not maps. Other than that, this is a cool idea.