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Cannot explore some areas. Which ones?

PostPosted: Sunday, 8th November 2015, 06:32
by Hurkyl
When autoexplore only partially explores a level because some areas cannot be explored, it can sometimtes be frustrating for those who like to fully explore levels to determine just where autoexplore is having trouble. There should be some way to have these locations indicated.

Re: Cannot explore some areas. Which ones?

PostPosted: Sunday, 8th November 2015, 09:15
by Sokengo
Is called Scroll of magic mapping.

Re: Cannot explore some areas. Which ones?

PostPosted: Sunday, 8th November 2015, 13:12
by Sprucery
Sokengo wrote:Is called Scroll of magic mapping.

You don't want to waste a scroll of magic mapping just to find out that a single square is behind some plants in some corner.

Re: Cannot explore some areas. Which ones?

PostPosted: Sunday, 8th November 2015, 14:10
by bananaken
Scroll of magic mapping has nothing to do with the problem the OP is suggesting, since you can already infer what areas you couldn't explore with already revealed tiles.

I think re-purposing exclusion markings for showing where you failed to explore would be pretty convenient and simple enough.

Re: Cannot explore some areas. Which ones?

PostPosted: Sunday, 8th November 2015, 18:36
by Kate
Hurkyl wrote:When autoexplore only partially explores a level because some areas cannot be explored, it can sometimtes be frustrating for those who like to fully explore levels to determine just where autoexplore is having trouble. There should be some way to have these locations indicated.

There is (but it's undocumented and console-only, like all the best configuration options). You can redefine the explore_horizon feature to highlight squares at the edge of where you've explored. For example, to make them a green '.', add this to your config:
  Code:
feature += explore horizon {.,,green}

The options guide has more detail on the syntax for feature redefinition (it's sort of tricky to decipher, but probably clearer than any explanation attempt I'd make).

Re: Cannot explore some areas. Which ones?

PostPosted: Sunday, 8th November 2015, 20:44
by tedric
What would it take to apply that to the minimap in Tiles?

Re: Cannot explore some areas. Which ones?

PostPosted: Monday, 9th November 2015, 02:07
by Hurkyl
A relevant point is that there are at least two ways you can get this message:

  • You can't see a tile that the explore algorithm wants to look at
  • You can't get to an item the explore algorithm wants to visit

I imagine the horizon thing would help somewhat with the first, but not the second.

Re: Cannot explore some areas. Which ones?

PostPosted: Monday, 9th November 2015, 02:20
by Siegurt
Hurkyl wrote:A relevant point is that there are at least two ways you can get this message:

  • You can't see a tile that the explore algorithm wants to look at
  • You can't get to an item the explore algorithm wants to visit

I imagine the horizon thing would help somewhat with the first, but not the second.

Actually the messages for the two circumstances are slightly different.

Re: Cannot explore some areas. Which ones?

PostPosted: Monday, 9th November 2015, 02:42
by duvessa
just remove plants from lair, seriously

Re: Cannot explore some areas. Which ones?

PostPosted: Tuesday, 10th November 2015, 17:37
by Quazifuji
duvessa wrote:just remove plants from lair, seriously


How difficult would it be to make it so plants never actually block off any areas in Lair? (There could still be vaults, but most vaults where plans block off something are annoying and should be changed too anyway.)

There's still areas where water/lava/clouds block something, although Lair plans are certainly the most annoying case.