WhiteLight506 showed that adjacent tiles around New Atlantis are connected. The adjacent tile is under the map marker which can be disabled with a console command. If this is true, then all the tiles are connected. Gepardas increased the landing spot size, but couldn't make it bigger than 6789 meters from the ship (center).
When you remove the tile boundary message and continue further, the game crashes eventually. I think that's because you reach a hard limit of the tile that was generated and populated. So what we need is an option when u reach the boundary to select "continue" and load the adjacent tile. Or have the game auto-load the next tile.
It's very interesting the idea of disabling map marker selection, and a very logical one considering the scale of the planet and of the walkable area. I am still not convinced that those pictures are genuine until I try for myself, but it's good to continue testing this issue, so that people who have the ability to address the issue (eventually, once the right tools are out) know whether or it's a waste of time to invest dev time into it rather than doing something else.
We also have likely proof that tiles are the same for everyone. I foung this image on Twitter about the same topic, and that body of water very much looks like the one I have in the very same tile I'm watching New Atlantis from in the above video. I'll try to get a comparison shot, but here is the Twitter pic:
EVEN MORE THAN THAT, it appears that with the borders removed, the game actually attempts to load New Atlantis! This is a picture from the moment the game crashed, notice the map markers on the minimap:
To complete the experiment, I show the shape of the lake which I think also confirms that all tiles are the same for everyone (see Twitter picture from the previous post), and then do the hyperspeed journed from New Atlantis to the previous position, to show that the same lake is indeed visible in the distance from New Atlantis' tile. This should be conclusive and undeniable proof that all tiles on a planet are connected, and the millimetrical scale it takes to visit a directly adjacent tiles (requiring the removal of map markers through console commands) shows how massive the planets actually are. They might even be to realistic scale.
Of course, more testing is still needed, and welcome.
One thing I forgot to report on, is that it would appear that (as some have suggested) the cause of the crash isn't much the game not being able to handle what it's loading, but rather it's the unloading process that breaks the game, as our spaceship falling outside of the "existing" area seems to be the breaking point.
Whether this can be fixed probably depends on how hardcoded this dependence on the ship is, or if it can be forced to remain loaded even if everything else in the world isn't.
Surely nobody cares about this anymore, but after the reports that the February update removed the crash, I finally got around to check for myself. I'm putting this for completeness sake, and just to put the matter to bed once and for all in my own mind more than anything else. After reaching the adjacent tile, looking for the characteristic Lake that can be seen from NA in the distance and flying to the city, New Atlantis is now reachable, and it loads fully with NPCs and the like, as it had long been suspected. You can even enter interiors.
The physics stays messed up even after quicksave/quickload, but in the future, I can totally see SFSE mods doing away with the boundaries entirely and let us fly freely on planets with our ships by doing something smart with the game code.
The new surface map moves with you loading more of the world as you go, this didn't use to happen with the old surface map, being endless flatness beyond the tile's borders, and it's with movement, not just fast travel.
New POIs still aren't placed and there's no update in how physics behaves, so the tile/world origin limitation is still mostly there I think. It'll be interesting to follow how the situation evolves with the updates leading to the vehicles.
Probably when eventually they release creation kit, well be able to mod in seamless tile load in (so no world border) as well as atmospheric flight. Also there might be a very slight chance that bethesda themselves could add all those things instead of modder but then again that would be almost copium.
Hi, I've been trying to find mining sweet spots out on the edge of tiles with no boundary but have come across a playable area limit when tring to place an outpost marker round about 4000-4400 units from the landing point - any ideas how to open that up?
I need everyone know that Starfield can go beyond the boundary of tile without crashing in 1.9 version. And I also use this mod to do some experiments, this is my video and I wrote my findings in the video comments section. https://youtu.be/g5IrphRErSI
In the latest beta patch now you can travel as far as you want and the game doesn't crash. However this is not really functional. After a certain distance palyer's physics are messed up and if you save and load terrain won't load. But is a big step in the right direction. It seems Bethesda has plans to allow players travel as far as they want.
So can someone explain to me if Starfield actually does randomly generate terrain? If not, what does it generate? Surely it simply does not load in everything? Is the planet's map and points of interest defined and same for every player?
From what i've seen, there isn't proc-gen happening on runtime at all. Since all outposts are structurely the same, it seems like an extended version of the leveled lists used in previous games but this time it places entire outposts randomly on pre-defined locations. Notice the Starfield trailer where there were 2 different POI's on the SAME spot. Seems like they have generated the terrain while making the game and ship landing spots are pre defined as well for each tile, fast travelling to different markers on the same tile puts the ship on the same landing spot as well and the spots are flat to prevent clipping. Still no CK so take that as an educated guess but with a grain of salt.
So it's only there to save like what, hard drive space? When they talked about proc-gen stuff i expected more of a system that could mix and match some outposts from seperate modules, not only for terrain. Ironically, IMO game suffers from lack of more proc-gen, there is too much downtime between POI's with nothing happening in between. Neither a way to get to them faster. Same for space, random encounters start to repeat each other and are limited to orbits even though "technically" planet to planet travel is possible since star systems are connected worldspaces. There is so much potential for this game, i really want them to remake some core mechanics.
I just went 50k metres away from the ship. No crashes. uLandingKeepBufferSize=99 not sure if that made a difference because I haven't tried it before.
What I did notice beside the expected lack of POIs was that I wasn't able to place an outpost. I wanted to see if I could somehow save the location and return later. The game told me I was outside the playable area.
Update: Sorry, did not realize it was just one line. working as intended, but crashes after X distance as mentioned in other posts. Was attempting to remedy the "Deliver the evidence to David Barron" bug.
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When you remove the tile boundary message and continue further, the game crashes eventually. I think that's because you reach a hard limit of the tile that was generated and populated. So what we need is an option when u reach the boundary to select "continue" and load the adjacent tile. Or have the game auto-load the next tile.
I am still not convinced that those pictures are genuine until I try for myself, but it's good to continue testing this issue, so that people who have the ability to address the issue (eventually, once the right tools are out) know whether or it's a waste of time to invest dev time into it rather than doing something else.Edit: I ran an independent verification of the theory explained in that Reddit post, and it turns out it's actually real. Video proof: https://i.imgur.com/aleFAk1.mp4 |||| My own Reddit post about this because why not
I'm going to slightly reorganize the replies to this specific comment to keep the sticky clean. Sorry to everyone whose message I removed.
EVEN MORE THAN THAT, it appears that with the borders removed, the game actually attempts to load New Atlantis!
This is a picture from the moment the game crashed, notice the map markers on the minimap:
I'm going to take a video of this shortly.
To complete the experiment, I show the shape of the lake which I think also confirms that all tiles are the same for everyone (see Twitter picture from the previous post), and then do the hyperspeed journed from New Atlantis to the previous position, to show that the same lake is indeed visible in the distance from New Atlantis' tile. This should be conclusive and undeniable proof that all tiles on a planet are connected, and the millimetrical scale it takes to visit a directly adjacent tiles (requiring the removal of map markers through console commands) shows how massive the planets actually are. They might even be to realistic scale.
Of course, more testing is still needed, and welcome.
I'm putting this for completeness sake, and just to put the matter to bed once and for all in my own mind more than anything else.
After reaching the adjacent tile, looking for the characteristic Lake that can be seen from NA in the distance and flying to the city, New Atlantis is now reachable, and it loads fully with NPCs and the like, as it had long been suspected. You can even enter interiors.
New POIs still aren't placed and there's no update in how physics behaves, so the tile/world origin limitation is still mostly there I think. It'll be interesting to follow how the situation evolves with the updates leading to the vehicles.
And I also use this mod to do some experiments, this is my video and I wrote my findings in the video comments section.
https://youtu.be/g5IrphRErSI
The short version: procedural is not the same as random.
Minecraft is a perfect example - you can share your seed and everyone will get the same world (assuming they are on the same version of MC)
What I did notice beside the expected lack of POIs was that I wasn't able to place an outpost. I wanted to see if I could somehow save the location and return later. The game told me I was outside the playable area.
Sorry, did not realize it was just one line.
working as intended, but crashes after X distance as mentioned in other posts.
Was attempting to remedy the "Deliver the evidence to David Barron" bug.
Thanks for the mod