<?xml version="1.0"?>
<?xml-stylesheet type="text/css" href="http://www.hackslashmine.net/hsmwiki/skins/common/feed.css?303"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://www.hackslashmine.net/hsmwiki/index.php?action=history&amp;feed=atom&amp;title=Areas</id>
		<title>Areas - Revision history</title>
		<link rel="self" type="application/atom+xml" href="http://www.hackslashmine.net/hsmwiki/index.php?action=history&amp;feed=atom&amp;title=Areas"/>
		<link rel="alternate" type="text/html" href="http://www.hackslashmine.net/hsmwiki/index.php?title=Areas&amp;action=history"/>
		<updated>2026-07-04T06:51:43Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
		<generator>MediaWiki 1.19.2</generator>

	<entry>
		<id>http://www.hackslashmine.net/hsmwiki/index.php?title=Areas&amp;diff=2618&amp;oldid=prev</id>
		<title>Moppr at 21:47, 22 May 2018</title>
		<link rel="alternate" type="text/html" href="http://www.hackslashmine.net/hsmwiki/index.php?title=Areas&amp;diff=2618&amp;oldid=prev"/>
				<updated>2018-05-22T21:47:11Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
			&lt;tr valign='top'&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 21:47, 22 May 2018&lt;/td&gt;
			&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 5:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 5:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==Properties==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==Properties==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;An Area's name consists of a base name and a modifier (for example, &amp;quot;Hills&amp;quot; as the base and &amp;quot;Bloody&amp;quot; as the modifier results in &amp;quot;Bloody Hills.&amp;quot;) The base is entirely dependent on the biome, while modifiers are only loosely dependent on the biome, additionally granting the Area special properties. The loose dependence on biomes is primarily to avoid silly names, like the &amp;quot;Gumdrop Inferno&amp;quot; (though it is unlike [[The Hack/Mine Team|Frizzil]] to disallow such a thing.) Special properties currently include sky, fog, cloud, and overall screen color, as well as day and night lighting. Additionally, possible/required [[:Category:Mobs|mobs]] to be spawned will be added shortly, with many more features [[Future Plans|planned]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;An Area's name consists of a base name and a modifier (for example, &amp;quot;Hills&amp;quot; as the base and &amp;quot;Bloody&amp;quot; as the modifier results in &amp;quot;Bloody Hills.&amp;quot;) The base is entirely dependent on the biome, while modifiers are only loosely dependent on the biome, additionally granting the Area special properties. The loose dependence on biomes is primarily to avoid silly names, like the &amp;quot;Gumdrop Inferno&amp;quot; (though it is unlike [[The Hack/Mine Team|Frizzil]] to disallow such a thing.) Special properties currently include sky, fog, cloud, and overall screen color, as well as day and night lighting. Additionally, possible/required [[:Category:Mobs|mobs]] to be spawned will be added shortly, with many more features [[Future Plans|planned]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;==Purification==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;In the future, there will be ways to &amp;quot;purify&amp;quot; an Area. For instance, defeating the neighborhood Lich would purge the Area of undead, or slaying the local Arch-demon would cleanse the lake of poison (Act Raiser anyone?) There is also talk of a &amp;quot;Base&amp;quot; mechanic, where rewards will be given for building a home in the more dangerous areas and keeping it intact for an extended period. This may also be a way to purify certain Areas.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==Level of Difficulty==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==Level of Difficulty==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;The levels of difficulty are created when the map is generated.&amp;#160; The spawn will always be level one, areas becoming increasingly higher level the further out you travel out&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;The levels of difficulty are created when the map is generated.&amp;#160; The spawn will always be level one, areas becoming increasingly higher level the further out you travel out. This is very &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;roughly tied to 100 blocks &lt;/ins&gt;from spawn &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;per 1 &lt;/ins&gt;level &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;increase&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;If venturing out far enough, the area levels will reset, resulting in a level 1 area next to a high level area (314 level area)&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Another bug that exist deals with oceans. Because the area system is based largely in part by biomes, ocean biomes will typically follow area level progression rules when venturing away from spawn, until you reach land, where levels can be extremely high compared to the ocean&lt;/del&gt;. This is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;because as oceans are &lt;/del&gt;very &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;large biomes, they are given their area level based on the distance &lt;/del&gt;from spawn&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, and while they go further off their &lt;/del&gt;level &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;remains the same. But land, which features more and smaller biomes by comparison can go up based on distance from spawn as well. So once you get to the end of a level 11 ocean, you may reach a level 33 plains biome because, if you were to walk solely by land to get there from spawn, you would progress through the leveled areas as expected&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Category:The World]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Category:The World]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Moppr</name></author>	</entry>

	<entry>
		<id>http://www.hackslashmine.net/hsmwiki/index.php?title=Areas&amp;diff=2587&amp;oldid=prev</id>
		<title>Frizzil: Reverted edits by Frizzil (talk) to last revision by 85.166.165.136</title>
		<link rel="alternate" type="text/html" href="http://www.hackslashmine.net/hsmwiki/index.php?title=Areas&amp;diff=2587&amp;oldid=prev"/>
				<updated>2016-01-23T07:21:28Z</updated>
		
		<summary type="html">&lt;p&gt;Reverted edits by &lt;a href=&quot;/hsmwiki/Special:Contributions/Frizzil&quot; title=&quot;Special:Contributions/Frizzil&quot;&gt;Frizzil&lt;/a&gt; (&lt;a href=&quot;/hsmwiki/User_talk:Frizzil&quot; title=&quot;User talk:Frizzil&quot;&gt;talk&lt;/a&gt;) to last revision by &lt;a href=&quot;/hsmwiki/index.php?title=User:85.166.165.136&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;User:85.166.165.136 (page does not exist)&quot;&gt;85.166.165.136&lt;/a&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
			&lt;tr valign='top'&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 07:21, 23 January 2016&lt;/td&gt;
			&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;pvfVgO This &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;one awesome blog&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Thanks Again&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Much obliged&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;==Introduction==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;One of the larger changes introduced with Hack/Mine &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the Area system&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Areas consist of many chunks, randomly generated names, and random [[:Category:Mobs|mob]] compositions&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;A dynamic atmosphere system was recently added as well&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;XsataG I really like &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;appreciate your article&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Really thank you! Awesome&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;==Generation==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Area generation is handled immediately after terrain is generated on a chunk-by-chunk basis. If an adjacent chunk has already been generated &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;has a &amp;quot;compatible&amp;quot; biome, the adjacent chunk's Area will grow into the current chunk&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;If no adjacent chunk has a grow-able Area, a new Area is created, with properties specific to the biome it contains&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;CRGhmi Im thankful &lt;/del&gt;for the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;post&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Really thank you! Really Great&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;==Properties==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;An Area's name consists of a base name and a modifier (&lt;/ins&gt;for &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;example, &amp;quot;Hills&amp;quot; as &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;base and &amp;quot;Bloody&amp;quot; as the modifier results in &amp;quot;Bloody Hills&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot;) The base is entirely dependent on the biome, while modifiers are only loosely dependent on the biome, additionally granting the Area special properties. The loose dependence on biomes is primarily to avoid silly names, like the &amp;quot;Gumdrop Inferno&amp;quot; (though it is unlike [[The Hack/Mine Team|Frizzil]] to disallow such a thing.) Special properties currently include sky, fog, cloud, and overall screen color, as well as day and night lighting. Additionally, possible/required [[:Category:Mobs|mobs]] to be spawned will be added shortly, with many more features [[Future Plans|planned]]&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==Purification==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==Purification==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;In the future, there will be ways to &amp;quot;purify&amp;quot; an Area. For instance, defeating the neighborhood Lich would purge the Area of undead, or slaying the local Arch-demon would cleanse the lake of poison (Act Raiser anyone?) There is also talk of a &amp;quot;Base&amp;quot; mechanic, where rewards will be given for building a home in the more dangerous areas and keeping it intact for an extended period. This may also be a way to purify certain Areas.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;In the future, there will be ways to &amp;quot;purify&amp;quot; an Area. For instance, defeating the neighborhood Lich would purge the Area of undead, or slaying the local Arch-demon would cleanse the lake of poison (Act Raiser anyone?) There is also talk of a &amp;quot;Base&amp;quot; mechanic, where rewards will be given for building a home in the more dangerous areas and keeping it intact for an extended period. This may also be a way to purify certain Areas.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Frizzil</name></author>	</entry>

	<entry>
		<id>http://www.hackslashmine.net/hsmwiki/index.php?title=Areas&amp;diff=2573&amp;oldid=prev</id>
		<title>Frizzil: Reverted edits by 85.166.165.136 (talk) to last revision by 37.233.27.142</title>
		<link rel="alternate" type="text/html" href="http://www.hackslashmine.net/hsmwiki/index.php?title=Areas&amp;diff=2573&amp;oldid=prev"/>
				<updated>2016-01-23T07:15:58Z</updated>
		
		<summary type="html">&lt;p&gt;Reverted edits by &lt;a href=&quot;/hsmwiki/Special:Contributions/85.166.165.136&quot; title=&quot;Special:Contributions/85.166.165.136&quot;&gt;85.166.165.136&lt;/a&gt; (&lt;a href=&quot;/hsmwiki/index.php?title=User_talk:85.166.165.136&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;User talk:85.166.165.136 (page does not exist)&quot;&gt;talk&lt;/a&gt;) to last revision by &lt;a href=&quot;/hsmwiki/index.php?title=User:37.233.27.142&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;User:37.233.27.142 (page does not exist)&quot;&gt;37.233.27.142&lt;/a&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
			&lt;tr valign='top'&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 07:15, 23 January 2016&lt;/td&gt;
			&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;==Introduction==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;pvfVgO This &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;one awesome blog&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Thanks Again&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Much obliged&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;One of the larger changes introduced with Hack/Mine &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the Area system&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Areas consist of many chunks, randomly generated names, and random [[:Category:Mobs|mob]] compositions&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;A dynamic atmosphere system was recently added as well&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;==Generation==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;XsataG I really like &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;appreciate your article&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Really thank you! Awesome&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Area generation is handled immediately after terrain is generated on a chunk-by-chunk basis. If an adjacent chunk has already been generated &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;has a &amp;quot;compatible&amp;quot; biome, the adjacent chunk's Area will grow into the current chunk&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;If no adjacent chunk has a grow-able Area, a new Area is created, with properties specific to the biome it contains&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;==Properties==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;CRGhmi Im thankful &lt;/ins&gt;for the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;post&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Really thank you! Really Great&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;An Area's name consists of a base name and a modifier (&lt;/del&gt;for &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;example, &amp;quot;Hills&amp;quot; as &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;base and &amp;quot;Bloody&amp;quot; as the modifier results in &amp;quot;Bloody Hills&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot;) The base is entirely dependent on the biome, while modifiers are only loosely dependent on the biome, additionally granting the Area special properties. The loose dependence on biomes is primarily to avoid silly names, like the &amp;quot;Gumdrop Inferno&amp;quot; (though it is unlike [[The Hack/Mine Team|Frizzil]] to disallow such a thing.) Special properties currently include sky, fog, cloud, and overall screen color, as well as day and night lighting. Additionally, possible/required [[:Category:Mobs|mobs]] to be spawned will be added shortly, with many more features [[Future Plans|planned]]&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==Purification==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==Purification==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;In the future, there will be ways to &amp;quot;purify&amp;quot; an Area. For instance, defeating the neighborhood Lich would purge the Area of undead, or slaying the local Arch-demon would cleanse the lake of poison (Act Raiser anyone?) There is also talk of a &amp;quot;Base&amp;quot; mechanic, where rewards will be given for building a home in the more dangerous areas and keeping it intact for an extended period. This may also be a way to purify certain Areas.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;In the future, there will be ways to &amp;quot;purify&amp;quot; an Area. For instance, defeating the neighborhood Lich would purge the Area of undead, or slaying the local Arch-demon would cleanse the lake of poison (Act Raiser anyone?) There is also talk of a &amp;quot;Base&amp;quot; mechanic, where rewards will be given for building a home in the more dangerous areas and keeping it intact for an extended period. This may also be a way to purify certain Areas.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Frizzil</name></author>	</entry>

	<entry>
		<id>http://www.hackslashmine.net/hsmwiki/index.php?title=Areas&amp;diff=2515&amp;oldid=prev</id>
		<title>85.166.165.136 at 17:59, 30 December 2014</title>
		<link rel="alternate" type="text/html" href="http://www.hackslashmine.net/hsmwiki/index.php?title=Areas&amp;diff=2515&amp;oldid=prev"/>
				<updated>2014-12-30T17:59:45Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
			&lt;tr valign='top'&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 17:59, 30 December 2014&lt;/td&gt;
			&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;pvfVgO This &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;one awesome blog&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Thanks Again&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Much obliged&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;==Introduction==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;One of the larger changes introduced with Hack/Mine &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the Area system&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Areas consist of many chunks, randomly generated names, and random [[:Category:Mobs|mob]] compositions&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;A dynamic atmosphere system was recently added as well&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;XsataG I really like &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;appreciate your article&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Really thank you! Awesome&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;==Generation==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Area generation is handled immediately after terrain is generated on a chunk-by-chunk basis. If an adjacent chunk has already been generated &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;has a &amp;quot;compatible&amp;quot; biome, the adjacent chunk's Area will grow into the current chunk&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;If no adjacent chunk has a grow-able Area, a new Area is created, with properties specific to the biome it contains&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;CRGhmi Im thankful &lt;/del&gt;for the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;post&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Really thank you! Really Great&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;==Properties==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;An Area's name consists of a base name and a modifier (&lt;/ins&gt;for &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;example, &amp;quot;Hills&amp;quot; as &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;base and &amp;quot;Bloody&amp;quot; as the modifier results in &amp;quot;Bloody Hills&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot;) The base is entirely dependent on the biome, while modifiers are only loosely dependent on the biome, additionally granting the Area special properties. The loose dependence on biomes is primarily to avoid silly names, like the &amp;quot;Gumdrop Inferno&amp;quot; (though it is unlike [[The Hack/Mine Team|Frizzil]] to disallow such a thing.) Special properties currently include sky, fog, cloud, and overall screen color, as well as day and night lighting. Additionally, possible/required [[:Category:Mobs|mobs]] to be spawned will be added shortly, with many more features [[Future Plans|planned]]&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==Purification==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==Purification==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;In the future, there will be ways to &amp;quot;purify&amp;quot; an Area. For instance, defeating the neighborhood Lich would purge the Area of undead, or slaying the local Arch-demon would cleanse the lake of poison (Act Raiser anyone?) There is also talk of a &amp;quot;Base&amp;quot; mechanic, where rewards will be given for building a home in the more dangerous areas and keeping it intact for an extended period. This may also be a way to purify certain Areas.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;In the future, there will be ways to &amp;quot;purify&amp;quot; an Area. For instance, defeating the neighborhood Lich would purge the Area of undead, or slaying the local Arch-demon would cleanse the lake of poison (Act Raiser anyone?) There is also talk of a &amp;quot;Base&amp;quot; mechanic, where rewards will be given for building a home in the more dangerous areas and keeping it intact for an extended period. This may also be a way to purify certain Areas.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>85.166.165.136</name></author>	</entry>

	<entry>
		<id>http://www.hackslashmine.net/hsmwiki/index.php?title=Areas&amp;diff=2225&amp;oldid=prev</id>
		<title>37.233.27.142: CRGhmi Im thankful for the post.Really thank you! Really Great.</title>
		<link rel="alternate" type="text/html" href="http://www.hackslashmine.net/hsmwiki/index.php?title=Areas&amp;diff=2225&amp;oldid=prev"/>
				<updated>2014-08-05T07:17:58Z</updated>
		
		<summary type="html">&lt;p&gt;CRGhmi Im thankful for the post.Really thank you! Really Great.&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
			&lt;tr valign='top'&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 07:17, 5 August 2014&lt;/td&gt;
			&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 3:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 3:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;XsataG I really like and appreciate your article.Really thank you! Awesome.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;XsataG I really like and appreciate your article.Really thank you! Awesome.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;==Properties==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;CRGhmi Im thankful &lt;/ins&gt;for the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;post&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Really thank you! Really Great&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;An Area's name consists of a base name and a modifier (&lt;/del&gt;for &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;example, &amp;quot;Hills&amp;quot; as &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;base and &amp;quot;Bloody&amp;quot; as the modifier results in &amp;quot;Bloody Hills&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot;) The base is entirely dependent on the biome, while modifiers are only loosely dependent on the biome, additionally granting the Area special properties. The loose dependence on biomes is primarily to avoid silly names, like the &amp;quot;Gumdrop Inferno&amp;quot; (though it is unlike [[The Hack/Mine Team|Frizzil]] to disallow such a thing.) Special properties currently include sky, fog, cloud, and overall screen color, as well as day and night lighting. Additionally, possible/required [[:Category:Mobs|mobs]] to be spawned will be added shortly, with many more features [[Future Plans|planned]]&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==Purification==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==Purification==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;In the future, there will be ways to &amp;quot;purify&amp;quot; an Area. For instance, defeating the neighborhood Lich would purge the Area of undead, or slaying the local Arch-demon would cleanse the lake of poison (Act Raiser anyone?) There is also talk of a &amp;quot;Base&amp;quot; mechanic, where rewards will be given for building a home in the more dangerous areas and keeping it intact for an extended period. This may also be a way to purify certain Areas.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;In the future, there will be ways to &amp;quot;purify&amp;quot; an Area. For instance, defeating the neighborhood Lich would purge the Area of undead, or slaying the local Arch-demon would cleanse the lake of poison (Act Raiser anyone?) There is also talk of a &amp;quot;Base&amp;quot; mechanic, where rewards will be given for building a home in the more dangerous areas and keeping it intact for an extended period. This may also be a way to purify certain Areas.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>37.233.27.142</name></author>	</entry>

	<entry>
		<id>http://www.hackslashmine.net/hsmwiki/index.php?title=Areas&amp;diff=2113&amp;oldid=prev</id>
		<title>37.233.27.142: XsataG I really like and appreciate your article.Really thank you! Awesome.</title>
		<link rel="alternate" type="text/html" href="http://www.hackslashmine.net/hsmwiki/index.php?title=Areas&amp;diff=2113&amp;oldid=prev"/>
				<updated>2014-08-04T05:37:50Z</updated>
		
		<summary type="html">&lt;p&gt;XsataG I really like and appreciate your article.Really thank you! Awesome.&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
			&lt;tr valign='top'&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 05:37, 4 August 2014&lt;/td&gt;
			&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;pvfVgO This is one awesome blog.Thanks Again. Much obliged.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;pvfVgO This is one awesome blog.Thanks Again. Much obliged.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;==Generation==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;XsataG I really like &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;appreciate your article&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Really thank you! Awesome&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Area generation is handled immediately after terrain is generated on a chunk-by-chunk basis. If an adjacent chunk has already been generated &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;has a &amp;quot;compatible&amp;quot; biome, the adjacent chunk's Area will grow into the current chunk&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;If no adjacent chunk has a grow-able Area, a new Area is created, with properties specific to the biome it contains&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==Properties==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==Properties==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;An Area's name consists of a base name and a modifier (for example, &amp;quot;Hills&amp;quot; as the base and &amp;quot;Bloody&amp;quot; as the modifier results in &amp;quot;Bloody Hills.&amp;quot;) The base is entirely dependent on the biome, while modifiers are only loosely dependent on the biome, additionally granting the Area special properties. The loose dependence on biomes is primarily to avoid silly names, like the &amp;quot;Gumdrop Inferno&amp;quot; (though it is unlike [[The Hack/Mine Team|Frizzil]] to disallow such a thing.) Special properties currently include sky, fog, cloud, and overall screen color, as well as day and night lighting. Additionally, possible/required [[:Category:Mobs|mobs]] to be spawned will be added shortly, with many more features [[Future Plans|planned]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;An Area's name consists of a base name and a modifier (for example, &amp;quot;Hills&amp;quot; as the base and &amp;quot;Bloody&amp;quot; as the modifier results in &amp;quot;Bloody Hills.&amp;quot;) The base is entirely dependent on the biome, while modifiers are only loosely dependent on the biome, additionally granting the Area special properties. The loose dependence on biomes is primarily to avoid silly names, like the &amp;quot;Gumdrop Inferno&amp;quot; (though it is unlike [[The Hack/Mine Team|Frizzil]] to disallow such a thing.) Special properties currently include sky, fog, cloud, and overall screen color, as well as day and night lighting. Additionally, possible/required [[:Category:Mobs|mobs]] to be spawned will be added shortly, with many more features [[Future Plans|planned]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>37.233.27.142</name></author>	</entry>

	<entry>
		<id>http://www.hackslashmine.net/hsmwiki/index.php?title=Areas&amp;diff=1745&amp;oldid=prev</id>
		<title>37.233.27.142: pvfVgO This is one awesome blog.Thanks Again. Much obliged.</title>
		<link rel="alternate" type="text/html" href="http://www.hackslashmine.net/hsmwiki/index.php?title=Areas&amp;diff=1745&amp;oldid=prev"/>
				<updated>2014-07-18T17:45:58Z</updated>
		
		<summary type="html">&lt;p&gt;pvfVgO This is one awesome blog.Thanks Again. Much obliged.&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
			&lt;tr valign='top'&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 17:45, 18 July 2014&lt;/td&gt;
			&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;==Introduction==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;pvfVgO This &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;one awesome blog&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Thanks Again&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Much obliged&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;One of the larger changes introduced with Hack/Mine &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the Area system&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Areas consist of many chunks, randomly generated names, and random [[:Category:Mobs|mob]] compositions&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;A dynamic atmosphere system was recently added as well&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==Generation==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==Generation==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Area generation is handled immediately after terrain is generated on a chunk-by-chunk basis. If an adjacent chunk has already been generated and has a &amp;quot;compatible&amp;quot; biome, the adjacent chunk's Area will grow into the current chunk. If no adjacent chunk has a grow-able Area, a new Area is created, with properties specific to the biome it contains.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Area generation is handled immediately after terrain is generated on a chunk-by-chunk basis. If an adjacent chunk has already been generated and has a &amp;quot;compatible&amp;quot; biome, the adjacent chunk's Area will grow into the current chunk. If no adjacent chunk has a grow-able Area, a new Area is created, with properties specific to the biome it contains.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>37.233.27.142</name></author>	</entry>

	<entry>
		<id>http://www.hackslashmine.net/hsmwiki/index.php?title=Areas&amp;diff=355&amp;oldid=prev</id>
		<title>Frizzil: 5 revisions</title>
		<link rel="alternate" type="text/html" href="http://www.hackslashmine.net/hsmwiki/index.php?title=Areas&amp;diff=355&amp;oldid=prev"/>
				<updated>2013-06-07T04:02:10Z</updated>
		
		<summary type="html">&lt;p&gt;5 revisions&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
			&lt;tr valign='top'&gt;
			&lt;td colspan='1' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
			&lt;td colspan='1' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 04:02, 7 June 2013&lt;/td&gt;
			&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Frizzil</name></author>	</entry>

	<entry>
		<id>http://www.hackslashmine.net/hsmwiki/index.php?title=Areas&amp;diff=354&amp;oldid=prev</id>
		<title>Talaysen: fixing minor spelling errors</title>
		<link rel="alternate" type="text/html" href="http://www.hackslashmine.net/hsmwiki/index.php?title=Areas&amp;diff=354&amp;oldid=prev"/>
				<updated>2012-08-24T22:19:47Z</updated>
		
		<summary type="html">&lt;p&gt;fixing minor spelling errors&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
			&lt;tr valign='top'&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 22:19, 24 August 2012&lt;/td&gt;
			&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 2:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 2:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;One of the larger changes introduced with Hack/Mine is the Area system. Areas consist of many chunks, randomly generated names, and random [[:Category:Mobs|mob]] compositions. A dynamic atmosphere system was recently added as well.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;One of the larger changes introduced with Hack/Mine is the Area system. Areas consist of many chunks, randomly generated names, and random [[:Category:Mobs|mob]] compositions. A dynamic atmosphere system was recently added as well.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==Generation==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==Generation==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Area generation is handled immediately after terrain is generated on a chunk-by-chunk basis. If an adjacent chunk has already been generated and has a &amp;quot;compatible&amp;quot; biome, the adjacent chunk's Area will grow into the current chunk. If no adjacent chunk has a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;growable &lt;/del&gt;Area, a new Area is created, with properties specific to the biome it contains.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Area generation is handled immediately after terrain is generated on a chunk-by-chunk basis. If an adjacent chunk has already been generated and has a &amp;quot;compatible&amp;quot; biome, the adjacent chunk's Area will grow into the current chunk. If no adjacent chunk has a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;grow-able &lt;/ins&gt;Area, a new Area is created, with properties specific to the biome it contains.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==Properties==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==Properties==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;An Area's name consists of a base name and a modifier (for example, &amp;quot;Hills&amp;quot; as the base and &amp;quot;Bloody&amp;quot; as the modifier results in &amp;quot;Bloody Hills.&amp;quot;) The base is entirely dependent on the biome, while modifiers are only loosely dependent on the biome, additionally granting the Area special properties. The loose dependence on biomes is primarily to avoid silly names, like the &amp;quot;Gumdrop Inferno&amp;quot; (though it is unlike [[The Hack/Mine Team|Frizzil]] to disallow such a thing.) Special properties currently include sky, fog, cloud, and overall screen color, as well as day and night lighting. Additionally, possible/required [[:Category:Mobs|mobs]] to be spawned will be added shortly, with many more features [[Future Plans|planned]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;An Area's name consists of a base name and a modifier (for example, &amp;quot;Hills&amp;quot; as the base and &amp;quot;Bloody&amp;quot; as the modifier results in &amp;quot;Bloody Hills.&amp;quot;) The base is entirely dependent on the biome, while modifiers are only loosely dependent on the biome, additionally granting the Area special properties. The loose dependence on biomes is primarily to avoid silly names, like the &amp;quot;Gumdrop Inferno&amp;quot; (though it is unlike [[The Hack/Mine Team|Frizzil]] to disallow such a thing.) Special properties currently include sky, fog, cloud, and overall screen color, as well as day and night lighting. Additionally, possible/required [[:Category:Mobs|mobs]] to be spawned will be added shortly, with many more features [[Future Plans|planned]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 8:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 8:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;In the future, there will be ways to &amp;quot;purify&amp;quot; an Area. For instance, defeating the neighborhood Lich would purge the Area of undead, or slaying the local Arch-demon would cleanse the lake of poison (Act Raiser anyone?) There is also talk of a &amp;quot;Base&amp;quot; mechanic, where rewards will be given for building a home in the more dangerous areas and keeping it intact for an extended period. This may also be a way to purify certain Areas.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;In the future, there will be ways to &amp;quot;purify&amp;quot; an Area. For instance, defeating the neighborhood Lich would purge the Area of undead, or slaying the local Arch-demon would cleanse the lake of poison (Act Raiser anyone?) There is also talk of a &amp;quot;Base&amp;quot; mechanic, where rewards will be given for building a home in the more dangerous areas and keeping it intact for an extended period. This may also be a way to purify certain Areas.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==Level of Difficulty==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==Level of Difficulty==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;The levels of difficulty are created when the map is generated.&amp;#160; The spawn will &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;aways &lt;/del&gt;be level one, areas becoming increasingly higher level the further out you travel out.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;The levels of difficulty are created when the map is generated.&amp;#160; The spawn will &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;always &lt;/ins&gt;be level one, areas becoming increasingly higher level the further out you travel out.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;If venturing out far enough, the area levels will reset, resulting in a level 1 area next to a high level area (314 level area)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;If venturing out far enough, the area levels will reset, resulting in a level 1 area next to a high level area (314 level area)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Talaysen</name></author>	</entry>

	<entry>
		<id>http://www.hackslashmine.net/hsmwiki/index.php?title=Areas&amp;diff=353&amp;oldid=prev</id>
		<title>Techpriest: Category in</title>
		<link rel="alternate" type="text/html" href="http://www.hackslashmine.net/hsmwiki/index.php?title=Areas&amp;diff=353&amp;oldid=prev"/>
				<updated>2012-06-30T04:45:53Z</updated>
		
		<summary type="html">&lt;p&gt;Category in&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
			&lt;tr valign='top'&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 04:45, 30 June 2012&lt;/td&gt;
			&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 13:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 13:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Another bug that exist deals with oceans. Because the area system is based largely in part by biomes, ocean biomes will typically follow area level progression rules when venturing away from spawn, until you reach land, where levels can be extremely high compared to the ocean. This is because as oceans are very large biomes, they are given their area level based on the distance from spawn, and while they go further off their level remains the same. But land, which features more and smaller biomes by comparison can go up based on distance from spawn as well. So once you get to the end of a level 11 ocean, you may reach a level 33 plains biome because, if you were to walk solely by land to get there from spawn, you would progress through the leveled areas as expected.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Another bug that exist deals with oceans. Because the area system is based largely in part by biomes, ocean biomes will typically follow area level progression rules when venturing away from spawn, until you reach land, where levels can be extremely high compared to the ocean. This is because as oceans are very large biomes, they are given their area level based on the distance from spawn, and while they go further off their level remains the same. But land, which features more and smaller biomes by comparison can go up based on distance from spawn as well. So once you get to the end of a level 11 ocean, you may reach a level 33 plains biome because, if you were to walk solely by land to get there from spawn, you would progress through the leveled areas as expected.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;[[Category:The World]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Techpriest</name></author>	</entry>

	</feed>