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RGMIXER.XML Edits


DurtySonuva

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We got a weird world.

 

- POIs were deep down round craters

- at "-27 m" like, roads were like trenches between the surroundings, impossible to climb/walk to the POIs

 

after 1 hour gameplay, we saw the roads were still "digging" into the biomes, with unclimbable sides, so we gave up

 

not sure if it's the seed or the settings.

 

That is the current glitchyness of the rural/town/city/hub system which we have no control over. For whatever reason it just happens with certain seeds. Hopefully with the new system being worked on this won't happen anymore.

 

Can I ask what seed name you used? I would be curious to see if I can produce it also.

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That is the current glitchyness of the rural/town/city/hub system which we have no control over. For whatever reason it just happens with certain seeds. Hopefully with the new system being worked on this won't happen anymore.

 

Can I ask what seed name you used? I would be curious to see if I can produce it also.

 

Here is the seed:

 

XQTsQqcV6hu6HJDZRe59J 2yu19Lnx.BNxsgatv-NEiNHM3IN0_-Y4Jkkvl8azqh
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This is my actual Map and it look good, water, enoughtowns but it is to high -.

 

Can anybody help?

 

<terrain_generators>

<terrain_generator name="vanilla" use_old_final="false">

 

<module name="landSmooth" type="FastBillow" no_seed="true">

<property name="frequency" value="0.3"/>

</module>

<module name="landSmoothScaled" type="ScaleBiasOutput">

<property name="sourceModule" value="landSmooth"/>

<property name="scale" value="0.1"/>

<property name="bias" value="0.4"/>

</module>

 

<module name="landRough" type="FastBillow" no_seed="true">

<property name="frequency" value="2"/>

</module>

<module name="landRoughScaled" type="ScaleBiasOutput">

<property name="sourceModule" value="landRough"/>

<property name="scale" value="0.07"/>

<property name="bias" value="0.2"/>

</module>

 

<module name="landController" type="FastNoise" seed_additive="-1">

<property name="frequency" value="0.5"/>

</module>

<module name="landMixed" type="Select">

<property name="controlModule" value="landController"/>

<property name="sourceModule1" value="landRoughScaled"/>

<property name="sourceModule2" value="landSmoothScaled"/>

<property name="bounds" value="-0.2,100"/>

<property name="edgeFalloff" value="0.2"/>

</module>

 

<module name="mountainBase" type="FastRidgedMultifractal">

<property name="frequency" value="0.5"/>

</module>

<module name="mountainScaled" type="ScaleBiasOutput">

<property name="sourceModule" value="mountainBase"/>

<property name="scale" value="0.525"/>

<property name="bias" value="0.675"/>

</module>

 

<module name="continentController" type="FastNoise" seed_additive="1">

<property name="frequency" value="0.3"/>

</module>

<module name="continentMixed" type="Select">

<property name="controlModule" value="continentController"/>

<property name="sourceModule1" value="landMixed"/>

<property name="sourceModule2" value="mountainScaled"/>

<property name="bounds" value="0.1,100"/>

<property name="edgeFalloff" value="0.35"/>

</module>

<module name="continentFinal" type="FastTurbulence">

<property name="sourceModule" value="continentMixed"/>

<property name="frequency" value="0.25"/>

<property name="power" value="3"/>

<property name="roughness" value="4"/>

</module>

 

<module name="oceanBase" type="FastBillow" seed_additive="2">

<property name="frequency" value="0.3"/>

</module>

<module name="oceanScaled" type="ScaleBiasOutput">

<property name="sourceModule" value="oceanBase"/>

<property name="scale" value="0.25"/>

<property name="bias" value="-0.175"/>

</module>

 

<module name="worldController" type="FastNoise" seed_additive="3">

<property name="frequency" value="0.15"/>

</module>

<module name="worldMixed" type="Select">

<property name="controlModule" value="worldController"/>

<property name="sourceModule1" value="continentFinal"/>

<property name="sourceModule2" value="oceanScaled"/>

<property name="bounds" value="-0.05,0.05"/>

<property name="edgeFalloff" value="0.4"/>

</module>

 

<module name="scaleBiasOutput" type="ScaleOutput">

<property name="sourceModule" value="worldMixed"/>

<property name="scale" value="160"/>

</module>

<module name="clampOutput" type="ClampOutput">

<property name="sourceModule" value="scaleBiasOutput"/>

<property name="bounds" value="-50,190"/>

</module>

 

<output module="clampOutput"/>

 

</terrain_generator>

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This is my actual Map and it look good, water, enoughtowns but it is to high -.

 

Can anybody help?

 

HI

 

First thing I would do is drop all your seed additives and just use one of them to control everything.

<module name="continentController" type="FastNoise" seed_additive="1"> <- I would remove this

<module name="oceanBase" type="FastBillow" seed_additive="2"> <- and this one

<module name="worldController" type="FastNoise" seed_additive="3"> <- then change this value to 1

 

The "WorldController" will affect everything.

 

Setting it to 1 will also help the randomness not be so extreme when generating but still gives a good enough change when using different world Gen seeds.

 

I would try that first.

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This is my actual Map and it look good, water, enoughtowns but it is to high -.

 

Can anybody help?

 

Ah..... This one seems to be what I did weeks ago.

 

I also think this is too high for actual playing.

 

Below is better to travel.

<terrain_generators>
<terrain_generator name="vanilla" use_old_final="false">

	<module name="landSmooth" type="FastBillow" no_seed="true">
		<property name="frequency" value="0.3"/>
	</module>
	<module name="landSmoothScaled" type="ScaleBiasOutput">
		<property name="sourceModule" value="landSmooth"/>
		<property name="scale" value="0.1"/>
		<property name="bias" value="0.4"/>
	</module>

	<module name="landRough" type="FastBillow" no_seed="true">
		<property name="frequency" value="2"/>
	</module>
	<module name="landRoughScaled" type="ScaleBiasOutput">
		<property name="sourceModule" value="landRough"/>
		<property name="scale" value="0.07"/>
		<property name="bias" value="0.2"/>
	</module>

	<module name="landController" type="FastNoise" seed_additive="-1">
		<property name="frequency" value="0.5"/>
	</module>
	<module name="landMixed" type="Select">
		<property name="controlModule" value="landController"/>
		<property name="sourceModule1" value="landRoughScaled"/>
		<property name="sourceModule2" value="landSmoothScaled"/>
		<property name="bounds" value="-0.2,100"/>
		<property name="edgeFalloff" value="0.2"/>
	</module>

	<module name="mountainBase" type="FastRidgedMultifractal">
		<property name="frequency" value="0.5"/>
	</module>
	<module name="mountainScaled" type="ScaleBiasOutput">
		<property name="sourceModule" value="mountainBase"/>
		<property name="scale" value="0.525"/>
		<property name="bias" value="0.675"/>
	</module>

	<module name="continentController" type="FastNoise" seed_additive="1">
		<property name="frequency" value="0.3"/>
	</module>
	<module name="continentMixed" type="Select">
		<property name="controlModule" value="continentController"/>
		<property name="sourceModule1" value="landMixed"/>
		<property name="sourceModule2" value="mountainScaled"/>
		<property name="bounds" value="[color="#FF0000"]0.28[/color],100"/>
		<property name="edgeFalloff" value="[color="#FF0000"]1[/color]"/>
	</module>
	<module name="continentFinal" type="FastTurbulence">
		<property name="sourceModule" value="continentMixed"/>
		<property name="frequency" value="0.25"/>
		<property name="power" value="3"/>
		<property name="roughness" value="4"/>
	</module>

	<module name="oceanBase" type="FastBillow" seed_additive="2">
		<property name="frequency" value="0.3"/>
	</module>
		<module name="oceanScaled" type="ScaleBiasOutput">
		<property name="sourceModule" value="oceanBase"/>
		<property name="scale" value="0.25"/>
		<property name="bias" value="-0.175"/>
	</module>

	<module name="worldController" type="FastNoise" seed_additive="3">
		<property name="frequency" value="0.15"/>
	</module>
	<module name="worldMixed" type="Select">
		<property name="controlModule" value="worldController"/>
		<property name="sourceModule1" value="continentFinal"/>
		<property name="sourceModule2" value="oceanScaled"/>
		<property name="bounds" value="-0.05,0.05"/>
		<property name="edgeFalloff" value="0.4"/>
	</module>

	<module name="scaleBiasOutput" type="ScaleOutput">
		<property name="sourceModule" value="worldMixed"/>
		<property name="scale" value="160"/>
	</module>
	<module name="clampOutput" type="ClampOutput">
		<property name="sourceModule" value="scaleBiasOutput"/>
		<property name="bounds" value="-50,190"/>
	</module>

<output module="clampOutput"/>

</terrain_generator>
</terrain_generators>

 

And below is what I'm working now.

 

(working to make not to generate the river with too extreme cliff)

<terrain_generators>

<terrain_generator name="vanilla" use_old_final="false">

	<module name="landSmooth" type="FastBillow" no_seed="true">
		<property name="frequency" value="0.25"/>
	</module>
	<module name="landSmoothScaled" type="ScaleBiasOutput">
		<property name="sourceModule" value="landSmooth"/>
		<property name="scale" value="0.180"/>
		<property name="bias" value="0.30"/>
	</module>

	<module name="landRough" type="FastBillow">
		<property name="frequency" value="0.25"/>
		<property name="roughness" value="8"/>
		<property name="persistence" value="0.8"/>
	</module>
	<module name="landRoughScaled" type="ScaleBiasOutput">
		<property name="sourceModule" value="landRough"/>
		<property name="scale" value="0.12"/>
		<property name="bias" value="0.28"/>
	</module>

	<module name="landController" type="FastNoise" seed_additive="-1">
		<property name="frequency" value="0.5"/>
	</module>
	<module name="landMixed" type="Select">
		<property name="controlModule" value="landController"/>
		<property name="sourceModule1" value="landRoughScaled"/>
		<property name="sourceModule2" value="landSmoothScaled"/>
		<property name="bounds" value="-0.2,100"/>
		<property name="edgeFalloff" value="0.2"/>
	</module>

	<module name="mountainBase" type="FastRidgedMultifractal" seed_additive="1">
		<property name="frequency" value="0.27"/>
	</module>
	<module name="mountainScaled" type="ScaleBiasOutput">
		<property name="sourceModule" value="mountainBase"/>
		<property name="scale" value="0.7"/>
		<property name="bias" value="0.92"/>
	</module>
	<module name="mountainClamped" type="ClampOutput">
		<property name="sourceModule" value="mountainScaled"/>
		<property name="bounds" value="0.2,1.7"/>
	</module>

	<module name="continentController" type="FastNoise" seed_additive="-2">
		<property name="frequency" value="0.28"/>
	</module>
	<module name="continentMixed" type="Select">
		<property name="controlModule" value="continentController"/>
		<property name="sourceModule1" value="landMixed"/>
		<property name="sourceModule2" value="mountainClamped"/>
		<property name="bounds" value="0.26,100"/>
		<property name="edgeFalloff" value="1.2"/>
	</module>
	<module name="continentFinal" type="FastTurbulence">
		<property name="sourceModule" value="continentMixed"/>
		<property name="frequency" value="0.5"/>
		<property name="power" value="3.5"/>
		<property name="roughness" value="8"/>
	</module>

	<module name="oceanBase" type="FastBillow" seed_additive="2">
		<property name="frequency" value="0.26"/>
	</module>
	<module name="oceanScaled" type="ScaleBiasOutput">
		<property name="sourceModule" value="oceanBase"/>
		<property name="scale" value="0.12"/>
		<property name="bias" value="-0.23"/>
	</module>
	<module name="oceanClamped" type="ClampOutput">
		<property name="sourceModule" value="oceanScaled"/>
		<property name="bounds" value="-0.3,0"/>
	</module>

	<module name="worldController" type="FastNoise" seed_additive="-3">
		<property name="frequency" value="0.38"/>	<!-- To make more river/lake
														make (a little) larger -->
	</module>
	<module name="invertedWorldController" type="InvertOutput">
		<property name="sourceModule" value="worldController"/>
	</module>
	<module name="plusWorldController" type="Select">
		<property name="controlModule" value="worldController"/>
		<property name="sourceModule1" value="invertedWorldController"/>
		<property name="sourceModule2" value="worldController"/>
		<property name="bounds" value="0,100"/>
	</module>
	<module name="exceptMountain" type="Select">
		<property name="controlModule" value="continentFinal"/>
		<property name="sourceModule1" value="plusWorldController"/>
		<property name="sourceModule2" value="landSmoothScaled"/>
		<property name="bounds" value="0.45,100"/>
		<property name="edgeFalloff" value="0.18"/>	<!-- These prop. limit extreme cliff -->
	</module>
	<module name="worldMixed" type="Select">
		<property name="controlModule" value="exceptMountain"/>
		<property name="sourceModule1" value="continentFinal"/>
		<property name="sourceModule2" value="oceanClamped"/>
		<property name="bounds" value="-100,0.06"/>
		<property name="edgeFalloff" value="0.1"/>	<!-- To make river/lake larger
														make upper bounds higher -->
	</module>

	<module name="scaleBiasOutput" type="ScaleOutput">
		<property name="sourceModule" value="worldMixed"/>
		<property name="scale" value="100"/>
	</module>
	<module name="clampOutput" type="ClampOutput">
		<property name="sourceModule" value="scaleBiasOutput"/>
		<property name="bounds" value="-30,170"/>
	</module>

	<output module="clampOutput"/>

</terrain_generator>

</terrain_generators>

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Ah..... This one seems to be what I did weeks ago.

 

I also think this is too high for actual playing.

 

Below is better to travel.

<terrain_generators>
<terrain_generator name="vanilla" use_old_final="false">

	<module name="landSmooth" type="FastBillow" no_seed="true">
		<property name="frequency" value="0.3"/>
	</module>
	<module name="landSmoothScaled" type="ScaleBiasOutput">
		<property name="sourceModule" value="landSmooth"/>
		<property name="scale" value="0.1"/>
		<property name="bias" value="0.4"/>
	</module>

	<module name="landRough" type="FastBillow" no_seed="true">
		<property name="frequency" value="2"/>
	</module>
	<module name="landRoughScaled" type="ScaleBiasOutput">
		<property name="sourceModule" value="landRough"/>
		<property name="scale" value="0.07"/>
		<property name="bias" value="0.2"/>
	</module>

	<module name="landController" type="FastNoise" seed_additive="-1">
		<property name="frequency" value="0.5"/>
	</module>
	<module name="landMixed" type="Select">
		<property name="controlModule" value="landController"/>
		<property name="sourceModule1" value="landRoughScaled"/>
		<property name="sourceModule2" value="landSmoothScaled"/>
		<property name="bounds" value="-0.2,100"/>
		<property name="edgeFalloff" value="0.2"/>
	</module>

	<module name="mountainBase" type="FastRidgedMultifractal">
		<property name="frequency" value="0.5"/>
	</module>
	<module name="mountainScaled" type="ScaleBiasOutput">
		<property name="sourceModule" value="mountainBase"/>
		<property name="scale" value="0.525"/>
		<property name="bias" value="0.675"/>
	</module>

	<module name="continentController" type="FastNoise" seed_additive="1">
		<property name="frequency" value="0.3"/>
	</module>
	<module name="continentMixed" type="Select">
		<property name="controlModule" value="continentController"/>
		<property name="sourceModule1" value="landMixed"/>
		<property name="sourceModule2" value="mountainScaled"/>
		<property name="bounds" value="[color="#FF0000"]0.28[/color],100"/>
		<property name="edgeFalloff" value="[color="#FF0000"]1[/color]"/>
	</module>
	<module name="continentFinal" type="FastTurbulence">
		<property name="sourceModule" value="continentMixed"/>
		<property name="frequency" value="0.25"/>
		<property name="power" value="3"/>
		<property name="roughness" value="4"/>
	</module>

	<module name="oceanBase" type="FastBillow" seed_additive="2">
		<property name="frequency" value="0.3"/>
	</module>
		<module name="oceanScaled" type="ScaleBiasOutput">
		<property name="sourceModule" value="oceanBase"/>
		<property name="scale" value="0.25"/>
		<property name="bias" value="-0.175"/>
	</module>

	<module name="worldController" type="FastNoise" seed_additive="3">
		<property name="frequency" value="0.15"/>
	</module>
	<module name="worldMixed" type="Select">
		<property name="controlModule" value="worldController"/>
		<property name="sourceModule1" value="continentFinal"/>
		<property name="sourceModule2" value="oceanScaled"/>
		<property name="bounds" value="-0.05,0.05"/>
		<property name="edgeFalloff" value="0.4"/>
	</module>

	<module name="scaleBiasOutput" type="ScaleOutput">
		<property name="sourceModule" value="worldMixed"/>
		<property name="scale" value="160"/>
	</module>
	<module name="clampOutput" type="ClampOutput">
		<property name="sourceModule" value="scaleBiasOutput"/>
		<property name="bounds" value="-50,190"/>
	</module>

<output module="clampOutput"/>

</terrain_generator>
</terrain_generators>

 

And below is what I'm working now.

 

(working to make not to generate the river with too extreme cliff)

<terrain_generators>

<terrain_generator name="vanilla" use_old_final="false">

	<module name="landSmooth" type="FastBillow" no_seed="true">
		<property name="frequency" value="0.25"/>
	</module>
	<module name="landSmoothScaled" type="ScaleBiasOutput">
		<property name="sourceModule" value="landSmooth"/>
		<property name="scale" value="0.180"/>
		<property name="bias" value="0.30"/>
	</module>

	<module name="landRough" type="FastBillow">
		<property name="frequency" value="0.25"/>
		<property name="roughness" value="8"/>
		<property name="persistence" value="0.8"/>
	</module>
	<module name="landRoughScaled" type="ScaleBiasOutput">
		<property name="sourceModule" value="landRough"/>
		<property name="scale" value="0.12"/>
		<property name="bias" value="0.28"/>
	</module>

	<module name="landController" type="FastNoise" seed_additive="-1">
		<property name="frequency" value="0.5"/>
	</module>
	<module name="landMixed" type="Select">
		<property name="controlModule" value="landController"/>
		<property name="sourceModule1" value="landRoughScaled"/>
		<property name="sourceModule2" value="landSmoothScaled"/>
		<property name="bounds" value="-0.2,100"/>
		<property name="edgeFalloff" value="0.2"/>
	</module>

	<module name="mountainBase" type="FastRidgedMultifractal" seed_additive="1">
		<property name="frequency" value="0.27"/>
	</module>
	<module name="mountainScaled" type="ScaleBiasOutput">
		<property name="sourceModule" value="mountainBase"/>
		<property name="scale" value="0.7"/>
		<property name="bias" value="0.92"/>
	</module>
	<module name="mountainClamped" type="ClampOutput">
		<property name="sourceModule" value="mountainScaled"/>
		<property name="bounds" value="0.2,1.7"/>
	</module>

	<module name="continentController" type="FastNoise" seed_additive="-2">
		<property name="frequency" value="0.28"/>
	</module>
	<module name="continentMixed" type="Select">
		<property name="controlModule" value="continentController"/>
		<property name="sourceModule1" value="landMixed"/>
		<property name="sourceModule2" value="mountainClamped"/>
		<property name="bounds" value="0.26,100"/>
		<property name="edgeFalloff" value="1.2"/>
	</module>
	<module name="continentFinal" type="FastTurbulence">
		<property name="sourceModule" value="continentMixed"/>
		<property name="frequency" value="0.5"/>
		<property name="power" value="3.5"/>
		<property name="roughness" value="8"/>
	</module>

	<module name="oceanBase" type="FastBillow" seed_additive="2">
		<property name="frequency" value="0.26"/>
	</module>
	<module name="oceanScaled" type="ScaleBiasOutput">
		<property name="sourceModule" value="oceanBase"/>
		<property name="scale" value="0.12"/>
		<property name="bias" value="-0.23"/>
	</module>
	<module name="oceanClamped" type="ClampOutput">
		<property name="sourceModule" value="oceanScaled"/>
		<property name="bounds" value="-0.3,0"/>
	</module>

	<module name="worldController" type="FastNoise" seed_additive="-3">
		<property name="frequency" value="0.38"/>	<!-- To make more river/lake
														make (a little) larger -->
	</module>
	<module name="invertedWorldController" type="InvertOutput">
		<property name="sourceModule" value="worldController"/>
	</module>
	<module name="plusWorldController" type="Select">
		<property name="controlModule" value="worldController"/>
		<property name="sourceModule1" value="invertedWorldController"/>
		<property name="sourceModule2" value="worldController"/>
		<property name="bounds" value="0,100"/>
	</module>
	<module name="exceptMountain" type="Select">
		<property name="controlModule" value="continentFinal"/>
		<property name="sourceModule1" value="plusWorldController"/>
		<property name="sourceModule2" value="landSmoothScaled"/>
		<property name="bounds" value="0.45,100"/>
		<property name="edgeFalloff" value="0.18"/>	<!-- These prop. limit extreme cliff -->
	</module>
	<module name="worldMixed" type="Select">
		<property name="controlModule" value="exceptMountain"/>
		<property name="sourceModule1" value="continentFinal"/>
		<property name="sourceModule2" value="oceanClamped"/>
		<property name="bounds" value="-100,0.06"/>
		<property name="edgeFalloff" value="0.1"/>	<!-- To make river/lake larger
														make upper bounds higher -->
	</module>

	<module name="scaleBiasOutput" type="ScaleOutput">
		<property name="sourceModule" value="worldMixed"/>
		<property name="scale" value="100"/>
	</module>
	<module name="clampOutput" type="ClampOutput">
		<property name="sourceModule" value="scaleBiasOutput"/>
		<property name="bounds" value="-30,170"/>
	</module>

	<output module="clampOutput"/>

</terrain_generator>

</terrain_generators>

 

These are pretty slick! Good stuff!

 

Were did you find this command? <property name="persistence" value="0.8"/> I have already started to play with this :)

 

edit: NVM I found the "persistence" value it in a forgotten folder.. love getting old.

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These are pretty slick! Good stuff!

 

Were did you find this command? <property name="persistence" value="0.8"/> I have already started to play with this :)

 

Thx, Sir.(  ̄▽ ̄)

 

Persistence is the word concerned with perline noise. :)

This property can modify how powerfully ingredients of a noise affect the result.

 

(This is like.....

Noise(1) + Noise(2) * persistence + Noise(3) * persistence^2 + ...

...+ Noise(roughness) * persistence^(roughness-1)

= OutputNoise)

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Thx, Sir.(  ̄▽ ̄)

 

Persistence is the word concerned with perline noise. :)

This property can modify how powerfully ingredients of a noise affect the result.

 

(This is like.....

Noise(1) + Noise(2) * persistence + Noise(3) * persistence^2 + ...

...+ Noise(roughness) * persistence^(roughness-1)

= OutputNoise)

 

Just to give a little info in return: Roughness the higher the value, the longer it will take to calculate, thereby the longer it will take to generate. So if you ever run into your map generations taken longer than you like, lowering the roughness can speed it up some :)

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Just to give a little info in return: Roughness the higher the value, the longer it will take to calculate, thereby the longer it will take to generate. So if you ever run into your map generations taken longer than you like, lowering the roughness can speed it up some :)

 

Yeah, you are right.

 

Furthermore, too large roughness will make lator noises useless because of persistence(def: 0.6?).

 

c.f.)0.6^10=0.0060.... This won't appear the final output.

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Yeah, you are right.

 

Furthermore, too large roughness will make lator noises useless because of persistence(def: 0.6?).

 

c.f.)0.6^10=0.0060.... This won't appear the final output.

 

My personal end goal is to build a good game world using the minimal amount of modules as possible. getting closer every time I try to tackle it. All the new little tricks I learn is another step forward :)

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  • 3 weeks later...
also does anyone know why those symbols are in lower right of my screen....do they have something to do with steam....I think overlay is turned on.

 

Those icons in bottom right are from nVidia Shadowplay. If you have the latest version of GeForce Experience installed, or at least v3.x or higher, you can open the overlay with default key of ALT-Z, then configure things from there.

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Those icons in bottom right are from nVidia Shadowplay. If you have the latest version of GeForce Experience installed, or at least v3.x or higher, you can open the overlay with default key of ALT-Z, then configure things from there.

 

Thank you. Forgot all about this.

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  • 1 month later...
  • 2 weeks later...

For all you World builders out in the forums:

 

I got some pretty good news!

If you want to significantly Decrease your world load times AND have smother game play to boot!

 

Instead of using type="Select" re-work your modules a bit and use type="Add"

 

example:

<module name="MntSmSelect" type="[color="#FF0000"]Add[/color]">
<property name="controlModule" value="ControlBase1"/>
<property name="sourceModule1" value="landBase"/>
<property name="sourceModule2" value="FastMntOutputSm"/>
<property name="bounds" value="0, 2048"/>
<property name="edgeFalloff" value="1024"/>
</module>

 

As I have been experimenting and tweaking and trying to add multiple different modules, I found using type="Select" more than 'Once' starts to increase load times and causing game play hitches at times, even sometimes causing areas to not load all that well or very slowly. Especially if you use a lot of the "Select" type for placing certain setups in the world (water, mountains, hills, flat lands, outcroppings, etc,.).

Basically, the more times you utilize "Select" in terrain generation you are slowing the generation times down more and more with each subsequent use. using an "Add" in its place doesn't seem to have this affect nearly as much (if any that I have seen so far).

 

By using "Add" you pretty much use it just like "Select" without the performance loss but still have a good amount of control inserting certain modules. You can obviously still use "bounds" and "edgeFalloff" like normal (as I put in the example).

 

Just a personal POV: I would still use "Select" when you want to add your "water" generation areas for better control but really no more than just for that.

 

Have fun and enjoy your faster loading worlds and smoother game play.

 

edit: Yeah, I have no clue as to why it increases the performance like it does as "Select" is nothing more than a simple logic switch <shrug> But whatever works right! :)

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@Tin

 

What are the major differences of "select" vs "add" and what changes to the modules need to be made other than changing "select" to "add".

 

This is from what I know reading the LibNoise Tutorials: Which was the base TFP used and modified.

 

If you use the "Add" type you will need to compensate for the second source module. Ex: If you have very "Flat lands" that gets produced by source module 1 and "Small Hills" that gets produced by source module 2, If you just add them together you may end up with Flat lands with very big hills. So you would need to tone the "Small Hills" module size down some to get the effect you want.

 

If you use the "Select" type it is going to produce "Flat lands" then place "Small Hills" but it won't place them on top of each other.. well mostly there is a over lap.

 

Add: combines 2 source modules and puts them together.

The bounds rule in this case tells when to place the the "Small Hills" Module inside of the "Flat Lands" module.

 

Select: Is like a Either/Or (True (1)/False (0)) It has 2 source modules to pick from. The #1 source module is true the #2 is false.

The bounds in this case is basically saying [Random Numbers] 0, 100 zero is false, everything else is true. So when False place "Small Hills" source modules, everything else place "Flat Lands" source modules.

 

But take that with a grain of salt since TFP has modified the program in areas. As to how much they modified it <shrug>.

 

Hope that helps some :)

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Hi guys.... Im just starting with the Randomgen, and i wonder if i can up the amount of snow biomes in it? Since all the names i give my worlds wont spawn much snow. Its all lakes and green and deserts......

 

I actually dont mind an entire map of just.....snow :p

 

I dont really get what to edit here though. Any help would be greatly appriciated.

 

:)

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Hi guys.... Im just starting with the Randomgen, and i wonder if i can up the amount of snow biomes in it? Since all the names i give my worlds wont spawn much snow. Its all lakes and green and deserts......

 

I actually dont mind an entire map of just.....snow :p

 

I dont really get what to edit here though. Any help would be greatly appriciated.

 

:)

https://7daystodie.com/forums/showthread.php?59706-Less-wasteland-Biome&p=585605&viewfull=1#post585605

This will get you started on increasing or decreasing biomes you also might want to check out post 52?! or 51 of this thread.

 

edit: you can probably start at post 43 to 51

 

If you want all snow you can just add:

<biome_spawn_rule name="snow">
<distance_from_center range="0,10000"/>
</biome_spawn_rule>

towards the bottom and it will override everything. just insert it above the radiated one.

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