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RGMIXER.XML Edits


DurtySonuva

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Yeah I probably will remove caves, will have to see how they respond first to changes in their biomes. I will likely add more plants to the world like potato as well in addition to mushrooms. In A14 I had mushrooms spawn in forest and pine sub biomes, which also looked nice there.

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Well I have so far played around on 20 different seeds and the shallow ponds and 'fake' rivers are appearing rather consistent on all of them. So I will give out what I got so far, in hopes someone will play around with it and hopefully make it even more consistent.

<terrain_generator name="vanilla" use_old_final="false">
		<module name="continents" type="FastNoise">
			<property name="frequency" value="0.5"/>
		</module>

		<module name="landBase" type="Voronoi" no_seed="true">
			<property name="frequency" value="0.004"/>

		</module>
		<module name="landOutput" type="BiasOutput">
			<property name="sourceModule" value="landBase"/>
			<property name="bias" value="0.5"/>
		</module>

		<module name="land" type="FastTurbulence">
			<property name="sourceModule" value="landOutput"/>
			<property name="frequency" value="0.125"/>
			<property name="power" value="4"/>
			<property name="roughness" value="5"/>
		</module>

		<module name="mountainsBase" type="FastRidgedMultifractal">
			<property name="frequency" value="0.005"/>
		</module>
		<module name="mountainsScaled" type="ScaleBiasOutput">
			<property name="sourceModule" value="mountainsBase"/>
			<property name="scale" value="0.9"/>
			<property name="bias" value="0.5"/>
		</module>
		<module name="mountains" type="FastTurbulence">
			<property name="sourceModule" value="mountainsScaled"/>
			<property name="power" value="95"/>
			<property name="frequency" value="0.5"/>
			<property name="roughness" value="5"/>
		</module>
		<module name="landFilter" type="FastNoise" seed_additive="1">
			<property name="frequency" value="0.5"/>
		</module>
		<module name="finalLand" type="Select">
			<property name="controlModule" value="landFilter"/>
			<property name="sourceModule1" value="land"/>
			<property name="sourceModule2" value="mountains"/>
			<property name="bounds" value="0,1000"/>
			<property name="edgeFalloff" value="4"/>
		</module>
		<module name="fastBase" type="FastRidgedMultifractal">
			<property name="frequency" value="0.5"/>
			<property name="power" value="205"/>
		</module>
		<module name="fastScale" type="ScaleOutput">
			<property name="sourceModule" value="fastBase"/>
			<property name="scale" value="0.025"/>
		</module>

		<module name="final" type="Select">
			<property name="controlModule" value="continents"/>
			<property name="sourceModule1" value="finalLand"/>
			<property name="sourceModule2" value="fastScale"/>
			<property name="bounds" value="0, 1"/>
			<property name="edgeFalloff" value="32"/>
		</module>
		<module name="scaleBiasOutput" type="ScaleBiasOutput">
			<property name="sourceModule" value="final"/>
			<property name="scale" value="180"/>
			<property name="bias" value="-1"/>
		</module>
		<module name="clampOutput" type="ClampOutput">
			<property name="sourceModule" value="scaleBiasOutput"/>
			<property name="bounds" value="-28,190"/>
		</module>

		<output module="clampOutput"/>
	</terrain_generator>

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Well I have so far played around on 20 different seeds and the shallow ponds and 'fake' rivers are appearing rather consistent on all of them. So I will give out what I got so far, in hopes someone will play around with it and hopefully make it even more consistent.

<terrain_generator name="vanilla" use_old_final="false">
		<module name="continents" type="FastNoise">
			<property name="frequency" value="0.5"/>
		</module>

		<module name="landBase" type="Voronoi" no_seed="true">
			<property name="frequency" value="0.004"/>

		</module>
		<module name="landOutput" type="BiasOutput">
			<property name="sourceModule" value="landBase"/>
			<property name="bias" value="0.5"/>
		</module>

		<module name="land" type="FastTurbulence">
			<property name="sourceModule" value="landOutput"/>
			<property name="frequency" value="0.125"/>
			<property name="power" value="4"/>
			<property name="roughness" value="5"/>
		</module>

		<module name="mountainsBase" type="FastRidgedMultifractal">
			<property name="frequency" value="0.005"/>
		</module>
		<module name="mountainsScaled" type="ScaleBiasOutput">
			<property name="sourceModule" value="mountainsBase"/>
			<property name="scale" value="0.9"/>
			<property name="bias" value="0.5"/>
		</module>
		<module name="mountains" type="FastTurbulence">
			<property name="sourceModule" value="mountainsScaled"/>
			<property name="power" value="95"/>
			<property name="frequency" value="0.5"/>
			<property name="roughness" value="5"/>
		</module>
		<module name="landFilter" type="FastNoise" seed_additive="1">
			<property name="frequency" value="0.5"/>
		</module>
		<module name="finalLand" type="Select">
			<property name="controlModule" value="landFilter"/>
			<property name="sourceModule1" value="land"/>
			<property name="sourceModule2" value="mountains"/>
			<property name="bounds" value="0,1000"/>
			<property name="edgeFalloff" value="4"/>
		</module>
		<module name="fastBase" type="FastRidgedMultifractal">
			<property name="frequency" value="0.5"/>
			<property name="power" value="205"/>
		</module>
		<module name="fastScale" type="ScaleOutput">
			<property name="sourceModule" value="fastBase"/>
			<property name="scale" value="0.025"/>
		</module>

		<module name="final" type="Select">
			<property name="controlModule" value="continents"/>
			<property name="sourceModule1" value="finalLand"/>
			<property name="sourceModule2" value="fastScale"/>
			<property name="bounds" value="0, 1"/>
			<property name="edgeFalloff" value="32"/>
		</module>
		<module name="scaleBiasOutput" type="ScaleBiasOutput">
			<property name="sourceModule" value="final"/>
			<property name="scale" value="180"/>
			<property name="bias" value="-1"/>
		</module>
		<module name="clampOutput" type="ClampOutput">
			<property name="sourceModule" value="scaleBiasOutput"/>
			<property name="bounds" value="-28,190"/>
		</module>

		<output module="clampOutput"/>
	</terrain_generator>

 

I will give your settings a go soon and compare to mine to see what is different and what I can learn from it :)

 

In meantime I tried the biomes caveFloor and caveCeiling and they both give library errors, so I guess they are not full fledges biomes in the game's biome library and as such probably not usable as a full library. I tried without any caves spawned and had same error, the moment I did no longer call upon these the errors also did not appear (but for some odd reason it just paints them on the world perfectly and the error comes after a short while when you go and explore a bit).

 

To bad, I was looking forward to one or two nice transition biomes to use (maybe later if we ever get the ability to add in new biomes). I might have to sacrifice the plains biome then, turn that into a more greenish grassland and then use the city biome I was using for it as transition biome. I could also use the water biome and make it look more plains-ish and paint a part of the lower land with that. I just hate the sound that biome makes..

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I will give your settings a go soon and compare to mine to see what is different and what I can learn from it :)

 

In meantime I tried the biomes caveFloor and caveCeiling and they both give library errors, so I guess they are not full fledges biomes in the game's biome library and as such probably not usable as a full library. I tried without any caves spawned and had same error, the moment I did no longer call upon these the errors also did not appear (but for some odd reason it just paints them on the world perfectly and the error comes after a short while when you go and explore a bit).

 

To bad, I was looking forward to one or two nice transition biomes to use (maybe later if we ever get the ability to add in new biomes). I might have to sacrifice the plains biome then, turn that into a more greenish grassland and then use the city biome I was using for it as transition biome. I could also use the water biome and make it look more plains-ish and paint a part of the lower land with that. I just hate the sound that biome makes..

 

Yeah, with the water :( I'll try to mess around with the cave deal and see if I can crack it. Till they (I think) allow us to add a biome environment noise, adding new biomes is out for now. I can add a new biome and even look at it but the moment I enter it, it gives me a Key error pointing to the environment sound missing.

 

edit: No go for me neither... :( bummer.

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<terrain_generators>
	<terrain_generator name="vanilla" use_old_final="false">
		<module name="fastContinents" type="FastNoise">
			<property name="frequency" value="0.5"/>
		</module>
		<module name="fastLowlands" type="FastBillow" no_seed="true">
			<property name="frequency" value="0.3"/>
		</module>
		<module name="fastLowlandsScaled" type="ScaleBiasOutput">
			<property name="sourceModule" value="fastLowlands"/>
			<property name="scale" value="0.1"/>
			<property name="bias" value="0.5"/>
		</module>

		<module name="fastLowlands2" type="FastBillow" no_seed="true">
			<property name="frequency" value="0.6"/>
		</module>
		<module name="fastLowlandsScaled2" type="ScaleBiasOutput">
			<property name="sourceModule" value="fastLowlands2"/>
			<property name="scale" value="0.2"/>
			<property name="bias" value="0.5"/>
		</module>

		<module name="fastMountainsBase" type="FastRidgedMultifractal">
			<property name="frequency" value="0.005"/>
		</module>
		<module name="fastMountainsScaled" type="ScaleBiasOutput">
			<property name="sourceModule" value="fastMountainsBase"/>
			<property name="scale" value="0.5"/>
			<property name="bias" value="0.5"/>
		</module>
		<module name="fastMountains" type="FastTurbulence">
			<property name="sourceModule" value="fastMountainsScaled"/>
			<property name="power" value="50"/>
			<property name="frequency" value="0.3"/>
			<property name="roughness" value="10"/>
		</module>

		<module name="fastMountainsBase2" type="RidgedMultifractal">
			<property name="frequency" value="0.005"/>
		</module>
		<module name="fastMountainsScaled2" type="ScaleBiasOutput">
			<property name="sourceModule" value="fastMountainsBase2"/>
			<property name="scale" value="0.5"/>
			<property name="bias" value="0.5"/>
		</module>
		<module name="fastMountains2" type="FastTurbulence">
			<property name="sourceModule" value="fastMountainsScaled2"/>
			<property name="power" value="100"/>
			<property name="frequency" value="0.6"/>
			<property name="roughness" value="5"/>
		</module>

		<module name="fastMountainsBase3" type="FastRidgedMultifractal">
			<property name="frequency" value="0.005"/>
		</module>
		<module name="fastMountainsScaled3" type="ScaleBiasOutput">
			<property name="sourceModule" value="fastMountainsBase3"/>
			<property name="scale" value="0.5"/>
			<property name="bias" value="0.5"/>
		</module>
		<module name="fastMountains3" type="Turbulence">
			<property name="sourceModule" value="fastMountainsScaled3"/>
			<property name="power" value="200"/>
			<property name="frequency" value="1.5"/>
			<property name="roughness" value="2"/>
		</module>

		<module name="fastLandFilter" type="FastNoise" seed_additive="1">
			<property name="frequency" value="0.293"/>
		</module>
		<module name="fastLand" type="Select">
			<property name="controlModule" value="fastLandFilter"/>
			<property name="sourceModule1" value="fastLowlandsScaled"/>
			<property name="sourceModule2" value="fastLowlandsScaled2"/>
			<property name="sourceModule3" value="fastMountains"/>
			<property name="sourceModule4" value="fastMountains2"/>
			<property name="sourceModule5" value="fastMountains3"/>
			<property name="bounds" value="0,1000"/>
			<property name="edgeFalloff" value="16"/>
		</module>
		<module name="fastOceanBase" type="FastBillow">
			<property name="frequency" value="0.293"/>
		</module>
		<module name="fastOcean" type="ScaleOutput">
			<property name="sourceModule" value="fastOceanBase"/>
			<property name="scale" value="0.2"/>
		</module>
		<module name="fastFinal" type="Select">
			<property name="controlModule" value="fastContinents"/>
			<property name="sourceModule1" value="fastOcean"/>
			<property name="sourceModule2" value="fastLand"/>
			<property name="bounds" value="0, 1"/>
			<property name="edgeFalloff" value="0.5"/>
		</module>
		<module name="scaleBiasOutput" type="ScaleBiasOutput">
			<property name="sourceModule" value="fastFinal"/>
			<property name="scale" value="180"/>
			<property name="bias" value="-1"/>
		</module>
		<module name="clampOutput" type="ClampOutput">
			<property name="sourceModule" value="scaleBiasOutput"/>
			<property name="bounds" value="-28,190"/>
		</module>

		<output module="clampOutput"/>
	</terrain_generator>
</terrain_generators>	

<biome_generators>
	<biome_generator name="vanilla">
		<module name="voronoi" type="Voronoi">
			<property name="frequency" value="0.0008"/>
			<property name="displacement" value="0.5"/>
		</module>
		<module name="biasOutput" type="BiasOutput">
			<property name="sourceModule" value="voronoi"/>
			<property name="bias" value="0.5"/>
		</module>

		<module name="biomeDither" type="FastTurbulence">
			<property name="sourceModule" value="biasOutput"/>
			<property name="frequency" value="0.25"/>
			<property name="power" value="8"/>
			<property name="roughness" value="5"/>
		</module>

		<module name="biomeJiggle" type="FastTurbulence">
			<property name="sourceModule" value="biomeDither"/>
			<property name="frequency" value="0.0016"/>
			<property name="power" value="400"/>
			<property name="roughness" value="1"/>
		</module>

		<module name="clampOutput" type="ClampOutput">
			<property name="sourceModule" value="biomeJiggle"/>
			<property name="bounds" value="0,1"/>
		</module>

		<output module="clampOutput"/>
	</biome_generator>
</biome_generators>

<biome_spawn_rules>
	<biome_spawn_rule name="forest">
		<biome_generator range="0,0.2"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="pine_forest">
		<biome_generator range="0.2,0.4"/>
		<terrain_generator range="130,149"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="desert">
		<biome_generator range="0.4,0.55"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="plains">
		<biome_generator range="0.55,0.75"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="burnt_forest">
		<biome_generator range="0.75,0.8"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="wasteland">
		<biome_generator range="0.8,0.85"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="snow">
		<biome_generator range="0.85,1"/>
		<terrain_generator range="150,255"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="radiated">
		<distance_from_center range="10000,20000"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="water">
		<terrain_generator range="-31,-1"/>
	</biome_spawn_rule>

</biome_spawn_rules>

 

So I've been using this setting DurtySonuva posted on the first page of the thread. I like how it turns out but I'm running into an issue where sometimes the game will freak out when starting a new game or loading a saved one that used this mixer. Have not been able to figure out what it does not like. It doesn't always do it either. about 1 out of 3 game launches it does it.

 

This is the snippet of output log that the error begins at and just repeats NullReferenceException until I force shut it down.

 

 

2016-11-01T05:19:58 262.418 INF StartAsServer

2016-11-01T05:19:58 262.419 INF createWorld: Random Gen, 6849916510187, GameModeSurvivalSP

2016-11-01T05:19:58 262.438 INF Started thread thread_Regenerating

2016-11-01T05:19:58 262.443 INF Started thread EU

2016-11-01T05:19:58 262.463 INF World.Load: Random Gen

2016-11-01T05:19:58 262.468 INF Started thread thread_Pathfinder

2016-11-01T05:19:58 262.469 INF SelectionBoxManager.Instance: SelectionBoxes (SelectionBoxManager)

2016-11-01T05:19:58 262.470 INF Started thread thread_GenerateChunks

NullReferenceException: Object reference not set to an instance of an object

at RWG2.BaseRWGDataLoader..ctor (Int32 _seed, IRWGDataLoader _dataLoader, Boolean _isClient) [0x00000] in <filename unknown>:0

at RWG2.RWGCore..ctor (Int32 _seed, .DynamicPrefabDecorator _dynamicDecorator, IBiomeProvider _provider, Boolean _isDebugMode) [0x00000] in <filename unknown>:0

at RWG2.RWGBiomeGenerator..ctor (Int32 seed, .DynamicPrefabDecorator dynamicDecorator, Boolean isDebugMode) [0x00000] in <filename unknown>:0

at ChunkProviderGenerateWorldRandom2.Init (.World _world) [0x00000] in <filename unknown>:0

at ChunkCluster.Init (EnumChunkProviderId _providerId) [0x00000] in <filename unknown>:0

at World.CreateChunkCluster (EnumChunkProviderId _chunkProviderId, System.String _clusterName, Int32 _forceClrIdx, Int32 _blockSize, Int32 _layerMapId, Boolean _bFixedSize, UnityEngine.Transform _parent) [0x00000] in <filename unknown>:0

at World.LoadWorld (System.String _sWorldName) [0x00000] in <filename unknown>:0

at GameManager.BS (System.String , System.String ) [0x00000] in <filename unknown>:0

at GameManager.RU () [0x00000] in <filename unknown>:0

at GameManager.StartGame () [0x00000] in <filename unknown>:0

at ConnectionManager.Net_ServerInitialized () [0x00000] in <filename unknown>:0

at NetworkCommon.StartServers (System.String _password) [0x00000] in <filename unknown>:0

at NGuiWdwContinueGame.NGuiButtonOnClick (UnityEngine.Transform _t) [0x00000] in <filename unknown>:0

at NGuiButtonOnClickHandler.OnClick () [0x00000] in <filename unknown>:0

UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)

UICamera:Notify(GameObject, String, Object)

UICamera:ProcessTouch(Boolean, Boolean)

UICamera:ProcessMouse()

UICamera:ProcessTouches()

UICamera:Update()

 

(Filename: Line: -1)

 

NullReferenceException: Object reference not set to an instance of an object

at Audio.Manager.UpdateAudioData () [0x00000] in <filename unknown>:0

at GameManager.Update () [0x00000] in <filename unknown>:0

 

(Filename: Line: -1)

 

 

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Hard to say what the cause could be, probably should (if you have not already) try to rule out any other causes, like any other mods that might be running, changes to biomes etc.

 

If it does not happen every time, you might be generating a faulty POI or block somewhere, not sure. Since you are using another's code I am also not sure, since I generally take a step back to see what I changed that can be the cause, but thats not possible here.

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I had that same error in the output log when the game didn't like what I did with the biomes I was playing around with. Not saying that it's somewhere in the biomes or anything but I have ,as yet, to get that error with "terrain generators" tweaks.

 

Weird either way. (musing guess) Maybe with all the extra source modules in the "select" portion, it is cause the cpu to work too hard and causing other areas to not work/load properly ????

 

I don't think that would be the cause though, I had one set of tweaks that I was testing, that added 10 source modules in the 'select' portion and had no issues with it or any other part of the game...

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It's definitely something to do with the mixer changes. Using a fresh install with the Same rwgmixer changes I keep getting it. Which is a shame because I really like how it's been spitting out worlds so far :p

 

(Not what you want to hear) Try some of the other tweaks and you may be surprised at what they can offer? is all I can really say. Some of the following tweaks may run better for you.

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I find the persistency of water rather astonishing. Manipulating that

 

layer filluptorg="60" blockname="water"

 

does not help. What's it there for? If you put in another block or remove the line, you get rid of the water, but then no decorations (trees, rocks, etc.) will spawn. Even if you replace the block-code of water with something else (in blocks.xml) it's like that.

 

In A14 you could just replace the code for the water-biome with something else and be done, but now there seems to be no way to get rid of it, while it's serves no purpose, is just a waste of space, annoying since you slow down unreasonably much when swimming, not to mention that you have to disassemble a minibike that touches water. Last not least, water is no good for PC performance. There should just be a checkbox to acticate or disable it.

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I find the persistency of water rather astonishing. Manipulating that

 

layer filluptorg="60" blockname="water"

 

does not help. What's it there for? If you put in another block or remove the line, you get rid of the water, but then no decorations (trees, rocks, etc.) will spawn. Even if you replace the block-code of water with something else (in blocks.xml) it's like that.

 

In A14 you could just replace the code for the water-biome with something else and be done, but now there seems to be no way to get rid of it, while it's serves no purpose, is just a waste of space, annoying since you slow down unreasonably much when swimming, not to mention that you have to disassemble a minibike that touches water. Last not least, water is no good for PC performance. There should just be a checkbox to acticate or disable it.

 

Unfortunately, the only good(ish) way to manipulate water is through the terrain generator. It would be nice if we could at some point manually adjust the height levels for when water will generate. I have been able to generate pretty sweet maps but it does get tricky to establish just the right amount of water consistently over many random generations.

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Yeah water can be annoying, but I do not agree is does not serve a purpose, its just not fleshed out properly yet and without some control over water height, or a better way to have water spawn we will indeed have to do with the terrain generator. I think Tin did a good job on that and I extended his work, my settings generate mostly smaller lakes and only on some seeds they seem to be bigger, but certainly small enough to drive around. You would actually need to hunt for a body water in my world in some seeds.

 

What I would like to see is settings to spawn something like a caldera, a crater lake on a mountain of sorts. This way some water could also spawn in more mountainous worlds and give a nice touch to it.

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I don't get it. I seem to be able to use changes that are exclusive to the terrain_generator and biome_generator aspects but as soon as I start to use a tweak to the biome_generator everything tends to go haywire with the same error as above. I've tried with a fresh install and just RWGmixer changes.

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right now I'm using these settings. It will make the worlds and I can load the games again later. They just give me that error once in a while. like every 3rd or 4th time loading or making a new world.

 

 

<terrain_generators>

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

<module name="fastContinents" type="FastNoise">

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

</module>

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

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

</module>

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

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

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

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

</module>

 

<module name="fastLowlands2" type="FastBillow" no_seed="true">

<property name="frequency" value="0.6"/>

</module>

<module name="fastLowlandsScaled2" type="ScaleBiasOutput">

<property name="sourceModule" value="fastLowlands2"/>

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

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

</module>

 

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

<property name="frequency" value="0.005"/>

</module>

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

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

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

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

</module>

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

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

<property name="power" value="50"/>

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

<property name="roughness" value="10"/>

</module>

 

<module name="fastMountainsBase2" type="RidgedMultifractal">

<property name="frequency" value="0.005"/>

</module>

<module name="fastMountainsScaled2" type="ScaleBiasOutput">

<property name="sourceModule" value="fastMountainsBase2"/>

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

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

</module>

<module name="fastMountains2" type="FastTurbulence">

<property name="sourceModule" value="fastMountainsScaled2"/>

<property name="power" value="100"/>

<property name="frequency" value="0.6"/>

<property name="roughness" value="5"/>

</module>

 

<module name="fastMountainsBase3" type="FastRidgedMultifractal">

<property name="frequency" value="0.005"/>

</module>

<module name="fastMountainsScaled3" type="ScaleBiasOutput">

<property name="sourceModule" value="fastMountainsBase3"/>

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

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

</module>

<module name="fastMountains3" type="Turbulence">

<property name="sourceModule" value="fastMountainsScaled3"/>

<property name="power" value="200"/>

<property name="frequency" value="1.5"/>

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

</module>

 

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

<property name="frequency" value="0.293"/>

</module>

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

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

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

<property name="sourceModule2" value="fastLowlandsScaled2"/>

<property name="sourceModule3" value="fastMountains"/>

<property name="sourceModule4" value="fastMountains2"/>

<property name="sourceModule5" value="fastMountains3"/>

<property name="bounds" value="0,1000"/>

<property name="edgeFalloff" value="16"/>

</module>

 

<module name="fastOceanBaseA" type="FastNoise">

<property name="frequency" value="1.2"/>

</module>

 

<module name="fastOceanBaseB" type="FastNoise">

<property name="frequency" value="0.9"/>

</module>

 

<module name="fastOceanBaseC" type="FastNoise">

<property name="frequency" value="0.6"/>

</module>

 

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

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

<property name="scale" value="0.7"/>

<property name="bias" value="0.6"/>

</module>

 

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

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

<property name="scale" value="0.65"/>

<property name="bias" value="0.6"/>

</module>

 

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

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

<property name="scale" value="0.6"/>

<property name="bias" value="0.6"/>

</module>

 

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

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

<property name="power" value="1"/>

<property name="frequency" value="0.170"/> <!-- raise to add water *A little goes a long way* -->

<property name="roughness" value="5"/>

</module>

 

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

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

<property name="power" value="1"/>

<property name="frequency" value="0.150"/> <!-- raise to add water *A little goes a long way* -->

<property name="roughness" value="5"/>

</module>

 

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

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

<property name="power" value="1"/>

<property name="frequency" value="0.130"/> <!-- raise to add water *A little goes a long way* -->

<property name="roughness" value="5"/>

</module>

 

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

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

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

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

<property name="sourceModule3" value="fastOceanC"/>

<property name="bounds" value="0, 1"/>

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

</module>

 

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

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

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

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

<property name="bounds" value="0, 1"/>

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

</module>

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

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

<property name="scale" value="180"/>

<property name="bias" value="-1"/>

</module>

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

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

<property name="bounds" value="-28,190"/>

</module>

 

<output module="clampOutput"/>

</terrain_generator>

</terrain_generators>

 

<biome_generators>

<biome_generator name="vanilla">

<module name="voronoi" type="Voronoi">

<property name="frequency" value="0.0008"/>

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

</module>

<module name="biasOutput" type="BiasOutput">

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

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

</module>

 

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

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

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

<property name="power" value="8"/>

<property name="roughness" value="5"/>

</module>

 

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

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

<property name="frequency" value="0.0016"/>

<property name="power" value="400"/>

<property name="roughness" value="1"/>

</module>

 

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

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

<property name="bounds" value="0,1"/>

</module>

 

<output module="clampOutput"/>

</biome_generator>

</biome_generators>

 

<biome_spawn_rules>

<biome_spawn_rule name="forest">

<biome_generator range="0,0.1"/>

</biome_spawn_rule>

 

<biome_spawn_rule name="forest">

<biome_generator range="0.2,0.35"/>

</biome_spawn_rule>

 

<biome_spawn_rule name="forest">

<biome_generator range="0.55,0.7"/>

</biome_spawn_rule>

 

<biome_spawn_rule name="wasteland">

<biome_generator range="0.7,0.8"/>

</biome_spawn_rule>

 

<biome_spawn_rule name="forest">

<biome_generator range="0.8,0.95"/>

</biome_spawn_rule>

 

<biome_spawn_rule name="burnt_forest">

<biome_generator range="0.1,0.15"/>

</biome_spawn_rule>

 

<biome_spawn_rule name="plains">

<biome_generator range="0.15,0.2"/>

</biome_spawn_rule>

 

<biome_spawn_rule name="desert">

<biome_generator range="0.35,0.4"/>

</biome_spawn_rule>

 

<biome_spawn_rule name="plains">

<biome_generator range="0.4,0.5"/>

</biome_spawn_rule>

 

<biome_spawn_rule name="wasteland">

<biome_generator range="0.5,0.55"/>

</biome_spawn_rule>

 

<biome_spawn_rule name="desert">

<biome_generator range="0.95,1"/>

</biome_spawn_rule>

 

<biome_spawn_rule name="city_wasteland">

<distance_from_center range="0,1250"/>

</biome_spawn_rule>

 

<biome_spawn_rule name="wasteland_hub">

<distance_from_center range="12000,12500"/>

</biome_spawn_rule>

 

<biome_spawn_rule name="radiated">

<distance_from_center range="12500,20000"/>

</biome_spawn_rule>

 

<biome_spawn_rule name="forest">

<terrain_generator range="40,100"/>

</biome_spawn_rule>

 

<biome_spawn_rule name="city">

<terrain_generator range="0,40"/>

</biome_spawn_rule>

 

<biome_spawn_rule name="pine_forest">

<terrain_generator range="100,135"/>

</biome_spawn_rule>

 

<biome_spawn_rule name="snow">

<terrain_generator range="135,255"/>

</biome_spawn_rule>

 

<biome_spawn_rule name="water">

<terrain_generator range="-31,0"/>

</biome_spawn_rule>

 

</biome_spawn_rules>

 

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*Off the cuff* There is nothing inherently wrong that I can see ATM. Ill load it up tomorrow and run it through a few seeds and see if I can get it to break..

 

If I don't run into any issues on my end:

Any seeds you have been testing/playing on a regular basis that have brought up the error (that you can remember)?

Any other modifications you have done? biomes/items/sounds or anything?

Any computer updates you have been holding off on and are waiting? Win10 update/gpu? win10 update waiting in Que has caused some issues for me and this game.

 

I can't promise to fix your issue but I'll give it my best shot in trying to narrow it down some.

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@Orphen

30 different seeds later and I cannot break it 15 <sp> 15<mp> with 4 ppl joining and running all wild, I even ran 5 seeds on a dedicated server. I tried teleporting all around the map, flying fast as I can from one end to another It all runs good. The tweaks are fine, It is somewhere else that is causing the issue. My guess still stands it is something either in your actual biomes.xml or your rig is having the hiccups somewhere:)

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Anyone knows how I can change the ground height from -28 to something like 0 (zero) ?

 

Everymap I generate the water starts in -27 and the default ground height is -28. I want to increase it so I can dig bigger holes.

 

Also, trying to smooth the mountains, I want to keep high mountains but without the strange walls that sometimes generates.

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that's unfortunate. I know nothing has changed in the Biomes.xml. I cleared all the mods and did a file validation to be sure it wasn't the tweaks I had made at first. Everythings updated. Guess I'll have to look more into it.

 

Last seed I used that gave me the error was 6849916510187. It doesn't happen when I'm in a world that loaded successfully. It's only happening when the world is being made for the first time or loading into a saved one. If one loads successfully I never have an issue no matter how long I play it.

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Lower the frequency

 

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

<property name="frequency" value="0.005"/> <- the closer to zero you get the smoother the wave, in turn will also increase the width of the "mountains"

</module>

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

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

<property name="scale" value="0.9"/> <- increasing the scale to increase the height of the peaks.

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

</module>

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

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

<property name="power" value="95"/>

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

<property name="roughness" value="5"/> <- lower the roughness if the mountains are too craggy and you just wanna make them look a little smoother.

</module>

 

*There really is no "ONE" right way*

It would be best to utilize more modules but It can be done using the default setup and just tweaking the numbers. Very low frequencies and very large scales. Changing the frequencies IE "fastNoise" to like "fastBillow" or "Billow" -or- "FastRidgedMultifractal" to "fastBillow" or "Billow"

You can use other frequencies but "FastBillow" and "Billow" are easier to use when creating smother larger lands (Voronoi works well also).

 

I don't know everything about it (because I am still learning it) but those frequencies, I have noted, are good to use when smoothing things out and increasing the size or raising the land itself.

 

Advice: when changing things up, work from the top of the list down, when changing numbers. One module at a time. There is a link in the above thread that will take you to a good source when learning about frequencies and what they can do. It helps a lot when doing changes to the terrain here. http://www.redblobgames.com/articles/noise/introduction.html

 

If you are talking about the shear cliff sides near cities and town and such.. You will not totally get rid of it. That is the game deciding were it wants to put them and it makes a decision, raise the land because it needs to be flat or carve out a mountain to make it fit. *This is temporary, they are working on a new system for town/city/rural/poi placement* and will hopefully fix that issue. Till then, we wait...

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that's unfortunate. I know nothing has changed in the Biomes.xml. I cleared all the mods and did a file validation to be sure it wasn't the tweaks I had made at first. Everythings updated. Guess I'll have to look more into it.

 

Last seed I used that gave me the error was 6849916510187. It doesn't happen when I'm in a world that loaded successfully. It's only happening when the world is being made for the first time or loading into a saved one. If one loads successfully I never have an issue no matter how long I play it.

 

I'll try that seed out and try reloading too see what I get..

 

Do you have the land claim issue that you know of? The one were you try to harvest a block or something and it makes the land claim noise and doesn't let you do anything in that spot? The reason I and asking is maybe that issue is causing your headache. *lol I am grasping at straws trying to figure out the issue*

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I got rid of a large number of those cliffs, but not everyone will like my solution to the problem :)

 

Basically at 0,0 I have a tiny city spawn, 4 x 4 pois in it. The rest around it is a special wasteland biome that will spawn all the other wasteland buildings in it, have the zombies etc.

 

The rest of the towns are all Rural hubs, the small cross towns basically, these come with 1-4 POIs. I reduced the cell size and increased the amount of POIs in the world drastically. You will still see some of this weird terrain where it was raised or lowered by the crosstown or the central small hub city. But mostly the world is like it is generated.

 

Until we get the socket towns in, I will not be using the default towns/cities anymore in A15 at least. It is also more balanced, no large concentrations of POIs, you will need to go out and explore for them and I made sure the central city has all good ones (no ruined buildings) so if you can handle the wasteland around it you can get the good loot there.

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*Obligatory: "I am sorry if anything is not quite right". "still learning", reply*

 

Just some more things of note: A15 Terrain generator

 

Frequency: The lower the freq the smoother (flatter). If your land is starting (or you set it) at height level50 you will need to add or increase the Frequency so the sine wave will dip below (-28) so water will appear. Water will always occur at (-28) height level. The highest point of the world will always stop at (162) (anything beyond will generate a flat top). *may be off a block +/- *

Power/Roughness/Scale/additional frequencies: will affect the main frequency that is used.

 

 

Roughness: is referring to "Octave" min1 - max30 (for all you music ppl)

 

'Power' in combination with 'Scale' will help in keeping sections of your world at a certain level.

 

How you structure the module that uses 'Select' can drastically affect how your world is built.

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

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

<property name="sourceModule1" value="landA"/> <- as opposed to having "mountains" as the first source

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

<property name="bounds" value="0,1000"/> <- '?' I think.. is the switch in choosing between the 2 differing modules'?'

<property name="edgeFalloff" value="4"/> <- '?' I think .. is reffering to degree (angle)'?'

</module>

 

View the 'Biome generator' as nothing more than a 2d surface that is stretch out over the map that adheres to the top of the Terrain (easiest way I can explain it).

 

You can add as much dithering effect to the outer edge of the biomes (does not effect sub biome):

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

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

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

<property name="power" value="8"/> <- Refers to the edge of biome just think of the 8 as meters of dither its pretty close.

<property name="roughness" value="5"/>

</module>

 

*Note: If you have a lot of dither it will play havoc on the biomes set spectrum and cause a strobe effect as you move between biomes of different spectrum's ( IE wasteland/Burnt/Rainy/Foggy/none).

 

You can adjust the size of the Biomes as well:

<module name="voronoi" type="Voronoi">

<property name="frequency" value="0.0006"/> <!-- lower to have bigger biomes *A little goes a long way* -->

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

</module>

 

*Again* these may not be 100% right, they are observations I have made while trying to learn it and experimenting with it.

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*Obligatory: "I am sorry if anything is not quite right". "still learning", reply*

 

Just some more things of note: A15 Terrain generator

 

Frequency: The lower the freq the smoother (flatter). If your land is starting (or you set it) at height level50 you will need to add or increase the Frequency so the sine wave will dip below (-28) so water will appear. Water will always occur at (-28) height level. The highest point of the world will always stop at (162) (anything beyond will generate a flat top). *may be off a block +/- *

Power/Roughness/Scale/additional frequencies: will affect the main frequency that is used.

 

 

Roughness: is referring to "Octave" min1 - max30 (for all you music ppl)

 

'Power' in combination with 'Scale' will help in keeping sections of your world at a certain level.

 

How you structure the module that uses 'Select' can drastically affect how your world is built.

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

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

<property name="sourceModule1" value="landA"/> <- as opposed to having "mountains" as the first source

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

<property name="bounds" value="0,1000"/> <- '?' I think.. is cluster size'?'

<property name="edgeFalloff" value="4"/> <- '?' I think .. is reffering to degree (angle)'?'

</module>

 

View the 'Biome generator' as nothing more than a 2d surface that is stretch out over the map that adheres to the top of the Terrain (easiest way I can explain it).

 

You can add as much dithering effect to the outer edge of the biomes (does not effect sub biome):

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

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

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

<property name="power" value="8"/> <- Refers to the edge of biome just think of the 8 as meters of dither its pretty close.

<property name="roughness" value="5"/>

</module>

 

*Note: If you have a lot of dither it will play havoc on the biomes set spectrum and cause a strobe effect as you move between biomes of different spectrum's ( IE wasteland/Burnt/Rainy/Foggy/none).

 

You can adjust the size of the Biomes as well:

<module name="voronoi" type="Voronoi">

<property name="frequency" value="0.0006"/> <!-- lower to have bigger biomes *A little goes a long way* -->

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

</module>

 

*Again* these may not be 100% right, they are observations I have made while trying to learn it and experimenting with it.

 

Good stuff. Thanks for your hard work in cracking this mystery. :-)

 

Any idea what makes the POIs sometimes appear either in very deep (50 blocks+) holes or on top of very high (50 blocks+) poles? I have one test game (with either vanilla, or your settings) where I have an enormous area very high up, with all the cities, roads and POIs still at low altitudes. Makes for a very hard game. :-D

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