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Terrain Modifiers from A=J・Z


Alphado-Jaki

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Thanks for the help but i failed edditing this LOL

 

- - - Updated - - -

 

Thanks, I'll look at when I'm home.

 

 

 

In biomes.xml, you can find surface block setting.

		<layers>
......................................................*SNIP*................................................................
		<layer depth="1" blockname="burntForestGround" > <resource blockname="gravelPlusIron" cluster="1" prob="0.071" rwgGenerationType="all" /> </layer>
......................................................*SNIP*................................................................
	</layers>

Add green dirt as new resource for surface, and see whether it works.

Like:

		<layers>
......................................................*SNIP*................................................................
		<layer depth="1" blockname="burntForestGround" > <resource blockname="gravelPlusIron" cluster="1" prob="0.071" rwgGenerationType="all" /> [color="#0000FF"]<resource blockname="grass" cluster="1" prob="0.142" rwgGenerationType="all" /> <resource blockname="forestGround" cluster="1" prob="0.142" rwgGenerationType="all" />[/color] </layer>
......................................................*SNIP*................................................................
	</layers>

 

Okay, your seed & coordinates reproduce issue, and I've fixed. Thanks!!

 

0Dd7DAO.jpg

 

Update Full Varied v1.6.1

Fixed blank biome.

If you still see them with fresh save, then tell me seedname and coordinates.

 

This update will be compatible with existing save, but once blank biome appears, you need to start with fresh save to fix existing them.

 

I will check my seed and thanks for the update, I was wonreding if we can make a marsh on the middle of wateland or burned forest, looks good for me

 

- - - Updated - - -

 

Btw we can make light poles spawn like this?

[ATTACH=CONFIG]24379[/ATTACH]

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		<layers>
......................................................*SNIP*................................................................
		<layer depth="1" blockname="burntForestGround" > <resource blockname="gravelPlusIron" cluster="1" prob="0.071" rwgGenerationType="all" /> [color="#0000FF"]<resource blockname="grass" cluster="1" prob="0.142" rwgGenerationType="all" /> <resource blockname="forestGround" cluster="1" prob="0.142" rwgGenerationType="all" />[/color] </layer>
......................................................*SNIP*................................................................
	</layers>

 

This code produced small amount of green dirt.

fEnbN8Cm.jpg

 

Those worth testing might be use higher value for prob, or make new subbiome for green dirt.

Add following code as Burnt forest subbiome may make some difference. It is nearly midnight at here, so I can't for now.

 

		<subbiome prob="0.40"> <!-- Burnt Forest Sub Biome Grass coated -->
		<layers>
			<layer depth="1" blockname="grass" > <resource blockname="gravelPlusIron" cluster="1" prob="0.071" rwgGenerationType="all" /> </layer>
			<layer depth="8" blockname="dirt" >
				<resource blockname="clay" cluster="1" prob="0.08" rwgGenerationType="all" />
				<resource blockname="gravelPlusIron" cluster="1" prob="0.811" rwgGenerationType="all" />
			</layer>
			<layer depth="*" blockname="stone" >
				<resource blockname="ironOre" cluster="1" prob="0.1130" rwgGenerationType="all" />
				<resource blockname="gravelPlusIron" cluster="1" prob="0.8130" rwgGenerationType="all" />
				<resource blockname="silverOre"  cluster="1" prob="0.00030" rwgGenerationType="all" />
				<resource blockname="goldOre"    cluster="1" prob="0.00020" rwgGenerationType="all" />
				<resource blockname="diamondOre" cluster="1" prob="0.00010" rwgGenerationType="all" />
			</layer>
			<layer depth="1" blockname="stone" > <resource blockname="gravelPlusIron" cluster="1" prob="0.8130" rwgGenerationType="all" /> </layer>
			<layer depth="10" blockname="stone" >
				<resource blockname="coalOre" cluster="1" prob="0.1130" rwgGenerationType="all" />
				<resource blockname="gravelPlusCoal" cluster="1" prob="0.8130" rwgGenerationType="all" />
				<resource blockname="silverOre"  cluster="1" prob="0.00030" rwgGenerationType="all" />
				<resource blockname="goldOre"    cluster="1" prob="0.00020" rwgGenerationType="all" />
				<resource blockname="diamondOre" cluster="1" prob="0.00010" rwgGenerationType="all" />
			</layer>
			<layer depth="1" blockname="stone" > <resource blockname="gravel" cluster="1" prob="0.8130" rwgGenerationType="all" /> </layer>
			<layer depth="3" blockname="bedrock" />
		</layers>
		<decorations>
			<decoration type="prefab" name="resource_oilshale_pile" prob=".0007" rotatemax="7"/>
			<decoration type="prefab" name="resource_nitrate_pile" prob=".0007" rotatemax="7"/>
			<decoration type="prefab" name="resource_coal_pile" prob=".0007" rotatemax="7"/>
			<decoration type="block" blockname="lootBurntForestHelper" prob="0.00025"/>
			<decoration type="block" blockname="rock01" prob=".005" rotatemax="3"/>
			<decoration type="block" blockname="rock02" prob=".005" rotatemax="3"/>
			<decoration type="block" blockname="rock04" prob=".005" rotatemax="3"/>
			<decoration type="block" blockname="rockResource" prob =".0005" rotatemax="3"/>
			<decoration type="block" blockname="rockResource02" prob =".0005" rotatemax="3"/>
			<decoration type="block" blockname="cntBirdnest" prob ="0.002" />
			<decoration type="block" blockname="treeBurntPine01" prob="0.003" rotatemax="7"/>
			<decoration type="block" blockname="treeBurntPine02" prob="0.003" rotatemax="7"/>
			<decoration type="block" blockname="treeBurntPine03" prob="0.003" rotatemax="7"/>
			<decoration type="block" blockname="treeDeadShrub" prob="0.001" rotatemax="7"/>
			<decoration type="block" blockname="treeDeadTree01" prob="0.002" rotatemax="7"/>
			<decoration type="block" blockname="treeDeadTree02" prob="0.003" rotatemax="7"/>
			<decoration type="prefab" name="houseburnt_deco1" prob=".0009" />
			<decoration type="prefab" name="houseburnt_deco2" prob=".0009" />
			<decoration type="block" blockname="emberPile1" prob ="0.001" rotatemax="7"/>
			<decoration type="block" blockname="emberPile2" prob ="0.001" rotatemax="7"/>
			<decoration type="block" blockname="emberPile3" prob ="0.01" rotatemax="7"/>
			<decoration type="block" blockname="emberPile4" prob ="0.01" rotatemax="7"/>
			<decoration type="block" blockname="treeBrownGrassDiagonal" prob =".02" />
		</decorations>
	</subbiome>

 

Btw we can make light poles spawn like this?

[ATTACH=CONFIG]24379[/ATTACH]

Hmm, I can't see pic.

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This code produced small amount of green dirt.

fEnbN8Cm.jpg

 

Those worth testing might be use higher value for prob, or make new subbiome for green dirt.

Add following code as Burnt forest subbiome may make some difference. It is nearly midnight at here, so I can't for now.

 

		<subbiome prob="0.40"> <!-- Burnt Forest Sub Biome Grass coated -->
		<layers>
			<layer depth="1" blockname="grass" > <resource blockname="gravelPlusIron" cluster="1" prob="0.071" rwgGenerationType="all" /> </layer>
			<layer depth="8" blockname="dirt" >
				<resource blockname="clay" cluster="1" prob="0.08" rwgGenerationType="all" />
				<resource blockname="gravelPlusIron" cluster="1" prob="0.811" rwgGenerationType="all" />
			</layer>
			<layer depth="*" blockname="stone" >
				<resource blockname="ironOre" cluster="1" prob="0.1130" rwgGenerationType="all" />
				<resource blockname="gravelPlusIron" cluster="1" prob="0.8130" rwgGenerationType="all" />
				<resource blockname="silverOre"  cluster="1" prob="0.00030" rwgGenerationType="all" />
				<resource blockname="goldOre"    cluster="1" prob="0.00020" rwgGenerationType="all" />
				<resource blockname="diamondOre" cluster="1" prob="0.00010" rwgGenerationType="all" />
			</layer>
			<layer depth="1" blockname="stone" > <resource blockname="gravelPlusIron" cluster="1" prob="0.8130" rwgGenerationType="all" /> </layer>
			<layer depth="10" blockname="stone" >
				<resource blockname="coalOre" cluster="1" prob="0.1130" rwgGenerationType="all" />
				<resource blockname="gravelPlusCoal" cluster="1" prob="0.8130" rwgGenerationType="all" />
				<resource blockname="silverOre"  cluster="1" prob="0.00030" rwgGenerationType="all" />
				<resource blockname="goldOre"    cluster="1" prob="0.00020" rwgGenerationType="all" />
				<resource blockname="diamondOre" cluster="1" prob="0.00010" rwgGenerationType="all" />
			</layer>
			<layer depth="1" blockname="stone" > <resource blockname="gravel" cluster="1" prob="0.8130" rwgGenerationType="all" /> </layer>
			<layer depth="3" blockname="bedrock" />
		</layers>
		<decorations>
			<decoration type="prefab" name="resource_oilshale_pile" prob=".0007" rotatemax="7"/>
			<decoration type="prefab" name="resource_nitrate_pile" prob=".0007" rotatemax="7"/>
			<decoration type="prefab" name="resource_coal_pile" prob=".0007" rotatemax="7"/>
			<decoration type="block" blockname="lootBurntForestHelper" prob="0.00025"/>
			<decoration type="block" blockname="rock01" prob=".005" rotatemax="3"/>
			<decoration type="block" blockname="rock02" prob=".005" rotatemax="3"/>
			<decoration type="block" blockname="rock04" prob=".005" rotatemax="3"/>
			<decoration type="block" blockname="rockResource" prob =".0005" rotatemax="3"/>
			<decoration type="block" blockname="rockResource02" prob =".0005" rotatemax="3"/>
			<decoration type="block" blockname="cntBirdnest" prob ="0.002" />
			<decoration type="block" blockname="treeBurntPine01" prob="0.003" rotatemax="7"/>
			<decoration type="block" blockname="treeBurntPine02" prob="0.003" rotatemax="7"/>
			<decoration type="block" blockname="treeBurntPine03" prob="0.003" rotatemax="7"/>
			<decoration type="block" blockname="treeDeadShrub" prob="0.001" rotatemax="7"/>
			<decoration type="block" blockname="treeDeadTree01" prob="0.002" rotatemax="7"/>
			<decoration type="block" blockname="treeDeadTree02" prob="0.003" rotatemax="7"/>
			<decoration type="prefab" name="houseburnt_deco1" prob=".0009" />
			<decoration type="prefab" name="houseburnt_deco2" prob=".0009" />
			<decoration type="block" blockname="emberPile1" prob ="0.001" rotatemax="7"/>
			<decoration type="block" blockname="emberPile2" prob ="0.001" rotatemax="7"/>
			<decoration type="block" blockname="emberPile3" prob ="0.01" rotatemax="7"/>
			<decoration type="block" blockname="emberPile4" prob ="0.01" rotatemax="7"/>
			<decoration type="block" blockname="treeBrownGrassDiagonal" prob =".02" />
		</decorations>
	</subbiome>

 

 

Hmm, I can't see pic.

 

The pic, And now i understand the code, Thank you :D

 

VZ4MRUC.png

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Those are inherent in the current rwg sometimes, not much can be done about it.

On another note: If your having pois making craters in the game or being placed on tall steep mounds (either or), you probably need to delete the HubCellData folder (in your saves) as it can get corrupted over time and start a new map.

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Those are inherent in the current rwg sometimes, not much can be done about it.

On another note: If your having pois making craters in the game or being placed on tall steep mounds (either or), you probably need to delete the HubCellData folder (in your saves) as it can get corrupted over time and start a new map.

 

Thank you Tin, I will try delete the HubCellData and start a new map :D

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  • 3 weeks later...
Developing note:

 

Recently, I'm working on ocean and continents.

 

Huge water sources are annoying at current alpha, which has no quick transportation on water.

So, actual release may come after devs implement boat or canoe.

1dCS8Rmm.jpgFctLUTkm.jpg

 

Very Nice Work, i like the continents it will give a diferent survive experience, will be all continents with alot of cities?

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Very Nice Work, i like the continents it will give a diferent survive experience, will be all continents with alot of cities?

 

Thanks :)

 

For now, continent is completely flat. So, there are many grown cities.

As I add mountain, river, and other features, some of them will be smaller or hidden.

WokIGvEm.jpg

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  • 2 weeks later...

Well, this is rather a theory than pretty output terrain, so not sure some of you get interested.

I came up with the way to randomly layout the static modules.

 

Typical usage is to use with flatten world center. Using together, we can flatten large enought area to promote city generation, not only center. There may, or may not be other uses.

 

bFWpSrWm.jpg 7AHnzhHm.jpg jI5oHQjm.jpg

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Well, this is rather a theory than pretty output terrain, so not sure some of you get interested.

I came up with the way to randomly layout the static modules.

 

Typical usage is to use with flatten world center. Using together, we can flatten large enought area to promote city generation, not only center. There may, or may not be other uses.

 

bFWpSrWm.jpg 7AHnzhHm.jpg jI5oHQjm.jpg

 

I have successfully implemented this in Gnamod, the center of the RWG World in Base and Nomad Mode uses some of the code you designed, adapted a bit, to make the center of the world appear flat while leaving the generation of nearby lakes intact. The rest of the world is still the same and thus there almost always (never seems to be 100%) at least 1 big city near the center, which is wasteland so in Gnamod there always is one big central hub with wasteland city buildings, the place you only go with a death wish :). Its nearly that the center of a typical Gnamod Base game has a small Necropolis in the center.

 

I am still going to try out your other code when I get the time to properly experiment again with RWG.

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Hi there! I thought I would give your mods a try, but I really don't know which one to use because I can't tell enough from the previews if that mixer is the one that fits my preference. My dream world is one where there are very few tall mountains, a more natural terrain with rolling hills instead of peaks, but flatter terrain overall (and much flatter in the plains biome than anywhere else), no large bodies of water but small lakes and ponds instead (my system really hates rendering water), and smaller wasteland and forest biomes. So which one of your mods would come closest to what I described? Thanks!

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I have successfully implemented this in Gnamod, the center of the RWG World in Base and Nomad Mode uses some of the code you designed, adapted a bit, to make the center of the world appear flat while leaving the generation of nearby lakes intact. The rest of the world is still the same and thus there almost always (never seems to be 100%) at least 1 big city near the center, which is wasteland so in Gnamod there always is one big central hub with wasteland city buildings, the place you only go with a death wish :). Its nearly that the center of a typical Gnamod Base game has a small Necropolis in the center.

 

I am still going to try out your other code when I get the time to properly experiment again with RWG.

 

Nice :) I love your Necropolis and Nomad, so I'm really excited to hear you make use of my tweaks. Those two are pretty awesome especially.

 

Not sure when, but I'm planning to release my terrain/biome tweaks and ideas in 1 place, where everyone can pick up what they want without concerning with license issue. Recently I doubt I can make these idea fully utilized. :p

 

Hi there! I thought I would give your mods a try, but I really don't know which one to use because I can't tell enough from the previews if that mixer is the one that fits my preference. My dream world is one where there are very few tall mountains, a more natural terrain with rolling hills instead of peaks, but flatter terrain overall (and much flatter in the plains biome than anywhere else), no large bodies of water but small lakes and ponds instead (my system really hates rendering water), and smaller wasteland and forest biomes. So which one of your mods would come closest to what I described? Thanks!

 

As far as I read your comment, I recommend the Vivid + No water. Edit it to suit your preference, that less wasteland and forest biome.

 

For example, if you want to make less forest (and as a side effect, more snow).

Edit rwgmixer.xml :

	<biome_spawn_rule name="pine_forest">
		<biome_generator range="0,0.1"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="forest">
		<biome_generator range="0.4,[color="#FF8C00"]0.5[/color]"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="plains">
		<biome_generator range="0.8,1"/>
	</biome_spawn_rule>

<!--**********************************************************
				ELEVATION Biomes Overrride
**********************************************************-->

	<biome_spawn_rule name="pine_forest">
		<terrain_generator range="145,155"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="snow">
		<biome_generator range="0.5,[color="#FF8C00"]0.7[/color]"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="snow">
		<terrain_generator range="155,190"/>
	</biome_spawn_rule>

<!--**********************************************************
				NON-Overridden Biomes
**********************************************************-->

	<biome_spawn_rule name="desert">
		<biome_generator range="0.1,0.3"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="wasteland">
		<biome_generator range="0.7,0.8"/>
	</biome_spawn_rule>

	<biome_spawn_rule name="burnt_forest">
		<biome_generator range="0.3,0.4"/>
	</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="-31,0"/>
	</biome_spawn_rule>

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  • 4 months later...

Would it be ok for me to use the code you create to generate rivers in Gnamod and related world projects? I will of course credit you in the source files and wherever else its needed.

 

I have finally found some time to take a look and try to implement your biome based terrain and I also tried your entire set of rules, both seem to have the cliffs at the edges of biomes that I cannot seem to get rid off. I tried adding in a blend in between the selectors, but that did not really affect them at all. I tried to make sure they all had the same base height by using the same baseworld rule and bias, but yet everywhere a mountain or some hill is halfway a biome it just ends there. All other things seem to work, the biomes and terrain match perfectly, but if the transition cannot be smoothed somehow there is no real use, perhaps maybe for a fantasy world or cliffy coast this could be useful.

 

The rivers however are amazing, I really like how they turn out. I applied them to an alpine world I stumbled upon during my experimentation and the result is brilliant, rivers in between massive peaks. I want to do some world building to create some more unique worlds with matching biomes, rather than fitting everything into the same world. So like a full on desert/plains world that just would not have any snow/alpine biomes and wastelands that are fitting to it as well etc.

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@Haidrgna Sure. You may use my contents in your projects. If you credit me in code, it's perfect for me. In fact, I'm interested in how you will modify and use my contents. :^)

 

About cliff, as you saying, blending won't do because Voronoi is just a flat plate, thrre is no gradient. But, I found a way to handle that. It needs some more polishing, though enough to get rid of *WIP* from Biome Based hopefully.

 

My most concerning thing is its time consumes on genertion. In A17, I have no doubt that it will take a day to complete whole world generation, lol. In this case, it might be a valid way to release specific biome only version also.

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Yeah the extra generation time I noticed as well, it taking much longer inside the game to generate new chunks.

 

I will probably add the rivers mostly as they are to my worlds, but mostly I want to create a more primal world where the apocalypse was like 500 years ago and most traces of civilization are buried, erroded or overgrown. Having a river in there would be very nice as well.

 

I am also anxious to see how much of our work will actually still be valid for A17, it could be all changed and require some different way of writing to get it working.

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Wow it's an awesome concept of world indeed. Water area will become nice POI in this situation as you said.

 

On A17, yep, every time I see xml changes in preview, I felt as "oh it's tough to update!"

I'm a bit scared about it.

 

I am afraid as well, it could be minor things, but I think RWG may have changed so much the old concept will need to be rewritten to work.

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