LuckyStar Posted November 11, 2018 Share Posted November 11, 2018 I can mod lots of stuff in the game, RWG is not my strong suit. [And also UI's which is why I'll make a post about that too.] Here's what I'd like. - Larger map - Larger cities and towns - Less Snow Biome - Less Water - Slightly smoother so I can build big. I really am not good at this stuff. Any help you can offer would be greatly appreciated. Thanks in advance, ~ Lucky Link to comment Share on other sites More sharing options...
Guppycur Posted November 11, 2018 Share Posted November 11, 2018 Larger Map: That very first ruleset.... genration_distance to 15000. That very bottom section, biome_spawn_rule name="radiated"... increase the range from 15000-20000 Larger Cities and Towns: Flatten the map, that's a Tin/Aphado/Hairdana question Less Snow: That bottom section again... Less Water: Tin/Aph/Haid Smoother: Comes with Question 2 Link to comment Share on other sites More sharing options...
LuckyStar Posted November 12, 2018 Author Share Posted November 12, 2018 Larger Map: That very first ruleset.... genration_distance to 15000. That very bottom section, biome_spawn_rule name="radiated"... increase the range from 15000-20000 Larger Cities and Towns: Flatten the map, that's a Tin/Aphado/Hairdana question Less Snow: That bottom section again... Less Water: Tin/Aph/Haid Smoother: Comes with Question 2 Great! So far so good. I also adjusted the town/city sizes and probabilities so that might be done. Now just the hard stuff. Snow and water and flattened. =/ Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted November 12, 2018 Share Posted November 12, 2018 Not sure what rwgmixer you are using, but suppose as vanilla with edits Guppy specified. I'll start with snow. Spawn ratio of biomes is defined at the bottom. Following <biome_generator range="*,*"/> lines are what you gonna edit. Imagine the dice which shows decimal number between 0 to 1. Each biome grid rolls this dice and search biome_range which match with dice number. If 0.05 comes, it's pine_forest. If 0.65 comes, it's snow. <biome_spawn_rules> <biome_spawn_rule name="pine_forest"> <biome_generator range="0,0.1"/> <terrain_generator range="150,175"/> </biome_spawn_rule> <biome_spawn_rule name="desert"> <biome_generator range="0.1,0.3"/> </biome_spawn_rule> <biome_spawn_rule name="burnt_forest"> <biome_generator range="0.3,0.4"/> </biome_spawn_rule> <biome_spawn_rule name="forest"> <biome_generator range="0.4,0.6"/> </biome_spawn_rule> <biome_spawn_rule name="snow"> <biome_generator range="0.6,0.7"/> <terrain_generator range="176,255"/> </biome_spawn_rule> <biome_spawn_rule name="wasteland"> <biome_generator range="0.7,0.8"/> </biome_spawn_rule> <biome_spawn_rule name="plains"> <biome_generator range="0.8,1"/> </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>[/Code] Now, you need to adjust range in biome_spawn_rule of snow and some of other biomes. Following part of code is the example to make snow less, but forest more. [Code] <biome_spawn_rule name="forest"> <biome_generator range="0.4,[b]0.65[/b]"/> </biome_spawn_rule> <biome_spawn_rule name="snow"> <biome_generator range="[b]0.65[/b],0.7"/> <terrain_generator range="176,255"/> </biome_spawn_rule> [/Code] Next, less water. There are several ways for [i]how[/i] less water you want. (I don't mean how much) I assume as water body is less/smaller. In this case, find following part. [Code] <module name="fastWaterClamped" type="ClampOutput"> <property name="sourceModule" value="fastWaterScaled"/> <property name="bounds" value="-1,0.25"/> </module> [/Code] Then, edit left bound of "bounds" into larger but negative number. Finally smoother terrain and larger city. In fact, not easy. Following 2 parts are to edit for smooth mountain. 1. This controls blending of plain and mountain. Lower frequency means smooth transition. [Code] <module name="fastMountainsBase" type="FastRidgedMultifractal"> <property name="frequency" value="0.25"/> </module> [/Code] 2. This controls peak of mountain. (I added bias line) Lower scale means lower peak. You should subtract same value from both scale and bias; otherwise, water get side effect. [Code] <module name="fastMountainsScaled" type="ScaleBiasOutput"> <property name="sourceModule" value="fastMountainsT"/> <property name="scale" value="0.9"/> <property name="bias" value="0.0"/> </module> [/Code] [color=silver][size=1]- - - Updated - - -[/size][/color] Well, if you don't mind, my vivid generator also work for large city https://7daystodie.com/forums/showthread.php?58582 Link to comment Share on other sites More sharing options...
LuckyStar Posted November 12, 2018 Author Share Posted November 12, 2018 Thank you so much for this help Alphado. I wonder, do you happen to have a version of the Vivid Mod that includes Magoli's pack? If not that's fine, I can always add that myself. ^_^" Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted November 13, 2018 Share Posted November 13, 2018 I'm planning to start it 1 week later. I heard that CompoPack needs some small tweak to be used with larger city mixer. Link to comment Share on other sites More sharing options...
LuckyStar Posted November 13, 2018 Author Share Posted November 13, 2018 I'm planning to start it 1 week later. I heard that CompoPack needs some small tweak to be used with larger city mixer. Interesting. I wonder why. I was just thinking of using your Mod and adding in the POI's. I guess I'll see for myself soon enough. Link to comment Share on other sites More sharing options...
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