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Teragon - Random Map Generator

If you use a custom heightmap that you either made yourself it is a real world heightmap and it is 8bit instead of 16bit, you are going to have that problem.  8bit does not provide enough gray shades to have smooth terrain in this game.  Every shade in 8bit is 1m, so you are jumping up 1m at a time on slope instead of evenly the way it would with 16bit.

You will either need to do a lot of smoothing (filter gaussian blur) which will smooth that out somewhat but will also smooth out everything else as well, or use an image editing app to manually fix the heightmap, or just make/get a new 16bit heightmap to use.  Or let Teragon make your terrain for you.


Yeah I founded filter gaussian blur I put 3.0 make more smooth. Re-generator again all maps but wilderness POIs stay same seeds they keep random spawn places when changed value on filter gaussian blur then manual side roads again halfway done.

 
Yeah I founded filter gaussian blur I put 3.0 make more smooth. Re-generator again all maps but wilderness POIs stay same seeds they keep random spawn places when changed value on filter gaussian blur then manual side roads again halfway done.
Yes, things are placed based on terrain and other features.  Keeping the same seed only works if nothing changes.

I am not sure what you mean about side roads.

 
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Question, if I want to make a map but include all the POIs from my LocalPrefabs and Mods folder how do I make sure they are included in the generation? 

 
Has anyone tried a Teragon map in V1 ?  are ther any issues? i just started a RGW with the new update to V1.1 B14......

Wanted to see vanilla first before i rolled my own world...

 
Has anyone tried a Teragon map in V1 ?  are ther any issues? i just started a RGW with the new update to V1.1 B14......

Wanted to see vanilla first before i rolled my own world...
It has worked for 1.0 since a day or two after it was available.

 
no issues with trader progress? 
You have been able to limit a POI by biome for a while now, including traders.  And you don't even need to if you don't want to.  Trader progression is not necessary.  The only effect is that you need to see Rekt to start your Open Trade Route quests, but other than that, there's no real change.

 
I have a problem with the new Teragon. I enjoy making maps about as much as I like playing, so I do not mind some trial and error to get a cool map going. Right now I am trying to get some water on the outsides of my maps, but the way to do so seems unclear.

The first Image I got almost perfect.

Map 40 Done.png

I use these settings

Map 40 Part 1.png

Map 40 Part 2.png

I used the same setting here and I get.

Map 4.4.png

I have tried every possible setting on Filter Logistic Square Mask, and I cannot get water at the edge of the map. I have tried increasing the water map above the flat height map and that does not work either.

Just so you know I am trying to keep as much flat land as I can to add very large towns. Towns are another thing that makes no sense. It seems the towns only like to appear near or around the desert. As you can see there is a boatload of flat land in these maps but no large cities.

I have to admit I prefer the one from around early 2023. This new version has a boatload of features but some simple things just do not seem to work.

 
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I have a problem with the new Teragon. I enjoy making maps about as much as I like playing, so I do not mind some trial and error to get a cool map going. Right now I am trying to get some water on the outsides of my maps, but the way to do so seems unclear.

The first Image I got almost perfect.

View attachment 32567

I use these settings

View attachment 32568

View attachment 32569

I used the same setting here and I get.

View attachment 32570

I have tried every possible setting on Filter Logistic Square Mask, and I cannot get water at the edge of the map. I have tried increasing the water map above the flat height map and that does not work either.

Just so you know I am trying to keep as much flat land as I can to add very large towns. Towns are another thing that makes no sense. It seems the towns only like to appear near or around the desert. As you can see there is a boatload of flat land in these maps but no large cities.

I have to admit I prefer the one from around early 2023. This new version has a boatload of features but some simple things just do not seem to work.
You should leave Trim Midpoint alone other than to adjust the value after the minus sign.  See the help text for Filter Logistic Square Mask for more info.  Note that the default presets have been updated, so it's not -400 anymore, but it's still the number after the minus sign that you're looking to change.  You should not normally put in a specific value in there like you did.  You can also use Filter Logistic Mask instead of Filter Logistic Square Mask to get a more realistic shoreline and that also shouldn't change the Trim Midpoint other than what is after the minus sign.

image.png

I love the program and have a question. Is it possible to make the traders biome specific?
Yes.  See the World Generator 5 preset, where traders are set up as biome specific for an example of how to do it.  The info will be the trader lines in Read POI Property List.

 
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ou should leave Trim Midpoint alone other than to adjust the value after the minus sign.  See the help text for Filter Logistic Square Mask for more info.  Note that the default presets have been updated, so it's not -400 anymore, but it's still the number after the minus sign that you're looking to change.  You should not normally put in a specific value in there like you did.  You can also use Filter Logistic Mask instead of Filter Logistic Square Mask to get a more realistic shoreline and that also shouldn't change the Trim Midpoint other than what is after the minus sign.
I have tried it default or -100, -200, -700. The reason I added larger numbers is because when the mouse hovers over the text block it says 5800 or something.

I will try again at default.

Thank you for the reply.

 
I have tried it default or -100, -200, -700. The reason I added larger numbers is because when the mouse hovers over the text block it says 5800 or something.

I will try again at default.

Thank you for the reply.
You removed everything except the number, which is why you're having a problem.

 
here are some setting s that I tried:

[math,int,[worldsize]\2-0]

[math,int,[worldsize]\2-100]

[math,int,[worldsize]\2-200]

[math,int,[worldsize]\2-300]

[math,int,[worldsize]\2-400]

and so on.

Then larger numbers to see if there was a larger difference.

1000

2000

3000

4000

5000

6000

The steepness has been from 0.1 to 0.0009 Not much difference either.

The only difference is usually a small square of land and a boatload of ocean around it. Or dessert on the edges and then land.

When I used the larger numbers, by trial and error "0.005, 5500" was perfect and I had the perfect coast.

Map 40 Done.png

Its just that every other seed I threw at it removed the coast.

I have 4 VMs running Windows 10, with 4 cores and 16gb ram each. So I have tried hundreds of variables to get the coast, but the above (0.005, 5500) was the only time it worked in this combination of Heightmap, Erosion, Lakes and River settings.

I can show you image after image of some of the odd maps that come with Filter Logistic Square Mask. Instead I am going to start from the beginning and try different heightmaps and rivers and so on.

I will however be back to find out why I do not get large cities in the flat forest areas of my maps and the only ones I get are on or around the dessert biome.

 
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Try the default WG1 preset without changing it except that number and you will see the coast change.  If it isn't changing in your preset, there is an error in there somewhere.  I'm not at home so can't show you screenshots, but they are on the documentation. 

Maybe you added an extra filter logistic square mask command that is overwriting what the one you are changing does.  It could be other things.  Ask in the discord channel and someone can tell you the problem.

 
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Try the default WG1 preset without changing it except that number and you will see the coast change.  If it isn't changing in your preset, there is an error in there somewhere.  I'm not at home so can't show you screenshots, but they are on the documentation. 

Maybe you added an extra filter logistic square mask command that is overwriting what the one you are changing does.  It could be other things.  Ask in the discord channel and someone can tell you the problem.
I started a new map and this fixed it. I just keep changing the Hightmaps up down, back and forth or whatever and the coast will show up. Once I get the coast the way I want, then changing the settings in the Hightmaps or the seed will (for some reason) remove the coast and usually put dessert around the edges instead of water.

I am cool with this as I have the time and like I said I have 4 different VMs running the maps again and again, I am a perfectionist, so I do need the patience.

I have another question for you: Is there a setting that can change trader locations and how many traders? I looked at the City and POI available commands and could not see any specific trader setting. I know this is just making the map more convenient for me, but I can't help wanting as many traders as I can - within reason of course. I am surprised I have not seen this question in this thread before.

Here is an example. I have 100s of tier 5 and only 2 traders?

2024-10-16_14-31-17.jpg

 
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Heightmap changes should mostly be done before using filter logistic square mask because those will usually impact the entire mask, included the coast, making the terrain too high for your water level.  There are ways you can change things and still have water, but that is something for discord rather than trying to explain in a post.

Traders are placed based on available space (60x60) and based on what you are using for theme and duplicate distances for them. All of that is set in your POI Property List.  The default presents have them in the Read POI Property List.  Just adjust those values.  You can see the help text for that command for details on what each parameter does.

 
Heightmap changes should mostly be done before using filter logistic square mask because those will usually impact the entire mask, included the coast, making the terrain too high for your water level.  There are ways you can change things and still have water, but that is something for discord rather than trying to explain in a post.

Traders are placed based on available space (60x60) and based on what you are using for theme and duplicate distances for them. All of that is set in your POI Property List.  The default presents have them in the Read POI Property List.  Just adjust those values.  You can see the help text for that command for details on what each parameter does.
Thank you for your response. I was hoping it was not the text file, I suck at any kind of scripting or computer code editing. I will check it out, but I feel I will not know what to do.

I do use the stock height map options already. I have the standard Mountains, Hills and Depressions right before Filter Logistic Square Mask.

 
Thank you for your response. I was hoping it was not the text file, I suck at any kind of scripting or computer code editing. I will check it out, but I feel I will not know what to do.

I do use the stock height map options already. I have the standard Mountains, Hills and Depressions right before Filter Logistic Square Mask.
Without seeing what you are doing, it is hard to tell.  Best option if you want to figure it out is to visit the discord.

The POI Property List already has the traders set up, so just look at the parameters used and their values and look up the parameters on the help text to the right of the screen to see what they do.  Then just adjust those values.  It isn't code or accepting at all.  Not even XML.  Just parameter name and value separated by semicolons.  Not really any different from any other command, so fitted differently because it affects each POI individually and doesn't work well in the normal format.

 
Hey, you were right. I just changed the following:

trader_bob;theme:trader;theme_duplicate_distance:800

to:

trader_bob;theme:trader;theme_duplicate_distance:400

Now I have 40 traders in the map.

Thank you again.

Come to think of it I could remove Rekt completely. but then again he is a fun guy to hate so I don't know. Maybe cut down on the spawning of him I guess. Yeah more Jen less Rekt. Unfortunately it would kind of remove a lot of variety to the map, which keeps the map interesting, so I don't know.

 
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I will eventually use the discord channel I guess, but I never used one before and If it is anything like an IRC I will probably not use It for long.

Anyway another question: Can you use .PNG files with transparency, for say adding something in one particular location.? I think .TGA can also have an alpha channel to. Or is transparency just black or white on a image.

I thank you for your help Riamus.

 
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