That's actually defined in the biomes.xml file.Is there any plans to put this up in Git? I wouldn't mind toying around with the world generation. Like removing the sand from ore clusters to produce caves.
truebtw, you've got a typo in one of your posts
ffa800 or 255,268,0 -> wasteland
should be
ffa800 or 255,168,0 -> wasteland
^^
That saved me some time...Hello,
I run DF experimental and sorcery and found Nitrogen very tempting.
After testing it out and reading a bit in this thread i found that the prefablist was not DF ready, i did fix that with some scripting and correcting, based on the file you had in the resources folder. While i wrote the script to collect the needed info from the prefab.xml files i realized that you do not include the "allowed biomes" info they come with and after testing a good dozen test runs generating random maps i saw that i never got any wasteland and burnt forest on the result, except of course the border i could choose. Now i believe you already know what i am going to suggest.
Why not include the allowed biome info, if the xml comes without, go with any and make the generation even better?
I generated a new prefablist with python reading out all prefab.tts files header for their dimensions and adding the rest info from their corresponding xml files, so only some manual corrections for your generator specific values were needed.
Also a bit of a shame that you had so many smaller prefabs commented out, but i understand why. Just hope they may find a way in the generator someday.
That said, i can say it would not be too hard to read the allowed biome info out and add it as well, question is, would that be of any interest?
I would really love to see less of those steep streets and more natural maps, and since i'm really set on playing DF i kinda need those other biomes.
I would just edit the biomes.jpg, but that would not affect the generated prefab placing if i am not completely wrong, right?
You have a great project with a lot of potential and i am a big fan of the idea of NITROGEN and your work, keep it up.
I attached the prefablist file i generated, without the allowed biomes info, in case someone is interested in trying it out.
This is generated with all prefabs in the DF prefab folder. Edited slightly to work with the generator.
Oh... it does stuff already...Sure thing (corrected btw.), i just didn't want to start taking things out, so i commented out most that were commented out in the one coming with the generator.Big fan of DF, so respect and happy i could help ya.
And to be honest, i wanted to see that portal spawn XD
But of course it shouldn't be placed all over the place, not that we get another Oblivion .. haha
Wonder tho what you intend to do with it later ??
Was just flying through and running along a new world with all the prefabs in it, found none so far that were either to high or low and sadly didn't find the portal either, not cheating with the maplist coordinates, nope. Discovering is one of the best parts.
Hi, just came back from an Easter trip.I have tried your prefab list, it generates fine: important is to set traders to none when generating, as the list does not contain a trader-marked POI, it locks in an infinite loop. You could merge it with prefabs from the vanilla list (not sure how Ravenhearst represents traders), or just mark any POI as trader, to have it find something to place.
I have not tried the Ravenhearst POIs, so Im not sure what else is missing when loading the map.
Tip: mark more POIs as farm, hillbillyjunk, hillbillytrailer, alone, mountain and oldwest.
To give it more variety when using the default settings. Else it would look quite repetative in those locations.
About the seed:Big thumbs up and thanks !!
Finally the burnt forest and wasteland is in, very happy i can now fiddle again.
Great idea btw. to make the wasteland appear in form of craters, tho i must admit they were a bit too small for me and i cranked their size up by 1.5 times. Hope you don't mind -.-'
I tried a few settings and found myself with a little problem tho, those awesome mountains are always too crazy high.
It's not that i am helpless and can't adjust the height-map generation resources to a weaker peak value, but i wondered if you would mind adding an option for that workaround to not be needed XD
I totally understand the reasons regarding the POI/prefabs, it was after all only an idea and would most certainly cause a lot more work on your side.
I bet KhaineGB will also be very happy about the addition and i hope we soon see some new worlds from him with some hand placed things .. maybe some portals XD to go along with his DF.
All in all a great tool, thanks for your work and time.
Hope to see more features, no preassure![]()
Just thought of a post i read in this thread a bit back, since you use RNG for the generation and since i could not find a seed option, i would like to humbly ask if you would be willing to add an optional field for that, as well as "maybe" a preset(list) function we could use to save our setups with (including the seed) then it would be possible to share and compare.
Totally agree with the randomness, just wondered how you implemented itThe results are completely random every time you start / restart the generation.
At the start of the program, the random Object is initialized with a seed calculated from the current nanosecond counter. A classic pseudo-random function.
So there will be no observable repeating patterns (that could be fixed be manually setting the seed), outside of the existing limitations of the generation. (Any time a very small change is done to the generation, the output is completely different)
The approach I took here is theoretically less random than the noise-map based approach in the vanilla RWG, but it also gives me more control over the outcome.
And one of my main goals is, that any generated default map is fun to play for a normal vanilla user (who would likely not try out several maps, but just wants one to play on). It should not just be a few good maps with a lucky draw on the distribution of features and POIs.
For anyone who likes to experiment, there should also be lots of custom options. All the way to allowing to import a selfauthored hightmap.