... running terrain generation ...
exporting (1/3)
java.lang.IllegalArgumentException: bound must be positive
at java.util.Random.nextInt(Unknown Source)
at nitrogen.terraingen.c.b(Unknown Source)
at nitrogen.gui.NitroGenUI.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
bound must be positive
Total time taken: 0 min 3 sec
I'm gonna be a negative Nancy for a minute, please don't take it personally:
- The perfectly round, flat area around POIs is unsightly.
- Randomly placed deserts are very 'splotchy'.
- The grid positioning of randomly placed deserts and mountains frequently results in shapes like 'L', 'U', 'T' and 't'.
- Buildings and roads shouldn't exist in craters or on crater ejecta.
Just curious, do you have plans to address any of this?
You can look into the mask feature. There is an example in the resources.hello, I have been looking for a long time and I do not know if it is possible to install cities on the map or we want. I have done dozens of maps but I still don't understand how to install the cities we want. Here is an example where I want to establish cities, do you have an idea how to do it or it is not possible?
https://drive.google.com/open?id=1xp...7fiM7GLNHhpdvD
Thx
Randomly placed deserts are very 'splotchy'.I'm gonna be a negative Nancy for a minute, please don't take it personally:
I still like random mountains and rocky terrain, so I use the N/S setting and manually set the landscape sliders to 0 desert.you can set the main biome to forest, and the north and south to have desert/snow.
Thanks, I wasn't aware of this.You can block POIs from spawning in craters and burned forest with the POI limit selection
I guess I'm confused by the fact that the radiation map is always 512x512, and I'm unclear how it scales to the actual map size. For example if I scale it to 8192x8192 in an image editor, the red only extends to ~50px from the edges. So I assumed that only a fraction of the default 200px border area was irradiated.They are very straight, as they need to follow the radiation line - to show players where the impassable area begins. The realistic choice would be to disable the border biome, and only have the radiation pop up.
Are there any posts that explain how this works? For example, I once tried to generate a map with an existing biomes.png in the output folder and 'import from' set to "output folder", but the tool either aborted generation or deleted it based on the 'check folder' setting.The fallback if you want to have more specific features and more control, is to use your own hightmaps, masks and biomes.png, and edit the road-splatmap.
I understand, and I hope it's clear I don't mean to tear you down.Overall there are always tradeoff between complexity and performance. A lot could still be added.
But its not a product I sell, just a free hobby project.
Generation fails when 'border biome' is "none" and 'no POIs in biome' is "burned and wasteland":You can block POIs from spawning in craters and burned forest with the POI limit selection
... running terrain generation ...
exporting (1/3)
exporting (2/3)
exporting (3/3)
... terrain generation ... DONE ...
... running world mapping ...
... detect biomes ...
java.lang.ArrayIndexOutOfBoundsException: 1024
at nitrogen.a.c.a(Unknown Source)
at nitrogen.a.c.b(Unknown Source)
at nitrogen.a.c.c(Unknown Source)
at nitrogen.a.c.a(Unknown Source)
at nitrogen.gui.NitroGenUI.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
1024
Total time taken: 0 min 44 sec
That's more or less what I expected, only the rad maps generated for both 8k and 12k have border thicknesses of only ~0.6% and ~0.4% respectively, both resulting in 48px radiation zones. That's just much smaller than the 200px default border biome, and I thought @Damocles was implying they were more or less the same size.The radiation map will scale with the world size, so if the border thickness is 10% of 512k then it will be 10% of 8192. So if it's 50 pixels in the small map it will be 800 in the large one.
Thanks for the tip. I don't know how to create a mask, but maybe I'll have a better understanding of this advanced stuff after watching Guppycur's videos.The other approach (if it does not work for you) is to just generate the heightmap / biome-map.Then make a mask around the areas you want to be ignored (craters). Then load the heightmap and mask to finish the generation.
-> its a bit more manual work then of course. But you can then also set your cities and towns where you like them to be.