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.
Code:
<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>
Next, less water. There are several ways for
how 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>
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>
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>
- - - Updated - - -
Well, if you don't mind, my vivid generator also work for large city
https://7daystodie.com/forums/showthread.php?58582