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teragon maps

its my fault not Teragons.

i used the default and changed it not a copy. i was writing on each setting what i changed but i did not backup my presets so mea culpa ...

 
FYI - The next release is going to allow you to make some very interesting maps.  This may be one of the most exciting releases, imo.  There are multiple new commands but 3 of them really stand out.

  • Create Directional Environmental Biomes

    This allows you to have biomes change based on location on the map while still using Environmental Biomes.  What this means is that you can have snow in the north of your map and desert in the south, for example.  It also allows an East/West direction and a radial direction.

[*]Create Crevice

  • This allows you to create crevices on your map.  These crevices can have ambient light as well as white and/or black smoke coming out of them.  The crevices are made up of a main crevice and a number of side crevices based on the values you set in your parameters.  Be careful, though... there usually won't be a way out if you fall in!!  :D

[*]Create Cliffed Coast

  • Ever want to have cliffs like the White Cliffs of Dover?  Now you can!  Not white, of course... unless you're in the snow.  This allows you to have cliffs near your water.  Below is a screenshot of a quick one I made in the desert biome.  Without using this command, that cliff would just be relatively flat terrain.

image.png

These commands will be explained in the documentation (both in the app and in the online documentation PDF) and screenshots and comparisons will be included in the online documentation.  The online documentation will be updated after Teragon is updated (within 24 hours at most).

I'd love to see some screenshots of your results when using these commands!

 
FYI - The next release is going to allow you to make some very interesting maps.  This may be one of the most exciting releases, imo.  There are multiple new commands but 3 of them really stand out.

  • Create Directional Environmental Biomes

    This allows you to have biomes change based on location on the map while still using Environmental Biomes.  What this means is that you can have snow in the north of your map and desert in the south, for example.  It also allows an East/West direction and a radial direction.

[*]Create Crevice

  • This allows you to create crevices on your map.  These crevices can have ambient light as well as white and/or black smoke coming out of them.  The crevices are made up of a main crevice and a number of side crevices based on the values you set in your parameters.  Be careful, though... there usually won't be a way out if you fall in!!  :D

[*]Create Cliffed Coast

  • Ever want to have cliffs like the White Cliffs of Dover?  Now you can!  Not white, of course... unless you're in the snow.  This allows you to have cliffs near your water.  Below is a screenshot of a quick one I made in the desert biome.  Without using this command, that cliff would just be relatively flat terrain.

View attachment 28826

These commands will be explained in the documentation (both in the app and in the online documentation PDF) and screenshots and comparisons will be included in the online documentation.  The online documentation will be updated after Teragon is updated (within 24 hours at most).

I'd love to see some screenshots of your results when using these commands!


Whoa! Fantastic new features! The only things missing from Teragon at this point are desert mesas and country tile support.

Any idea if Pille plans to eventually add support for stamps?

 
Here are a couple of screenshots for you guys.  This is with v0.45.0.  

A map using the world generator 2 preset with a couple minor changes and a different seed from default.  This shows off crevices and the directional environmental biomes set to north/south.

image.png

And a couple in-game shots of a crevice that happened to run up and down a section of road (these 2 are the same crevice with me floating above it in the middle of the crevice.  Better watch where you drive!  :)

image.png

image.png

 
Do we have an easy way to share teragon .ini presets?
Note: Pille is looking at a way to be able to share a preset as an image (similar idea as a QR code, though note quite the same thing) so you'd be able to share presets easily on a forum that doesn't allow sharing .ini files without needing to include all the text of the preset.  No time frame on when that will happen but it'll make sharing them easier.

 
Note: Pille is looking at a way to be able to share a preset as an image (similar idea as a QR code, though note quite the same thing) so you'd be able to share presets easily on a forum that doesn't allow sharing .ini files without needing to include all the text of the preset.  No time frame on when that will happen but it'll make sharing them easier.
That would be great! Awesome map above by the way. I really like the cracks in the road, that's pretty interesting.

 
not a big fan of the crevice, disabled the crevice line and nearly 2 hrs later the map still hadent finished. seemed to be stuck.

i had to disable the start loop and end loop lines as well. 

have run 4 or 5 maps with riamus preset. not bad maps. cant seem to get a full water border though like i was getting with previous builds. 

Is there a way to invert the biomes in the directional biomes map? I know is trivial but those of us from down under have the snow in the south and the desert in the north.. lol

 
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not a big fan of the crevice, disabled the crevice line and nearly 2 hrs later the map still hadent finished. seemed to be stuck.

i had to disable the start loop and end loop lines as well. 

have run 4 or 5 maps with riamus preset. not bad maps. cant seem to get a full water border though like i was getting with previous builds. 

Is there a way to invert the biomes in the directional biomes map? I know is trivial but those of us from down under have the snow in the south and the desert in the north.. lol
Strange that it's taking so long.  I can generate an 8k map with crevices in about 35min on the current build, including rivers, a crater, and main and side roads.  Cliffs will take a long time depending on your settings, as will craters and crevices.  These are similar to roads (especially side roads) in that they are going to be time consuming, so your choice is a longer generation or not using some or all of these features.

The second preset isn't designed for water all the way around the map.  If you want that, you can either change the preset or else use the first preset.  The second preset is for having a different style of map than the first.  Part of that is not having water surrounding the entire map.

As far as directional biomes, if you swap column A and column B, you'll get snow in the south.

Edit: Correction, you want to reverse the biomes in the command to get snow in the south.

Btw, if your concern about the crevice is that it was in the road, you can disable it from being across roads.  The example above was just showing it off.

 
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@Riamus can we get a “reduce height” command? Something similar to the flood area that can basically remove height from the height map until it hits an elevation change or water? I have some “islands” that I don’t want. I can edit the height map then import it back but then that’s a whole change in the generation process. Would be nice to just have a command to do it in the generator. I’ve tried craters but then it’s a circle and for some reason when I get the elevations smooth I end up with one side as a straight line…

 
@Riamus can we get a “reduce height” command? Something similar to the flood area that can basically remove height from the height map until it hits an elevation change or water? I have some “islands” that I don’t want. I can edit the height map then import it back but then that’s a whole change in the generation process. Would be nice to just have a command to do it in the generator. I’ve tried craters but then it’s a circle and for some reason when I get the elevations smooth I end up with one side as a straight line…
There is already a subtract height map command but add with most commands, it functions across the entire map.  But what you seen to want to do on your map would probably be very easy to accomplish by just making a very simple height map by hand with solid white where the islands are and solid black everywhere else.  Import it with the right rotation and a height map name that is different from the rest of your height map name.  Then use subtract height map with that as the one being subtracted and your main height map at the original/target.

Just note that by using solid white, the ground under the water will be at bedrock.  You could use a very light gray to avoid that but you probably aren't going to see under the water there anyhow.

I would recommend keeping a backup of your main heightmap in case it doesn't do what you want.

 
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There is already a subtract height map command but add with most commands, it functions across the entire map.  But what you seen to want to do on your map would probably be very easy to accomplish by just making a very simple height map by hand with solid white where the islands are and solid black everywhere else.  Import it with the right rotation and a height map name that is different from the rest of your height map name.  Then use subtract height map with that as the one being subtracted and your main height map at the original/target.

Just note that by using solid white, the ground under the water will be at bedrock.  You could use a very light gray to avoid that but you probably aren't going to see under the water there anyhow.

I would recommend keeping a backup of your main heightmap in case it doesn't do what you want.
Yes I understand that process of either editing the height map or adding one to subtract. The problem with that is it’s unique to each seed generation. If there was a command you could disable or change the position. 
 

another odd thing I’m getting is no traders on 4k maps and on my 10k maps I end up with clusters of towns with no traders, and only 14 traders in total.

 
Yes I understand that process of either editing the height map or adding one to subtract. The problem with that is it’s unique to each seed generation. If there was a command you could disable or change the position. 
 

another odd thing I’m getting is no traders on 4k maps and on my 10k maps I end up with clusters of towns with no traders, and only 14 traders in total.
Even RWG has trouble getting traders on 4k maps in A21 due to how trader locations was changed.

Traders appearing will relate to what tiles they are allowed to appear on and if any are in the town.  Depending on your layout and extra link settings for each town type, you may have more or less chance of getting traders there.  There is also a minimum distance between traders and towns close together may prevent a trader from appearing in one of the towns.  Beyond that, it is all RNG.

Btw, if you are regularly getting islands, you may want to work on your preset.  Islands are not common in Teragon maps unless you manage to get specific combinations of settings to cause it.  If you don't want them, the easiest thing to do is change some settings in the preset, such as flat water elevation.

 
Even RWG has trouble getting traders on 4k maps in A21 due to how trader locations was changed.

Traders appearing will relate to what tiles they are allowed to appear on and if any are in the town.  Depending on your layout and extra link settings for each town type, you may have more or less chance of getting traders there.  There is also a minimum distance between traders and towns close together may prevent a trader from appearing in one of the towns.  Beyond that, it is all RNG.

Btw, if you are regularly getting islands, you may want to work on your preset.  Islands are not common in Teragon maps unless you manage to get specific combinations of settings to cause it.  If you don't want them, the easiest thing to do is change some settings in the preset, such as flat water elevation.
Islands are easy to reproduce. It’s all in the height maps. 
 

As to the towns, I generated a 4k earlier for testing and got 1 city, 1 old west and 2 towns. Not a single trader on the map. That’s some terrible rng…

Another note, seed does not appear to affect the towns. I changed the seed manually (as I setup a townseed variable) bypassing my variable and dropped a few different seeds in with every other setting left alone, every time would generate the exact same towns.

 
Islands are easy to reproduce. It’s all in the height maps. 
 

As to the towns, I generated a 4k earlier for testing and got 1 city, 1 old west and 2 towns. Not a single trader on the map. That’s some terrible rng…

Another note, seed does not appear to affect the towns. I changed the seed manually (as I setup a townseed variable) bypassing my variable and dropped a few different seeds in with every other setting left alone, every time would generate the exact same towns.
I wasn't saying that islands can't be created.  You can obviously make a map with settings that will generate islands.  My point was that unless you try to do that, it isn't likely to occur.  And if you don't want it to occur, there are easy things to do to prevent it.  Changing the flat water map elevation, reducing mountain and hill frequency and heights, changing or not using the scale height map commands, etc.  Pille may consider adding the ability to change heights at a given location as a command in Teragon but I'm sure that would not happen anytime in the near future as there are many other things he is working on that would be of more use and interest to more users.  My suggestions are ways to avoid the problem you're experiencing (getting islands when you don't want islands) in the meantime.

Here's a 4k test I did.  One trader out of 3 towns.  I did another test that had no traders, so yes, it's RNG.  You can increase the chances of having at least one trader by using the priority tag on the traders in the POI Property List.  This will use those before other POI that can fit in the same location.

image.png

Also note that I changed the seed on towns and ended up with entirely different towns.  The first one (using [seed]) had a large town along the bottom.  This one, using 22 for seed and not changing anything else, resulted in an entirely different layout of towns.  And, just to show the difference in seeds since I didn't screenshot the one with [seed], here is another with 44 as the seed.  Again, no changes other than town seed.  Funnily enough, there are 4 traders in these 3 towns with this seed, showing that RNG is definitely playing a part.

image.png

Keep in mind that if there isn't room for towns to have a different layout, they could still have a single layout even with a different seed.

 
Strange that it's taking so long.  I can generate an 8k map with crevices in about 35min on the current build, including rivers, a crater, and main and side roads.  Cliffs will take a long time depending on your settings, as will craters and crevices.  These are similar to roads (especially side roads) in that they are going to be time consuming, so your choice is a longer generation or not using some or all of these features.
i left the start loop and end loop commands enabled and just disabled the crevice command. it got stuck in the loop. when i went back and disabled the two loop commands it worked fine... this was from the advanced tab of course.

As far as directional biomes, if you swap column A and column B, you'll get snow in the south.



how is this done?

 
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i left the start loop and end loop commands enabled and just disabled the crevice command. it got stuck in the loop. when i went back and disabled the two loop commands it worked fine... this was from the advanced tab of course.

how is this done?
Loops shouldn't matter.  I disable the interior commands all the time.  The loop should loop however many times you set and then continue.  If you have a preset where this is occurring and getting stuck in the loop when the command(s) inside are disabled, please share it so we can find the cause and fix it.

Ok, so I was wrong about swapping the columns.  That doesn't appear to work.  However, you can just reverse the biomes.

Snow in the north example:
image.pngimage.png

Snow in the south example:

image.png

image.png

Of course, this is just a quick example and you probably want to adjust the values to something better.

 
If you have a preset where this is occurring and getting stuck in the loop when the command(s) inside are disabled, please share it so we can find the cause and fix it
I had the same issue as Spud's, above (generator 2.ini), but didn't want any craters, so I had set the "# of Random Craters" to 0, and then, below that - unchecked "Add Random Craters", then hit "Run" and went to the "Expert" screen. During that "Run" I noticed that it was (high-speed) repeating a green-colored, 6-line section after the "Create Cliffed Coast" segment. I looked closer, and  it was the "---Loop Start---",  the three "Define Custom Tag" and the "Create Crater" plus "---Loop End---" I saw that "Create Crater" had an expected strikethrough line on it, but the looping still ran - endlessly. At first I thought this was normal, perhaps - but it ran unstopped for what seemed like an eternity - probably over and hour or maybe a bit more - I had actually given up watching it, and had gone to the TV for a while, but my patience eventually ran out. If it's not enabled, then I reckon it shouldn't run the loop at all. A bit of a bug?

 
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