![]() Volcanism is usually irrelevant for subregions, but a volcano tile adjacent to at least one mountain tile will be generated as if it had an elevation of 400, and will count as a mountain tile.Īdditionally, during world generation, lakes will sometimes be generated in the place of tiles that would usually have an elevation higher than 100, in which case they again do not form subregions with adjacent land tiles. Similarly, any tile with 300 or more elevation will be a mountain tile, and any tile with less than 100 elevation will be an ocean tile, neither of which form subregions with other land biomes. Temperature, elevation and volcanism Įven if drainage and rainfall are the same in two tiles, if the temperature is different enough that one tile is a tundra or glacier, and an adjacent tile is not, they will be in different subregions. Some different biomes can occur in the same region as follows:īroadleaf forest, coniferous forest, taiga Regions must be the same or similar types of biomes with any degree of surroundings savagery. In advanced world generation, regions are classified by size: 24 or fewer tiles is a small subregion, one with 25 to 99 is a medium subregion, and one with 100 or more is a large subregion. The entire region will be either evil, neutral, or good. Imo, the new result looks far better in practice, but it’s a trade-off.A region or subregion is a named world area, a continuous set of tiles on the world map with the same or similar biomes, and the same alignment. Things may (rarely) spawn in weird locations.More items will spawn than in your regular DST.This "optimization" can be toggled on/off (default: ON) When that happens, my new code will try to spawn the set piece somewhere else using several different fallbacks, in the worst case, the object could spawn in a totally different biome. This process has several negative consequences: the first is that your world may not contain all the intended objects, the second is that the default world gen algorithm can sometimes take a large amount of time, this becomes prohibitive when using many mods with new biomes and set pieces (eg. pig king), the world gen would restart, hoping the next attempt will be luckier. Unfortunately, when the biome does not have enough room to contain all set pieces, the original game would discard the unplaced set pieces, and if one of these happens to be important (eg. In the original worldgen, the game has a list of things to spawn per biome (eg. Last but not least, I changed the game code to spawn objects more "leniently". In general, the world gen code should be compatible with other mods and treat modded biomes just fine. If you just want to try the new algorithm without changing anything else, you can disable Cave/MultiWorld biomes in the mod options and the world generation will be close to vanilla (minor differences in the size/content of certain biomes). If you want to quickly see what the new shapes look, there is a setting to reveal map at start (only works in hosted worlds). Also, since the map generation is very random, some maps can be especially unfair. Note that since many new biomes are marsh/cave/dangerous areas the game tends to become a bit harder. Examples: 60 biomes map with the original algorithm. Without it the original algorithm tries to connect all biomes to the center, which is very poor for 40+ biomes: it results in a lot of water separations overall and thin paths that serve no gameplay purpose in the center of the map. ![]() ![]() along with the strong features of but a partially - advanced age. I have designed an other world generation system to make the world shape more compact (supports 50-60 biomes vs 20 for the original game). It must ever be deemed fortunate that Scott visited a district abounding in so many. This mod brings cave biomes on the surface and adds several algorithms to make world generation much more random and varied. ![]()
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