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Worldgen, and its quirks...


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This is a placeholder post for some topical info on worldgen - since I've been doing it for a while. Thought I would poke it again. 

A couple of posts from a while ago.

Maybe I'll dump my notes here after I update them. I haven't updated my last two worldgen mods because the issues they were created to handle either don't exist or some other factors made them irrelevant.

 

So, who wants to explain the biome noise files and how they work?

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On 14/04/2019 at 2:02 PM, The Plum Gate said:

Bumping for the sake of mentioning that the geyser feature that creates random geysers uses a single template - I'm hoping that we could specify this template in temperature relevant manner.

You can create specific geysers in a new template by appending "GeyserGeneric" with "_<geyser type>", any of the following should be valid, I've used filthy_water for a themed biome myself:

GeyserGeneric
GeyserGeneric_steam
GeyserGeneric_hot_steam
GeyserGeneric_hot_water
GeyserGeneric_slush_water
GeyserGeneric_filthy_water
GeyserGeneric_small_volcano
GeyserGeneric_big_volcano
GeyserGeneric_liquid_co2
GeyserGeneric_hot_co2
GeyserGeneric_hot_hydrogen
GeyserGeneric_hot_po2
GeyserGeneric_slimy_po2
GeyserGeneric_chlorine_gas
GeyserGeneric_methane
GeyserGeneric_molten_copper
GeyserGeneric_molten_iron
GeyserGeneric_molten_gold
GeyserGeneric_oil_drip

 

It's also worth noting that you can use any entity id as a mob in mobs.yaml, for example (also in my themed biome):

  Plastic:
    location: Floor
    prefabName: Polypropylene
    selectMethod: Centroid
    density:
      min: 0.1
      max: 0.2
    width: 1
    height: 1

Using many player-built structures as a mob will crash the game (at least the ones I've tried).

 

 

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