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Can someone help me generate a better world?


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I've just started scouting out the map of my new playthrough and I gotta say, it looks ugly

I'm not even certain why this particular map looks bad to me, since it's a pretty average world generation for dst (I think) but it just does.

It's like... the typical aspects of world generation are taken to an extreme here.

The map is very long and all the biomes are connected together through very thin land bridges. Like, I know that dst always generates its biomes like that, a tear-droppish-shaped biomes sprouting from one another, separated by 'rivers'. But this map just looks ugly to me, especially that middle bit where a 2nd meteorite biome has generated, creating holes all over the place

So I'd like to ask people who have messed with the world generation for some tips. Which setting usually produced a nice-looking worlds in your opinion

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2 hours ago, Szczuku said:
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image.thumb.png.62f949610f8d04aa45fe5ec9114189e3.png

I've just started scouting out the map of my new playthrough and I gotta say, it looks ugly

I'm not even certain why this particular map looks bad to me, since it's a pretty average world generation for dst (I think) but it just does.

It's like... the typical aspects of world generation are taken to an extreme here.

The map is very long and all the biomes are connected together through very thin land bridges. Like, I know that dst always generates its biomes like that, a tear-droppish-shaped biomes sprouting from one another, separated by 'rivers'. But this map just looks ugly to me, especially that middle bit where a 2nd meteorite biome has generated, creating holes all over the place

So I'd like to ask people who have messed with the world generation for some tips. Which setting usually produced a nice-looking worlds in your opinion

What about looped world, like bubble. Maybe with lunar island in the middle. There is loop option for that

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I usually run Loop/Branch on default and reroll a billion times to get a map I like. From time to time I'll run a Loop world as mentioned above (Loop Always/Most, Branch Never/Least) but I tend to get bored with them as the world ages a bunch.

Maybe try Loop Always/Most, Branch Always/Most. I'm not sure I've ever done that. It seems that aside from a straight up Loop world all the other possibilities have a pretty broad range of awesome to garbage.

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I've done some tinkering and one of the more interesting ways to break up the typical world gen is to set loop to 'never' and branch to 'most'. Apparently the loop setting is related to how your roads generate and therefore will try to do straight paths, and branches are the land masses. this usually results in a radial styler continent with maybe a tail. But wormhole placements really make/break a map generation.

 

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After Wanda released I just started using craftable wormhole mod and most of my world gen problems are gone.  idk if you're on pc tho.

1 hour ago, dzzydzzy said:

I've done some tinkering and one of the more interesting ways to break up the typical world gen is to set loop to 'never' and branch to 'most'. Apparently the loop setting is related to how your roads generate and therefore will try to do straight paths, and branches are the land masses. this usually results in a radial styler continent with maybe a tail. But wormhole placements really make/break a map generation.

 

Land loop is when a biome pops out of another biome.  Like about it like the palm of your hand is the start of the seed, and each finger is a biome coming off of that main one.  Loop is when you get a long finder that goes another biome out.  If you turn land loop to always you get biomes end to end in a line (that kinda looks like a circle.)  Always loop can be fun, but typically generates the LONGEST walking paths between biomes because there are no joins where 2-3 biomes meet.  If you turn land loop to never you'll have a more central area with each biome going 1 out from the main path making an easily traversable, more predictable map.

Branch is a little different.  I don't understand it completely, but I think it has to do with biomes clashing into each other.  Land branch causes things like a stripe of one biome mixing into another, crossing over etc.  If you turn branch up you'll have a lot of places where two biomes collide.  I think branch high makes more interesting geometry.

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I use Loop Always, Branch None and get ring worlds which are quite fun since you can easily access different biomes by moving through the inner ring or using a boat and going directly to the other side with minimal effort.

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On 2/24/2023 at 12:57 PM, Szczuku said:
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image.thumb.png.62f949610f8d04aa45fe5ec9114189e3.png

I've just started scouting out the map of my new playthrough and I gotta say, it looks ugly

I'm not even certain why this particular map looks bad to me, since it's a pretty average world generation for dst (I think) but it just does.

It's like... the typical aspects of world generation are taken to an extreme here.

The map is very long and all the biomes are connected together through very thin land bridges. Like, I know that dst always generates its biomes like that, a tear-droppish-shaped biomes sprouting from one another, separated by 'rivers'. But this map just looks ugly to me, especially that middle bit where a 2nd meteorite biome has generated, creating holes all over the place

So I'd like to ask people who have messed with the world generation for some tips. Which setting usually produced a nice-looking worlds in your opinion

We need rivers between the biomes, not biomes between the rivers!

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I've been messing around a little bit with world gen. Currently I use:

world size -> small

branches -> most

loops -> never

And then I use Force Biomes mod and Setpiece Config Revisited mod to add extra set pieces, traps, pig villages and triple mactusk. Makes for a much more concentrated and densely packed map. Easier to get around and there's more going on wherever you explore.

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If you want to visualize how the Land Branches and Land Loops World Gen options work, here are 5 world gens for each of the combinations between Land Branches Most/Default/Never and Land Loops Always/Default/Never on the latest Wilson Refresh Beta (v545254).  All other world gen settings were set to default.  You can click to enlarge each image to see more details.

Branches Most / Loops Always
branchmostloopalways1-map.thumb.png.0aee70675243b22d470ba39d1dbd0b89.png branchmostloopalways2-map.thumb.png.5f2f97647c43f24ae896a3cceabee7a0.png branchmostloopalways3-map.thumb.png.eb0f16e5500b3333cdf7f41a807b76c4.png branchmostloopalways4-map.thumb.png.6dbe7c12f9c4da8a68b4f5d6af64ef6a.png branchmostloopalways5-map.thumb.png.55033554eec5a20af6b84c01563413fd.png

Branches Most / Loops Default
branchmost1-map.thumb.png.fc627b59f0cd1c8bcea85ec9e3478799.png branchmost2-map.thumb.png.ca9b6028eb23269a723efce16a357ec2.png branchmost3-map.thumb.png.74b803fe3ddaca3a9953eadebd2e5e72.png branchmost4-map.thumb.png.2e43bed3943ddb9d3e1bb07b8aad71a1.png branchmost5-map.thumb.png.419969d096f261516b077fd8552bbcd1.png

Branches Most / Loops Never
branchmostloopnever1-map.thumb.png.86854aaed6098d362b521c1f09964f6c.png branchmostloopnever2-map.thumb.png.10006363aa60e36d5a772d5dbea5dcee.png branchmostloopnever3-map.png branchmostloopnever4-map.thumb.png.6b315f85aa8a9cfb5d0d1e065afab4af.png branchmostloopnever5-map.thumb.png.136c0e8fc5684c6c14678cc68aed4e67.png

Branches Default / Loops Always
loopalways1-map.thumb.png.467479331185ee6e0776c1752811520b.png loopalways2-map.thumb.png.dcb33107908224cbc26b3aa8ff571f9a.png loopalways3-map.thumb.png.8e812a69ca856f8751631ec186a9441b.png loopalways4-map.thumb.png.a94ff4ebdcc7c72b47477028abfc4057.png loopalways5-map.thumb.png.0e49ce0b60a0b50d35bcc74c10b05a4b.png

Branches Default / Loops Default
default1-map.thumb.png.d975626597c231fe607b15a4bb2d909b.png default2-map.thumb.png.37b57e6c60a0d6389f0396447b0238c9.png default3-map.thumb.png.7f116d04de2584ba4b85520ebd28da4d.png default4-map.thumb.png.ca8cff48e1a5d89604503d22ce06a69b.png default5-map.thumb.png.e9143b374b2ea4175ca3811bf74cfb51.png

Branches Default / Loops Never
loopnever1-map.thumb.png.0f8b5ce8322e117da587530b2d1ea76b.png loopnever2-map.thumb.png.bc6a14e6c3e39027e64a228c117cebb7.png loopnever3-map.thumb.png.ae12fa68e539f08fd38caccb7196de91.png loopnever4-map.thumb.png.6fb93fcc738d1bab884a31af05751bc0.png loopnever5-map.thumb.png.9cddb5ebb681486f073f83efc49962fc.png

Branches Never / Loops Always
branchneverloopalways1-map.thumb.png.f2c476d4b1b44810f5a74c6b2fdc7b96.png branchneverloopalways2-map.thumb.png.a03a6f548c3e48386fc8380eabb2996b.png branchneverloopalways3-map.thumb.png.3cd54c0550eecaf854d454f53d3a1e8d.png branchneverloopalways4-map.thumb.png.2049f71285c3d9880925921ee3517f7e.png branchneverloopalways5-map.thumb.png.7937b874b2c9d854f507b859787fee13.png

Branches Never / Loops Default
branchnever1-map.thumb.png.f8ea3e4d6c18b5cf89fb96202cd146dc.png branchnever2-map.thumb.png.138534b79c55dfb8ff6ed0bc0117ab6e.png branchnever3-map.thumb.png.59f89f0cfc97fd57e152439bf1724b5d.png branchnever4-map.thumb.png.4724aa7fe324be0b32cf7591e18611fa.png branchnever5-map.thumb.png.1cc42b3968cb1239f5d5ad846a61a08e.png

Branches Never / Loops Never
branchneverloopnever1-map.thumb.png.e9b47c36b463d766017fdfddef6f8ca3.png branchneverloopnever2-map.thumb.png.69bcb35bc11b19658b65f72a4b0a7f39.png branchneverloopnever3-map.thumb.png.af333e8d4830ff26c3631b1e88dc016a.png branchneverloopnever4-map.thumb.png.983647122607ffa0651a930d707fc59b.png branchneverloopnever5-map.thumb.png.47a2222660f29080fa0846f02238796f.png

As others have mentioned, it's difficult to predict the overall shape of the main continent unless you stick to the extremes (Always/Most & Never) for Land Branches and Land Loops.

 

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