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It happens, just not a lot. I'd say maybe 5-10%? But then again, you can start a few games in a row with that same set piece.

 

You kinda lucked out, especially if your planning on building a base somewhat close to it. Giants come, I'd run them straight into it, go back (carefully) for the loot.

sometimes in the swamp there is a field with 30-40 reeds, and many tentacles guarding it

 

does anybody know what is that chance of that spawning in a world in sandbox mode?

Back on april 9th I did a test run of 16 worlds in a row to test for pig kings.  Looking back at that run, 3 of those 16 had reed traps.  So maybe around 20% or so would be my guess.

sometimes in the swamp there is a field with 30-40 reeds, and many tentacles guarding it

 

does anybody know what is that chance of that spawning in a world in sandbox mode?

i'm actually currently working on some world gen stats so i'll have an answer for you in a couple of hours.

I got 13.3% from 30 spawns ( which is not a big enough sample for concludent data but it's still better than nothing ).
Also 36.6% chance for killer bees. 80% for pig king. If a bunch of people really want the %s I could take a more in depth look, let's say 100 spawns. But that's a day's work and kinda not worth it?

Also got this spawn :eek:

yBRavGe.jpg

 If a bunch of people really want the %s I could take a more in depth look, let's say 100 spawns. But that's a day's work and kinda not worth it?

I'd be interested.  Also:

Tallbird Forst

Hound Forts

Oasis in the desert

Rocky Biome

Spider Infested Rocky Biome

Totally Normal Trees

Pig guardians (like in screencap)

Exotic Berry Bushes

0 McTusk vs 1 McTusk vs 4 McTusk

I'd be interested.  Also:

Tallbird Forst

Hound Forts

Oasis in the desert

Rocky Biome

Spider Infested Rocky Biome

Totally Normal Trees

Pig guardians (like in screencap)

Exotic Berry Bushes

0 McTusk vs 1 McTusk vs 4 McTusk

that would be... alot of work :D let's see if more people want this. maybe i could make a macro for it. hmmm.

that would be... alot of work :grin: let's see if more people want this. maybe i could make a macro for it. hmmm.

I just use that map revealer mod and take a screencap of the entire map, go to the next.  I think all the stuff I named should be pretty easily visible from the overal map shot.  I know the reed trap is very visible.  A lot of it is knowing which pieces how up where.  Tallbird Fort is always in the mosaic biome, hound fort and oasis in desert.  The pig guardian ones are hard though since they can show up in a lot of different places.  The lone McTusk can be difficult though.  But usually the group of 3 spawn in a specific patchwork of savanna, rocky, and grassland. 

I just use that map revealer mod and take a screencap of the entire map, go to the next.  I think all the stuff I named should be pretty easily visible from the overal map shot.  I know the reed trap is very visible.  A lot of it is knowing which pieces how up where.  Tallbird Fort is always in the mosaic biome, hound fort and oasis in desert.  The pig guardian ones are hard though since they can show up in a lot of different places.  The lone McTusk can be difficult though.  But usually the group of 3 spawn in a specific patchwork of savanna, rocky, and grassland. 

the hard part is counting all those things for every map, times 100. and it's hard because it's boring like hell. plenty of time to waste at work tho.

 

edit : in hindsight i should have made a world gen thing thread and so the road gen and world gen would under the same roof. #facepalm

ohhh, thanks for the answer, i asked because want to spend atleast 1000 days in the same world ! and i would like it to have pig king + easy reeds for high tier items after i cleared out the tentacles, i dont really care about other things :D only pig king + reeds

anyway its good to see, that more ppl are interested in spawn chances :p

I'd be interested.  Also:

Tallbird Forst

Hound Forts

Oasis in the desert

Rocky Biome

Spider Infested Rocky Biome

Totally Normal Trees

Pig guardians (like in screencap)

Exotic Berry Bushes

0 McTusk vs 1 McTusk vs 4 McTusk

 

 

I'd like to see the percentage of all those things!

 

i'll start a new thread in a couple of days for investigating world gen %s and other world gen related type stuff. i'll update the %s every day or every other day with about 30-50-70 or so spawns, depending on how busy i'll be at work. after two or so weeks we should have a pretty good data set, let's say... 350 spawns? i hope if/when they release patches the world gen will be left untouched or i'll have to start the whole thing all over again. i wonder if there is something interesting to discover besides %s, "rules" or patterns, like that road gen thing. we'll see.

I'd be interested in seeing patterns too. What's the road gen thing??

 

Side Note: Kinda funny you plan on doing this at work if I read that correctly!

 

http://forums.kleientertainment.com/topic/35915-finding-roads-with-roads/

 

what can i say i spend 10 hours/day on a computer doing mostly nothing

 i wonder if there is something interesting to discover besides %s, "rules" or patterns, like that road gen thing. we'll see.

How about general world pattern? 

 

There's your "starfish" world, where the biomes all meet at a central point - my favorite

"twig" world, where there tends to be a sort of linear central string of biomes, with a few branching of different places.  No real center.

"hook" world, where the biomes are strung out, and curve back, *almost* forming a circle.  The most aggravating world oftentimes.

 

Mainly I'd just like to know the percentage of starfish worlds.  They're my favorite.

How about general world pattern? 

 

There's your "starfish" world, where the biomes all meet at a central point - my favorite

"twig" world, where there tends to be a sort of linear central string of biomes, with a few branching of different places.  No real center.

"hook" world, where the biomes are strung out, and curve back, *almost* forming a circle.  The most aggravating world oftentimes.

 

Mainly I'd just like to know the percentage of starfish worlds.  They're my favorite.

from those 30 spawns, 66.(6)% were starfish worlds, 16.(6)% tall worlds ( "twig" ), 10% wide worlds ( "hook" ) and 6.(6)% a combination of the above, see below. again, sample size is too small to infer anything relevant besides starfish worlds are most common and "1 out of 3 chance to get a non purely starfirsh world of some kind of description".

 

Here is an example of a starfish world with a wide branch to the south.

jVnYBlo.jpg

And one with a wide branch to the north.

mf3WwB9.jpg

 

These are from the old data set.

 

I would help alot if there was a way to get the full map at maximum magnification i.e. a big f-in picture of the map with no squiggly overlays. That would give new options, for example image stacking. That way you could infer certain things about world gen which you would not be able to do otherwise.

 

I'm mainly interested in speedruning so i wonder if for example wide world gen is totally unrelated to anything else or if there is something that could make you say in game, oh, this is a wide world gen, before exploring more than half of the map obviously.

Ahh... I noticed that a couple weeks into playing a few months back. I would say it's gotta be close to 100% on the roads. The only time I don't see it leading to a new road is when it happens at the end of the world. But even then, there's usually a boon set piece there. Interested to see what you come up with!

Ahh... I noticed that a couple weeks into playing a few months back. I would say it's gotta be close to 100% on the roads. The only time I don't see it leading to a new road is when it happens at the end of the world. But even then, there's usually a boon set piece there. Interested to see what you come up with!

I noticed the same thing, if you don't find a road it's usually an outward shore i.e. end of map. Also noticed that if it's not a road and it's not the shore it's more likely than not to be "something interesting" but I can't determine if it's actual gen algorithm or straight up rng. Need more data.

from those 30 spawns, 66.(6)% were starfish worlds, 16.(6)% tall worlds ( "twig" ), 10% wide worlds ( "hook" ) and 6.(6)% a combination of the above, see below. again, sample size is too small to infer anything relevant besides starfish worlds are most common and "1 out of 3 chance to get a non purely starfirsh world of some kind of description".

That first one looks pretty good - birchnut, swamp, desert, and savanna all in fairly close proximity.  Even a nearby rocky biome for spring ice, and fairly easy rocky turf grab to pave roads.  Base by that wormhole in the hive field at the hub.  Probably only 1 McTusk though I'm guessing, in that little forest biome with grassy area, which would make getting tam & walking cane a pain.

 

Second one is a more classical starfish, but birch biome is not adjacent to hub, nor the deserts.  Mosaic biome is really bizarre on that one.  Very little starting ice in that one.  Spring start would be rough.  I'd probably base in the hub near swamp and savanna.  I think that would put me in running distance of the swamp cave and mosaic cave.

 

Overall I like the first one better, even though it's not as centralized overall, the 'good stuff' seems more centralized.  Main reason the world form interests me is so that if my initial world is bad I have some idea of the odds of getting a better one teleportatoing.  But that depends a lot on what biomes are where.  And of course my standards aren't going to be the same as everyone elses'.  I definitely agree it would be nice to have a higher res map save option.

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