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world generation "more" = "messy" ???


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hi,

I was wondering, I tried a huge world with a bit more of everything in worldgen

and I ended up with a total mess of a world with creatures that do not live in their natural biome anymore....

so that results in a lot of fighting that doesn't even involve the character...

Is this expected/normal ?

I didn't really expect that myself, I wanted more density not more chaos ...

Worldgen options are weird.

  • "more" on clockworks makes one appear every ten steps or so.
  • "more" on tentacles has nearly no effect. Only about a dozen tentacles actually spawn outside the swamps.
  • "more" on hounds actually makes hounds spawn less after a couple in-game years.
  • "more" on giants makes them far more likely to spawn, as you'd expect.

Some things are limited to their own biome so it's usually fine to increase them but others aren't so it gets really messy. Setting Pig Heads to Lots for example, only puts a few more on the swamps, while setting Mctusk to More puts +5 Walrus camp in every biome, making Winter almost unplayable.
 

@Serph

This is line 202 of map/customise.lua

["touchstone"] = {value = "default", enable = false, spinner = nil, image = "resurrection.tex", desc = freqency_descriptions, order = 10},

As you can see, there's a "touchstone" option.

The following is a snippet from worldgen_main.lua

Spoiler

 

local multiply = {
    ["rare"] = 0.5,
    ["default"] = 1,
    ["often"] = 1.5,
    ["mostly"] = 2.2,
    ["always"] = 3,        
}

if touchstone_override ~= "default" and level.set_pieces ~= nil and
                            level.set_pieces["ResurrectionStone"] ~= nil then

    if touchstone_override == "never" then
        level.set_pieces["ResurrectionStone"] = nil
    else
        level.set_pieces["ResurrectionStone"].count = math.ceil(level.set_pieces["ResurrectionStone"].count*multiply[touchstone_override])
    end
end

 

This code basically says this:

  • "none" means 0
  • "less" means 1
  • "default" means 2 (yes, by default there is always exactly two)
  • "more" means 3
  • "always" means 6

Keep in mind that these numbers only apply for touch stones.

17 hours ago, whismerhill said:

hi,

I was wondering, I tried a huge world with a bit more of everything in worldgen

and I ended up with a total mess of a world with creatures that do not live in their natural biome anymore....

so that results in a lot of fighting that doesn't even involve the character...

Is this expected/normal ?

I didn't really expect that myself, I wanted more density not more chaos ...

Yeah, I put everything on "Lot" before but I didn't increase world size :p

is there a way to know which items are limited to their own biome and which are not ?

also would you think it's possible to change the "multiply" table to less drastic numbers such as 1.1 or 1.2 instead of 1.5 so things do not become a total mess ?

now this seems weird.

I saved the custom preset and reloaded it into a new slot and it's less messy, almost looks normal even...

 

EDIT: I confirm the following :

start a new game in a new slot => choose "more" for every object/creature => world is messy

now if you make a custom world template with the same parameters BEFORE

then start a new game in a new slot => select the template in question => world doesn't seem messy => no walrus camp & rooks everywhere

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