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Adding rivers to worldgen


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features,yaml
  River:
    defaultBiome:
      type: PureGranite <-change this to where you want it to be, might not need to, but i think you do

like this

  River:
    defaultBiome:
      type: biome_Sedimentary_Basic

rivers.yaml
  River:     <-make the changes you want
    element: Water
    backgroundElement: Granite
    widthCenter: 4
    widthBorder: 2
    temperature: 373
    maxMass: 2000
    flowIn: 2000
    flowOut: 100

subworlds.yaml
    features:
    - type: feature_Sedimentary_SmallLake
    - type: feature_Sedimentary_FlatLake
    - type: feature_Sedimentary_MediumLake
    - type: feature_Sedimentary_MetalVacuumBlob  
    - type: feature_Sedimentary_MetalVacuumBlob   
    - type: River     <-add it in
Zjj9T6c.jpg

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Neat, I was playing with this a few days ago using MagmaRiver to great fun.  I never touched defaultBiome and it worked fine, so I think that can stay as-is.  I have yet to puzzle out the relationship between features, biomes, and subworlds, but I am reasonably sure subworlds specify their features with the features prop directly, and features do not auto-target subworlds or biomes.

Have you explored the flowIn and flowOut properties yet?  I haven't touched them yet, but looking at it now, it sounds almost like the dwarf fortress style water source tiles that can emit or destroy water based on pressure.  Or it might be wishful thinking and it's just be part of the geometry of the river.

3 hours ago, RoboPhred said:

Have you explored the flowIn and flowOut properties yet?  I haven't touched them yet, but looking at it now, it sounds almost like the dwarf fortress style water source tiles that can emit or destroy water based on pressure.  Or it might be wishful thinking and it's just be part of the geometry of the river.

na i havent tried to figure out what they do yet. someone had asked about rivers and i copied the pm to a post. got something else im working on, should post it in the next day or so. messing with worldgen was my favorite thing to do with ds, possibilities are way crazier with oni

3 hours ago, Risu said:

They don't seem quite ready for release.
Seen it spawn rifts into the void at both ends under certain parameters.
Plus they always only appear as a long line.

think thats why theyre there, but not included in worldgen lol. theres a few other things like that in the world gen code

this tag sound like it might solve the void problem?

    - SplitOnParentDensity

flowin appears to be how much water is created flowout appears to how much disappears

i did a debug game where i set flowout to 5000 and that was pretty bad. I sealed of the creation point of water with neutronium 2 layers thick then it went pop at about 25000Kg of water pressure.

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