noodog Posted February 28, 2017 Share Posted February 28, 2017 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 Link to comment https://forums.kleientertainment.com/forums/topic/75120-adding-rivers-to-worldgen/ Share on other sites More sharing options...
RoboPhred Posted February 28, 2017 Share Posted February 28, 2017 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. Link to comment https://forums.kleientertainment.com/forums/topic/75120-adding-rivers-to-worldgen/#findComment-875320 Share on other sites More sharing options...
Risu Posted February 28, 2017 Share Posted February 28, 2017 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. Link to comment https://forums.kleientertainment.com/forums/topic/75120-adding-rivers-to-worldgen/#findComment-875330 Share on other sites More sharing options...
noodog Posted February 28, 2017 Author Share Posted February 28, 2017 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 Link to comment https://forums.kleientertainment.com/forums/topic/75120-adding-rivers-to-worldgen/#findComment-875427 Share on other sites More sharing options...
ty256k Posted March 1, 2017 Share Posted March 1, 2017 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. Link to comment https://forums.kleientertainment.com/forums/topic/75120-adding-rivers-to-worldgen/#findComment-875976 Share on other sites More sharing options...
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