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Author Topic: Rejecting  (Read 635 times)

Romegypt

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Rejecting
« on: November 14, 2014, 04:14:10 pm »

Why does the generator reject regions when making a world? Does that mean the world died? What does it mean?
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Tacomagic

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Re: Rejecting
« Reply #1 on: November 14, 2014, 04:18:33 pm »

Why does the generator reject regions when making a world? Does that mean the world died? What does it mean?

It means that the world didn't fall within the range of specifications.  This can be anything from having enough high elevation, requiring playable civilizations, or enough rain. When the world doesn't pass muster (rejection) it's scrapped an a new one is rolled.

It's not really that big of a deal if you're using the default generator.  Rejected worlds are pretty much unavoidable at some level or another.

It's only a really big deal when designing advanced parameters.  An inapproprite parameter set can make it nearly impossible to generate a world that is acceptable.  For instance, generating a world with a rainfall brush heavily weighted towards low amounts of percipitation but then requiring the world to have a large number of high percipitation tiles.
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Dirst

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Re: Rejecting
« Reply #2 on: November 14, 2014, 04:25:28 pm »

The acceptance criteria are a rough attempt an ensuring the world is "livable."  Rather than reverse-engineer what it takes to stay in that box, the generator just makes worlds and rejects the ones that fall outside of the box.  The standard generator is throwing the ball at that box, so the ball usually makes it in.  With advanced parameters, you could be throwing your ball 90 degrees away from the box and see 100% rejects.
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