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Author Topic: WorldGen GUI suggestions  (Read 1141 times)

EpicMadness

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WorldGen GUI suggestions
« on: July 15, 2018, 08:41:26 pm »

it would be good if WorldGen gets a few tweaks in it's GUI, to list what i have in mind.

  • add Civilization Population Counter along with the Dead counter, this is to keep track of which Civs has how many population and which goes extinct.
  • add vegetation options, similar to savagery options, so that its possible to thin out or thicken plants.
  • add a toggle option for aquifers, quite self-explanatory, this is to specifically generate worlds with or without aquifers.
  • add a toggle option for [no_eat][no_drink] tags, set only to overwrite creatures during WorldGen, this is more for troubleshooting but could also be used to boost populations.

if anyone has further suggestions just bring it up.
« Last Edit: July 16, 2018, 02:13:14 am by EpicMadness »
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Bumber

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Re: WorldGen GUI suggestions
« Reply #1 on: July 16, 2018, 05:47:04 pm »

add vegetation options, similar to savagery options, so that its possible to thin out or thicken plants.
Pretty sure this is a function of rainfall and biomes, which you can already control.
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EpicMadness

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Re: WorldGen GUI suggestions
« Reply #2 on: July 16, 2018, 08:29:48 pm »

add vegetation options, similar to savagery options, so that its possible to thin out or thicken plants.
Pretty sure this is a function of rainfall and biomes, which you can already control.
biomes aren't directly controllable unless you're talking about good/evil biomes, while rainfall also affects the extent of erosion and river density.
having a separate control for vegetation would simplify the extent of plants density without affecting the other things.
e.g. you could have seriously dense forests with next to no rainfall, or you could have sparse forests with rainfall all over the place.

this is like globally changing the "frequency" of plants.
« Last Edit: July 16, 2018, 08:32:01 pm by EpicMadness »
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Shonai_Dweller

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Re: WorldGen GUI suggestions
« Reply #3 on: July 16, 2018, 11:03:07 pm »

add vegetation options, similar to savagery options, so that its possible to thin out or thicken plants.
Pretty sure this is a function of rainfall and biomes, which you can already control.
biomes aren't directly controllable unless you're talking about good/evil biomes, while rainfall also affects the extent of erosion and river density.
having a separate control for vegetation would simplify the extent of plants density without affecting the other things.
e.g. you could have seriously dense forests with next to no rainfall, or you could have sparse forests with rainfall all over the place.

this is like globally changing the "frequency" of plants.
But temperature and rainfall dictate what the biome will be, don't they? A zero rainfall, high temperature deep forest just wouldn't happen, it'd be a desert, right? (Or would it? Not that clear on all the worldgen factors).

Are you saying, 'turn off world generation'? I think you'll have to wait for the fixed world editor for that.
« Last Edit: July 16, 2018, 11:06:51 pm by Shonai_Dweller »
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Bumber

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Re: WorldGen GUI suggestions
« Reply #4 on: July 17, 2018, 01:25:47 am »

biomes aren't directly controllable unless you're talking about good/evil biomes, while rainfall also affects the extent of erosion and river density.
having a separate control for vegetation would simplify the extent of plants density without affecting the other things.
e.g. you could have seriously dense forests with next to no rainfall, or you could have sparse forests with rainfall all over the place.

this is like globally changing the "frequency" of plants.
You can control biomes indirectly by using the world painter to set the appropriate parameters in specific regions of the map.

How can you have a dense forest without rainfall? DF tries to be a simulator. If there were special trees that didn't need water, obviously they'd pop up without rain, but we don't have those yet.
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voliol

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Re: WorldGen GUI suggestions
« Reply #5 on: July 17, 2018, 09:19:05 am »

Considering we'll be moving to a sphere-based special biome system (replacing the good/evil one) probably as soon as the first myths&magic update, a new layer to biomes before then isn't really probable. I'd imagine some of the spheres could affect the prevalence of plants though; PLANTS, TREES and FERTILITY I imagine could lead to more plantlife, while BLIGHT could do the opposite.

KittyTac

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Re: WorldGen GUI suggestions
« Reply #6 on: July 17, 2018, 09:24:08 am »

Considering we'll be moving to a sphere-based special biome system (replacing the good/evil one) probably as soon as the first myths&magic update, a new layer to biomes before then isn't really probable. I'd imagine some of the spheres could affect the prevalence of plants though; PLANTS, TREES and FERTILITY I imagine could lead to more plantlife, while BLIGHT could do the opposite.
And of course, mundane worlds would not have spheres, and therefore biomes will be governed by rainfall and temperature.
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