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Author Topic: Add good/evil option in world painter  (Read 867 times)

nutregina

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Add good/evil option in world painter
« on: April 05, 2018, 01:19:11 am »

Even though world painter is a powerful tool for creating the world you need it is still a bit exhausting to start/abort worldgen to have good/evil biomes where you want them to be.
Could you add a good/evil brush to the right menu there?
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PatrikLundell

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Re: Add good/evil option in world painter
« Reply #1 on: April 05, 2018, 02:06:41 am »

It would certainly be useful, but it probably won't happen for a number of reasons:
- Good/evil is generated at a later stage in the world gen process than the other factors. At that stage regions, which have been formed from the world tile PSV values, are formed and assigned a good/neutral/evil alignment that's valid throughout the region.
- Good/evil is set to be replaced by spheres, so it's basically a waste of effort on Toady's part to change this now. However, we can certainly hope that the replacement for the World Painter will allow for sphere allocation. It's some 2-4 years before we get there, though.

It should be possible to implement this with some rather heavy DFHackery:
- A replacement for World Painter enhanced with the "missing" properties Evilness and Salinity (while at it, although I don't know when that is added by DF in the world gen process).
- A world gen interceptor script that picks up the enhancements and manipulates what DF generates at the appropriate points in the generation process.

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DG

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Re: Add good/evil option in world painter
« Reply #2 on: July 09, 2018, 08:57:45 am »

I came to make the exact same suggestion (after learning to advanced-wg paint today) but remembered to search first, so +1 for the future instead.

I'll just tack on a unreasonably difficult item to the wish list, though, for when they get around to giving us more wg control: the ability to specify/force where on the map the civs start would be icing on the cake.
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PatrikLundell

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Re: Add good/evil option in world painter
« Reply #3 on: July 09, 2018, 09:06:13 am »

It can be noted that the Biome Manipulator DFHack script can alter biomes, evilness, etc. in a generated world, so it's possible to "correct" a good world candidate. However, this is best performed during world gen, before civs are placed. This can be done by generating a promising world, export the seeds, and then generate that world again, intercepting the world generation before civ placement, perform the modification, and then let the world generation proceed.
http://www.bay12forums.com/smf/index.php?board=29.0
https://github.com/PatrikLundell/scripts/blob/own_scripts/worldgen_breakout_box.lua
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