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Author Topic: Quick questions about map generation  (Read 812 times)

Ramiel.

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Quick questions about map generation
« on: January 15, 2014, 04:54:07 am »

First off, I absolutely love the custom map settings in Masterwork.  The one problem I have is with savagery settings.  I vastly prefer settling in high-savagery areas, but with the way savagery is set up my location choices are extremely limited.  Garden of Gaia for example, high savagery is relegated to a somewhat thin ring around the outer edge, which in and of itself wouldn't be a problem if 90% of that ring wasn't solid mountains.  I know you can't go too overboard with the savagery else civilizations won't be able to be founded, but surely we can up the amount a bit to create some more interesting start locations.  Only problem is I don't know how to do that with the custom maps.  I'm guessing they were made in Perfect World, and while I'm used to mucking around in the advanced gen settings on vanilla I've never gotten to figuring that program out.  Any help pointing out what I need to tweak a bit would be greatly appreciated.

Second question, and I'm 98% sure I'm going to be disappointed with this one.  The lower mineral scarcity for Masterwork is nice, but those perfectly uniform large clusters, all lined up neatly in rows, are absolutely atrocious.  Is there anything that can be done to seriously reduce their frequency, aside from upping Mineral Scarcity?  I'm not even adverse to mucking with the raws if that's what it'd take.  I keep reminiscing about a wonderful spot I found on accident back in 4b or so, where I somehow stumbled on six layers of pure, unadulterated marble within which to carve my fort.  That spot had wonky mineral results in general, prospector said it had ~120k silver, ~80k gold, huge jump down to ~15k copper ore, and only the tiniest trace amounts of everything else.  Also had literally thousands of sapphires, rubies, emeralds, and faint yellow diamonds, with hundreds of higher-value diamonds.  But I digress.
Anyways, figure the answer will be 'not possible', but thought I might as well ask just in case.
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Meph

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Re: Quick questions about map generation
« Reply #1 on: January 15, 2014, 04:57:50 am »

You need perfect world for the first one. Its included, with a readme, it wouldnt take to long.

The second one needs modding, the stone_minteral.txt mostly. Changing percentages on the CLUSTER using minerals. But they will be layed out the same in the layers, so not much that can be done about it.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Ramiel.

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Re: Quick questions about map generation
« Reply #2 on: January 15, 2014, 05:10:19 am »

Hmm, guess it's time for me to finally learn Perfect World then.

And great, that's a much more hopeful answer for the second question than I was expecting.  Tried messing a tiny bit with the raws earlier, but the only thing I resulted in doing (clean genned world of course) was replacing all the clusters with Cave Fungus.  That was bizarre, and not very easy on the eyes.  I'll go give it a much closer look.  And thanks for the extremely quick response, man you're awesome.
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Meph

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Re: Quick questions about map generation
« Reply #3 on: January 15, 2014, 05:11:40 am »

[ENVIRONMENT_SPEC:GABBRO:CLUSTER:60] => IF you change all the CLUSTER to VEIN, you shouldnt have any clusters... but might look weird. I never tried.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Ramiel.

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Re: Quick questions about map generation
« Reply #4 on: January 15, 2014, 05:26:58 am »

Ooh, I may just give that a try, see how it turns out.  Even post pics if it turns out looking really, really wonky.
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