The code doesn't really generate any small depressions without the pool placement, so there would need to be additional work for the flagging to create proper ponds. And with the wet flag, it wasn't about aesthetics, it was about trying to figure out where rain water would pool underground, so calculations were required to get pooling out of what we were talking about.
Rain barrels/containers came up in a suggestion thread and some of our other conversations as well, I think. It wasn't that the water on the roofs looked silly, it's that water pouring off of them and radiating out in a circle when it's raining everywhere looks silly.
I should be able to put up a parameter list once I've finished it all off.
Yeah, the seeds are still working. Generating a world with the same seed and other parameters will give rise to the same history and the same events, even if there are millions of them. I haven't tested Mac vs. PC seeds for a while, and due to compiler differences those are easier to get confused, but even that can be handled if you make sure the random calls are far enough apart not to be reversed, skipped or otherwise mangled.
Lakes are tricky beasts right now... I think it looks at rainfall more than anything else, but the lakes on the rainy world I posted were pretty pathetic. It depends on the rivers too. I could just throw in some number to bias the process.
In general, there are surely going to be a lot of things people want to do that can't be done with the current parameter set. Unlike before however, it's now easy to just toss them in the list, provided it's not too outlandish.
Yeah, they don't really care about mountains or even oceans for many things during world generation. There'd need to be more precalcs or else the processor would die (again) and I haven't bothered with much of that since objects like boats and so on aren't defined yet.
I think if the cave number were cut down in these worlds, civilization would have a chance, since the beasts cause most of the trouble. I tried a few just now with fewer caves, and the civilizations survived, but they didn't spread out at all. I think this is because the desert doesn't provide enough support, though I didn't look into it specifically. If that's the problem, you can jack up the desert support figure in the raws if you want them to spread a bit.
Yeah, there were only 9 GCS -- they are rare now.
Regional animal populations don't follow any sort of model at this point -- they just use the population numbers in the raws. I think there's some dev items that address or at least imply something will be going on here later, but it hasn't come up yet.
The population information was spit out into a txt that's part of the 'p' region export data now. Since this release has been centered around world gen, I'm for having that information optionally available, though perhaps it can be a world gen parameter so you can set up worlds that can't be spoiled if you want.