Exact values for MapGenSize for create_surface
Posted: Mon Jul 02, 2018 10:46 pm
Instead of MapGenSize being a string with expected values ("normal", "high", etc), I propose that MapGenSize should be replaced with a number, but add defines.map_gen_size.normal, etc for the current values that are used.
This allows modders to more finely control the content of surfaces than just 5 discrete values (6 including "none"), as well as allowing values beyond "very-low" or "very-high", without affecting every surface (which would happen if the prototype's autoplace variables were changed).
I do not mind whether this changes the map generation GUI or not. I intend this to be used with create_surface.
For a mod i'm making, I would like to be able to make surfaces that have more varied climates than nauvis, but I do not want nauvis to be changed (thus I can't simply change the prototypes autoplace variables).
A more specific example, if I wanted to make a surface that is almost entirely water, but with a few tiny islands, this is the best I can do at the moment (very-high/very-big water, very-low/very-small grass, none everything else).
I wanted huge oceans with the occasional tiny island (think seablock).
This may also be a good time to add separate concepts for MapGenFrequency and MapGenRichness to avoid confusion of "normal" vs "medium" vs "regular".
This allows modders to more finely control the content of surfaces than just 5 discrete values (6 including "none"), as well as allowing values beyond "very-low" or "very-high", without affecting every surface (which would happen if the prototype's autoplace variables were changed).
I do not mind whether this changes the map generation GUI or not. I intend this to be used with create_surface.
For a mod i'm making, I would like to be able to make surfaces that have more varied climates than nauvis, but I do not want nauvis to be changed (thus I can't simply change the prototypes autoplace variables).
A more specific example, if I wanted to make a surface that is almost entirely water, but with a few tiny islands, this is the best I can do at the moment (very-high/very-big water, very-low/very-small grass, none everything else).
I wanted huge oceans with the occasional tiny island (think seablock).
This may also be a good time to add separate concepts for MapGenFrequency and MapGenRichness to avoid confusion of "normal" vs "medium" vs "regular".