Page 1 of 1

any reason cliff freq and other sliders capped at 17% min?

Posted: Fri Mar 15, 2019 4:49 pm
by tmzasz
seems to be a random arbitrary number i only noticed it cause i prefer to play without cliffs and having the slider bottom out at 17% is rather stupid it should allow full range to 0

Re: any reason cliff freq and other sliders capped at 17% min?

Posted: Fri Mar 15, 2019 4:59 pm
by Ranakastrasz
well, it goes from 1/6th to 6x. 17% is roughly 1/6th.

But yea, i think it ought to be freeform/Allow text entry. And go down to zero. And for some, below zero (Evolution factor stuff)

Re: any reason cliff freq and other sliders capped at 17% min?

Posted: Fri Mar 15, 2019 5:05 pm
by tmzasz
considering submitting this as a bug report as 17 just seems like maybe an oversight and having the ability to have both a greater range and in the case of things like cliffs the ability to disable would seem to be the best way

Edit: filed under bug reports
viewtopic.php?f=7&t=67762

Re: any reason cliff freq and other sliders capped at 17% min?

Posted: Fri Mar 15, 2019 5:16 pm
by Serenity
Continuity goes to zero and turns off cliffs. Same with water and trees for coverage

Though for cliffs I agree that frequency = 0 makes more sense for turning them off. I guess they wanted to have some consistency and always have the right sliders turn them off

Re: any reason cliff freq and other sliders capped at 17% min?

Posted: Fri Mar 15, 2019 5:19 pm
by tmzasz
if my understanding is correct thats the amount of cliffs connecting to each other which still brings us right back around to the whole Frequency min capped at 17%

Re: any reason cliff freq and other sliders capped at 17% min?

Posted: Sat Mar 16, 2019 9:45 pm
by Jap2.0
See FFF 282 - you can change them to whatever you want via some json file.