Water-only map generation in 0.17
Posted: Wed Feb 27, 2019 4:28 am
Having a water-only map for the purposes of scenario-based world generation is great since it gives you a map in its (nearly) most basic form: everything is the same tile and the only entities on the map are fish. It seems the switch from 16 to 17's map generation has closed off that possibility and it would be nice if we could have water or even void (out-of-map) only maps by explicitly having treat_missing_as_default = false be respected in the most literal of ways.
In 0.16 we could create a water-only map by using the following map_gen_settings:
In 0.17 we cannot replicate this behaviour as the following code block actually gives us grass-1 tiles everywhere a ground-tile is expected:
We also tried explicitly setting grass tiles to size = 0.
Thanks.
In 0.16 we could create a water-only map by using the following map_gen_settings:
Code: Select all
{
autoplace_controls = {
desert = {
frequency = 'normal',
richness = 'normal',
size = 'none'
},
dirt = {
frequency = 'normal',
richness = 'normal',
size = 'none'
},
grass = {
frequency = 'normal',
richness = 'normal',
size = 'none'
},
sand = {
frequency = 'normal',
richness = 'normal',
size = 'none'
}
}
}
We also tried explicitly setting grass tiles to size = 0.
Code: Select all
{
autoplace_settings = {
tile = {
treat_missing_as_default = false,
settings = {
['deepwater'] = {frequency = 1, size = 1, richness = 1},
['deepwater-green'] = {frequency = 1, size = 1, richness = 1},
['water'] = {frequency = 1, size = 1, richness = 1},
['water-green'] = {frequency = 1, size = 1, richness = 1},
['water-mud'] = {frequency = 1, size = 1, richness = 1},
['water-shallow'] = {frequency = 1, size = 1, richness = 1}
}
}
}
}