![]() The first is a file which contains the base definition of region/island that I'm going to copy in order to make my custom version. When doing stuff like this, I create (2) files in my world_gen.txt folder. I haven't gone volcano hunting in a while and have gotten lucky in my last 2 embarks with having shallow magma pipes instead in the 1st or 2nd cavern. By bumping up the frequency, and possibly forcing the mesh size to be 2x2 or 4x4 instead of set to 1=ignore, you should end up with more situations where you get a volcano next to some non-volcano like terrain.Īt least, that's what works for me. When I want more volcanoes, I bump up the X and Y variance numbers by a lot along with bumping up the VOLCANO_FREQUENCY numbers at the upper end (instead of 1:1:1:1:1, 1:2:3:4:5). Which also means you have more subregions (biomes) to keep track of and you start having to worry about the SUBREGION_MAX parameter. If you bump the 400:400 up to 900:900 (or even 3200:3200) then you're more likely to see a "patchwork" effect where you have really rainy tiles right next to really arid tiles. ![]() You (shouldn't) usually see desert next to rain forest. You can bump it up to 5000 if you want, with no ill effects but you're probably not running into that limit anyway.įrom what I understand, the main reason that you'd run into the limit on # of individual biomes is if you have your frequency options (elevation, rainfall, temperature, drainage, volcanism, savagery) variance set to very large numbers.įor instance: Rainfall defaults to 0:100:400:400, which means you get rainy locations mostly next to slightly less rainy locations. For large (257x257 maps) this defaults to 2750, the maximum is 5000. Unless you are getting a lot of rejections because it can't create enough biomes. You generally don't need to fiddle with SUBREGION_MAX.
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