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« on: June 30, 2009, 01:36:11 am »
Set all of the rejection parameters to zero (or copy and paste almost any recipe and then make the following changes to it)
Set all of the variance values to 1600.
Set the desired good and evil values to 1/3rd of the map area.
Variance scales with world size so making it smaller will give you more extreme differences in elevation or rock types or temperature. Good, evil, and neutral areas just get applied to the biomes that are already there so if you don't have any large biomes you won't get any large evil biomes, though you may still get an evil forest next to evil hills next to an evil mountain next to an evil ocean and so on.
If variance doesn't paint an awesome enough world for you you can actuall go into painter mode and make a quilt, though good-evil will still get applied during world gen.
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I've messed around with painter a little more and found that like a lot of things pressure doesn't flow diagonally.
Well, what I mean about that if that the regions aren't aware of each other in any but the + directions. So while a row of 400 elevation will give a contiguous mountains a diagonal line will give you many region tiles with a roughly circular cluster of mountains. The size is pretty random and 1000 erosion cycles is basically guaranteed to give your dwarves no functional places to lay down a mountain home but this is more useful for what I really wanted to see: volcanism.
It's harder to see quite what shape volcanism tries to make and if there's a default to higher or lower values for edges since I think it does quite a bit of conforming to the other biomes but judging by the presence of pipes the lower value regions extend into the higher value ones at least close to all of the time with diagonals. Without any superior design this means that anyone with the time to sit through drawing a checkerboard in painter will be able to get 50% of their region tile to have both magma and sedimentary rock layers.
*to avoid carpel tunnel I recommend that you only do one horizontal line, save it, and then edit the text file so the second line is a copy but offset by one position and then copy and paste those over the rest of the painter text.