Mod for Vintage Story used to create custom world. Maps need to be 2000x2000 pixels, and world in VS has to be 600k by 600k
Features:
- Climate
- Landforms
- Salt water in oceans
Changes from source:
GenMaps.cs
lines 13, 81 instance of WorldMapGenMaps.cs
line 109 Climate mapgenGenMaps.cs
line 156 Landform mapgenGenBlockLayers.cs
- line 159 Abs of climate distortion, prevents bit overflow, - line 295 saltwater - line 245 saltwaterGenCaves.cs
line 547 saltwaterGenTerra.cs
line 310 saltwater
/getpixelinfo
returns landform, temp and humidity of a given chunk
Climate map generation is hijacked in GenMaps.cs
by assigning an array of RGB values as int, directly read from the climate.png
file.
Changes from source:
GenMaps.cs
line 109GenBlockLayers.cs
line 159
For some reason, there is a bit overflow when lerping, on line 159 in GenBlockLayers.cs
. As a temporary fix, I pass the arguments as absolutes, but this still causes very light inaccuracies.
Landforms map generation is hijacked in GenMaps.cs
by assigning an array of RGB values as int, directly read from the landform.png
file.
If the mod reads an R value that does not correspond to a landform directly, it might crash the server. Make sure the landforms.png file is somehow sanitized for out of bounds R values. Safety may be added later.
Changes from source:
GenMaps.cs
line 156
Dominions world generates a new Salt Water block as sea water (below seaLevel). Various parts of the worldgen that referred to water blocks (as defined in GlobalConfig) were changed to refer to saltWater block, usually assigned at initWorldgen
Changes from source
-
GenBlockLayers.cs
lines 245, 295 -
GenCaves.cs
line 547 -
GenTerra.cs
line 310 -
game/world/patches/block-patch
replaces BlockBehaviorFiniteSpreadingWater
Added
OldGenPartial.cs
Needed for GenCaves, Tyron keeps this part closed for the new versionsBlockBehaviorFiniteSpreadingWater.cs
custom class that checks for both saltwater and normal