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user:loggy:sitegeneration [2021/03/22 19:03] loggy |
user:loggy:sitegeneration [2021/06/04 12:49] (current) loggy |
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- | ====== Site Generation ====== | + | ====== |
Site #loc types | Site #loc types | ||
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| 128 | swamp | swamp | | | 128 | swamp | swamp | | ||
| 256 | deep sea | deep sea | | | 256 | deep sea | deep sea | | ||
+ | | 64 | coast | coast (no other terrain type specified) | | ||
| 8 | waste | waste | | | 8 | waste | waste | | ||
+ | If any of the following are true, the site is NOT ALLOWED to be placed: | ||
- | + | ^ flag ^ inspector name ^ checks for ^ | |
- | | 1024 | n/a | not EA | | + | | 1024 | n/a | EA | |
- | | 2048 | n/a | not MA | | + | | 2048 | n/a | MA | |
- | | 4096 | n/a | not LA | | + | | 4096 | n/a | LA | |
- | | 16384 | unique | unique | | + | | 16384 | unique | unique, and the site has already been placed |
- | | 32768 | n/a | cannot generate in caves | | + | | 32768 | n/a | caves | |
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Terrain local modifiers (in the order they are checked in) | Terrain local modifiers (in the order they are checked in) | ||
- | ^ terrain ^ mod ^ | + | ^ terrain |
- | | manysites | +25 | | + | | manysites |
- | | throne | +20 (stacks with other terrains) | | + | | throne |
- | | farm | -20 (to a minimum of 5) | | + | | farm |
- | | waste | +20 | | + | | waste | +20 |
- | | cave | +15 | | + | | cave |
- | | kelp forest | +10 | | + | | kelp forest |
- | | forest | +10 | | + | | forest |
- | | mountains | + 10 | | + | | mountains |
- | | highland and UW | +15 | | + | | highland and UW (IE: gorge) |
- | | highland | +5 | | + | | highland |
- | | deep sea | +10 | | + | | deep sea |
First, generate sites according the the site flags on the terrain %%(these are 2^(13 + path id))%%. If multiple are set, lower ID paths will take precedence. For generation with this method, there is a 5% chance that the site is rarity 2, a (19/80) probability of it being rarity 1, otherwise it is rarity 0. If none of these terrain flags are set, skip this step, otherwise make 100 attempts to generate a site, stopping after one is successful. | First, generate sites according the the site flags on the terrain %%(these are 2^(13 + path id))%%. If multiple are set, lower ID paths will take precedence. For generation with this method, there is a 5% chance that the site is rarity 2, a (19/80) probability of it being rarity 1, otherwise it is rarity 0. If none of these terrain flags are set, skip this step, otherwise make 100 attempts to generate a site, stopping after one is successful. |