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user:loggy:sitegeneration [2021/03/22 19:05]
loggy
user:loggy:sitegeneration [2021/06/04 12:49] (current)
loggy
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-====== Site Generation ======+====== Loggy'Site Generation reverse engineering notes ======
  
 Site #loc types Site #loc types
Line 50: Line 50:
 Terrain local modifiers (in the order they are checked in) Terrain local modifiers (in the order they are checked in)
  
-^ terrain ^ mod ^ +^ terrain                      ^ mod                               
-| manysites | +25 | +| manysites                    | +25                               
-| throne | +20 (stacks with other terrains) | +| throne                       | +20 (stacks with other terrains)  
-| farm | -20 (to a minimum of 5) | +| farm                         | -20 (to a minimum of 5)           
-| waste | +20 | +| waste                        | +20                               
-| cave | +15 | +| cave                         | +15                               
-| kelp forest | +10 | +| kelp forest                  | +10                               
-| forest | +10 | +| forest                       | +10                               
-| mountains | +10 | +| mountains                    | +10                               
-| highland and UW | +15 | +| highland and UW (IE: gorge)  | +15                               
-| highland | +5 | +| highland                     | +5                                
-| deep sea | +10 |+| deep sea                     | +10                               |
  
 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.
user/loggy/sitegeneration.1616439938.txt.gz · Last modified: 2021/03/22 19:05 by loggy