Custom Terrain (Experimental)
Beschreibung
A Temperate terrain generator with detailed control over oceans, coastlines, lakes, rivers, mountains, flat buildable land and transport corridors. It is built on the vanilla Temperate generator, so forests, ground textures, biome-based industry placement (oil platforms, fishing, mines, ...) and towns work as in vanilla.
Experimental. The river network is produced by a custom script node shipped with this mod. The Recipe and Great river options are dropdowns. If map generation fails, the game log (stdout.txt, see Troubleshooting) shows why.
Features
- Meandering rivers What you get: Natural, non-repeating meanders up to looping lowland rivers How it works: A Kinoshita "sine-generated curve", the standard model of real meanders. The wavelength is 10-16 x channel width and varies randomly along the river, with skewed lobes. Amplitude varies too and is damped in rough terrain.
- River widths What you get: Narrow streams at the source, wider downstream, widening at every confluence, estuaries at mouths, wider outer banks in bends How it works: Width follows the water a river carries: its upstream length plus every tributary. Rivers reaching the ocean or a lake flare out 1.3-2x (great river 1.8-2.6x).
- Streams vs. rivers What you get: Scenic streams about 20-40 m wide; trunks 60-160 m mid-course and 150-600 m at estuaries How it works: River width scales only the large rivers. Tributaries sets how many side streams branch off.
- Deltas What you get: Large rivers reaching water may split into 2-3 curved arms, each possibly splitting again How it works: River deltas slider
- Great river What you get: One large river that crosses the whole map from the coast side to the far edge How it works: Great river dropdown. With Ocean coast None it runs edge to edge.
- Coastlines What you get: Coves, points and small inlets on top of large bays; offshore islands; stretches of wide beaches next to steep drop-offs How it works: Coastline detail, Offshore islands and Shore variety sliders
- Recipes What you get: Easy builder, Challenging terrain, Maritime, Coast to mountains, Alpine, Landlocked, Great plains How it works: Recipe dropdown. A recipe shifts the sliders by fixed steps: at default sliders you get the preset, and the sliders still fine-tune around it. Custom = sliders only. (The menu cannot move the slider handles, so they keep showing your settings.)
- Buildability What you get: Control over flat land share, lowland flatness, hill height, mountain coverage and height, flat valley floors along rivers, and flat corridors through hills for railways and highways How it works: See Sliders
Limitations
- Jetties and sand bars/spits: features narrower than about 100-200 m are smoothed out by the generator's 300-400 m terrain blending.
- Land-side cliffs: Shore variety changes the underwater slope only.
- Oxbow lakes (cut-off meanders) are not generated.
Sliders
Defaults in bold.
- Recipe Values: Custom (sliders only) / Easy builder / Challenging terrain / Maritime / Coast to mountains / Alpine / Landlocked / Great plains Effect: play-style preset
- Ocean coast Values: None / Auto (short edge) / West / East / North / South Effect: which map edge has an ocean
- Ocean size Values: Tiny / Small / Medium / Large / Huge Effect: 6-32 % of the map length
- Shoreline Values: Steep / Firm / Medium / Soft / Gentle Effect: width of the slope from shore to deep water (120-900 m)
- Coastline detail Values: Smooth / Natural / Rugged / Very rugged Effect: shore irregularity 0 / 267 / 533 / 800 m
- Offshore islands Values: None / Few / Some / Many Effect: about 0 / 3 / 7 / 14 islands on a Medium map with Medium ocean
- Shore variety Values: Uniform / Varied / Strong Effect: shore slope width varies ±0 / 35 / 65 % along the coast
- Lakes Values: None / Rare / Few / Normal / Many / Abundant Effect: lake count (scales with map area)
- Lake size Values: Small / Smallish / Medium / Large / Huge Effect: 3-10 km lake stamps
- Rivers Values: None / Few / Some / Normal / Many / Lots Effect: number of rivers
- River width Values: Narrow / Slim / Normal / Wide / Very wide Effect: width of large rivers (0.6-1.7x)
- River meandering Values: Straight / Gentle / Normal / Winding / Meandering Effect: meander strength
- River valleys Values: Narrow V / Tight / Normal / Broad / Wide flats Effect: flat valley floor 0-450 m each side of rivers
- Tributaries Values: Few / Some / Normal / Many / Lots Effect: how many side streams branch off
- Great river Values: No / Yes Effect: one river across the map
- River deltas Values: None / Some / Frequent Effect: delta chance 0 / 50 / 100 % for large rivers reaching water
- Mountains Values: None / Rare / Few / Normal / Many / Dominant Effect: about 0-32 % of land is mountain massif
- Mountain height Values: Low / Moderate / Normal / High / Very high Effect: alpine peaks 180-560 m above the plateau
- Flat land Values: Scarce / Limited / Normal / Plenty / Vast Effect: about 20-70 % of land is flat lowland
- Hill height Values: Gentle / Low / Normal / High / Rugged Effect: hill relief 40-210 m
- Lowland relief Values: Flat / Smooth / Normal / Rolling / Undulating Effect: lowland undulation 1-14 m
- Landscape scale Values: Fine / Small / Normal / Large / Broad Effect: size of terrain regions
- Inland rise Values: Off / Slight / Moderate / Strong / Very strong Effect: terrain rises from the coast side toward the far side
- Corridors Values: None / Few / Some / Many / Lots Effect: flat-bottomed valleys (about 800 m wide) through hills and mountains
Tips:
- Keep some water: Ocean coast not None, or Lakes at least Few. Oil platforms, fishing grounds and sand excavators need open water.
- Rock and snow textures start at about 330 m and 380 m, so Mountain height Low/Moderate gives mountains without snow caps.
Bilder
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