Posted October 20, 2015 (edited) Budda, I noticed a bug/error where a lot of times when you create a heightmap, the heightmap goes above the maximum height you entered, resulting in flat, cut off mountain tops. Also, I would really love to see the following features:- Importing a heightmap- Flatter maps by allowing you to limit the maximum height above water level only- Making water height a separate option, so you don't have to recreate the dirt layer to set water height The following features would also be awesome, and would probably be a separate option that works a lot like seeding biomes:- Adding mountains/peaks - Carving valleys Adding mountains/peaks would create a random mountain/peak on your map. You'd be able to set the size much like existing biomes, but additionally you would also set the maximum height of the new mountain(s).The idea is to create something like this: Carving valleys would take random area's on your map and would lower or raise them by an amount. You would again be able to set it much like biomes, but with the option of how deep you want to carve the surface or how much you want to bring the entire area up.The idea is to create something like this: I think this would go a long way to let us create maps in the old style. Edited October 20, 2015 by Scribble 1 Share this post Link to post Share on other sites
Posted October 20, 2015 For whatever reason I cannot generate maps above 2048? I've let it sit there for forty minutes but it does nothing. If I change back to 2048 and generate a map - BOOM - two seconds later, a map. Share this post Link to post Share on other sites
Posted October 20, 2015 (edited) Final result of my first map start to finish Before Erosion After Erosion Terrain and Tree placement Edited October 20, 2015 by Rudie 1 Share this post Link to post Share on other sites
Posted October 20, 2015 For whatever reason I cannot generate maps above 2048? I've let it sit there for forty minutes but it does nothing. If I change back to 2048 and generate a map - BOOM - two seconds later, a map. Share this post Link to post Share on other sites
Posted October 20, 2015 (edited) Ok this is where I am so far with my map Edited October 20, 2015 by drummerboyas157 Share this post Link to post Share on other sites
Posted October 20, 2015 (edited) This is what I think I am going to go with And my action file if you want it, or if for example your name ends with "eenan" and you want to do a fly-through and tell me if there are enough trees or not (I got the impression you want less trees than you might think) HEIGHTMAP:1445300386537,1,650,8,32,8,4096,false ERODE:250,100,60 DROPDIRT:1445295782525,450,40,40,56,3800,2.5,true ERODE:250,1,60 DROPDIRT:1445295782525,450,40,40,56,3800,2.5,true ERODE:250,1,80 DROPDIRT:1445295782525,450,40,40,56,3800,2.5,true SEEDBIOME(TILE_SAND):12,2500,30,25,30,78,36,60,420,470 UNDOBIOME:null SEEDBIOME(TILE_SAND):12,5000,30,25,30,78,36,60,420,470 SEEDBIOME(TILE_SAND):12,5000,30,25,30,78,36,60,420,470 SEEDBIOME(TILE_SAND):12,10,250,25,30,78,36,60,480,3600 UNDOBIOME:null SEEDBIOME(TILE_SAND):12,10,250,25,30,78,36,60,480,3600 UNDOBIOME:null SEEDBIOME(TILE_SAND):12,10,250,25,30,78,36,60,480,3600 UNDOBIOME:null SEEDBIOME(TILE_SAND):12,10,250,25,30,78,36,60,480,3600 UNDOBIOME:null SEEDBIOME(TILE_SAND):12,10,250,25,30,78,36,60,480,3600 UNDOBIOME:null SEEDBIOME(TILE_SAND):12,10,250,25,30,78,36,60,480,3600 SEEDBIOME(TILE_SAND):12,10,250,25,30,78,36,60,480,3600 UNDOBIOME:null SEEDBIOME(TILE_SAND):12,10,250,25,30,78,36,60,480,3600 UNDOBIOME:null SEEDBIOME(TILE_SAND):12,10,250,25,30,78,36,60,480,3600 UNDOBIOME:null SEEDBIOME(TILE_SAND):12,10,250,25,30,78,36,60,480,3600 SEEDBIOME(TILE_KELP):5,250,8,25,30,78,36,60,430,470 SEEDBIOME(TILE_REED):11,250,8,25,30,78,36,60,430,470 SEEDBIOME(TILE_MARSH):7,20,12,40,30,78,36,60,430,500 SEEDBIOME(TILE_CLAY):0,1500,25,40,30,78,36,60,430,500 UNDOBIOME:null SEEDBIOME(TILE_CLAY):0,1500,25,40,30,78,36,60,430,480 UNDOBIOME:null SEEDBIOME(TILE_CLAY):0,2500,25,40,30,78,36,60,430,480 SEEDBIOME(TILE_GRAVEL):4,20,20,40,30,78,36,60,490,3800 UNDOBIOME:null SEEDBIOME(TILE_GRAVEL):4,12,20,40,30,78,36,60,490,3800 SEEDBIOME(TILE_MOSS):8,12,20,40,30,78,36,60,490,3800 SEEDBIOME(TILE_PEAT):10,12,20,40,30,78,36,60,490,3800 SEEDBIOME(TILE_PEAT):10,12,20,40,30,78,36,60,490,3800 SEEDBIOME(TILE_STEPPE):13,12,250,40,30,78,36,60,490,3800 UNDOBIOME:null SEEDBIOME(TILE_STEPPE):13,12,250,40,30,78,36,60,490,3800 UNDOBIOME:null SEEDBIOME(TILE_STEPPE):13,12,250,40,30,78,36,60,490,3800 UNDOBIOME:null SEEDBIOME(TILE_STEPPE):13,12,250,40,30,78,36,60,490,3800 UNDOBIOME:null SEEDBIOME(TILE_STEPPE):13,12,250,40,30,78,36,60,490,3800 UNDOBIOME:null SEEDBIOME(TILE_STEPPE):13,12,250,40,30,78,36,60,490,3800 UNDOBIOME:null SEEDBIOME(TILE_STEPPE):13,12,250,40,30,78,36,60,490,3800 UNDOBIOME:null SEEDBIOME(TILE_STEPPE):13,12,250,40,30,78,36,60,490,3800 SEEDBIOME(TILE_TUNDRA):15,12,250,40,30,78,36,60,490,3800 UNDOBIOME:null SEEDBIOME(TILE_TUNDRA):15,12,250,40,30,78,36,60,490,3800 UNDOBIOME:null SEEDBIOME(TILE_TUNDRA):15,12,250,40,30,78,36,60,490,3800 SEEDBIOME(TILE_TAR):14,1200,2,40,30,78,36,60,490,3800 UNDOBIOME:null SEEDBIOME(TILE_TAR):14,500,2,40,30,78,36,60,490,3800 UNDOBIOME:null SEEDBIOME(TILE_TAR):14,200,2,40,30,78,36,60,490,3800 UNDOBIOME:null SEEDBIOME(TILE_TAR):14,120,2,40,30,78,36,60,490,3800 SEEDBIOME(TILE_TREE_APPLE):16,25,15,40,30,78,36,60,490,3800 UNDOBIOME:null SEEDBIOME(TILE_TREE_APPLE):16,20,15,40,30,78,36,60,490,3800 UNDOBIOME:null SEEDBIOME(TILE_TREE_APPLE):16,20,15,40,30,78,36,60,490,3800 UNDOBIOME:null SEEDBIOME(TILE_TREE_APPLE):16,20,5,40,30,78,36,60,490,3800 UNDOBIOME:null SEEDBIOME(TILE_TREE_APPLE):16,25,5,40,30,78,36,60,490,3800 UNDOBIOME:null SEEDBIOME(TILE_TREE_APPLE):16,35,5,40,30,78,36,60,490,3800 UNDOBIOME:null SEEDBIOME(TILE_TREE_APPLE):16,50,5,40,30,78,36,60,490,3800 SEEDBIOME(TILE_TREE_CHERRY):19,50,5,40,30,78,36,60,490,3800 SEEDBIOME(TILE_TREE_LEMON):22,25,5,40,30,78,36,60,490,3800 SEEDBIOME(TILE_TREE_OLIVE):26,25,5,40,30,78,36,60,490,3800 SEEDBIOME(TILE_BUSH_CAMELLIA):30,25,5,40,30,78,36,60,490,3800 SEEDBIOME(TILE_BUSH_GRAPE):31,25,5,40,30,78,36,60,490,3800 SEEDBIOME(TILE_BUSH_LAVENDER):32,25,5,40,30,78,36,60,490,3800 SEEDBIOME(TILE_BUSH_OLEANDER):33,25,5,40,30,78,36,60,490,3800 SEEDBIOME(TILE_BUSH_ROSE):34,25,5,40,30,78,36,60,490,3800 SEEDBIOME(TILE_BUSH_THORN):35,25,2,40,30,78,36,60,490,3800 SEEDBIOME(TILE_TREE_BIRCH):17,50,10,40,30,78,36,60,490,3800 SEEDBIOME(TILE_TREE_CEDAR):18,50,10,40,30,78,36,60,490,3800 SEEDBIOME(TILE_TREE_CHESTNUT):20,50,10,40,30,78,36,60,490,3800 SEEDBIOME(TILE_TREE_FIR):21,50,10,40,30,78,36,60,490,3800 SEEDBIOME(TILE_TREE_LINDEN):23,50,10,40,30,78,36,60,490,3800 SEEDBIOME(TILE_TREE_MAPLE):24,50,10,40,30,78,36,60,490,3800 SEEDBIOME(TILE_TREE_PINE):27,50,10,40,30,78,36,60,490,3800 SEEDBIOME(TILE_TREE_WALNUT):28,50,10,40,30,78,36,60,490,3800 SEEDBIOME(TILE_TREE_WILLOW):29,30,8,40,30,78,36,60,490,3800 SEEDBIOME(TILE_TREE_OAK):25,30,8,40,30,78,36,60,490,3800 GENORES:98.892,0.52,0.025,0.05,0.075,0.1,0.1,0.1,0.005,0.003,0.05,0.08 SEEDBIOME(TILE_TREE_PINE):27,30,10,40,30,78,36,60,490,3800 SEEDBIOME(TILE_TREE_CEDAR):18,30,10,40,30,78,36,60,490,3800 SEEDBIOME(TILE_TREE_BIRCH):17,30,10,40,30,78,36,60,490,3800 Edited October 20, 2015 by vardoj 1 Share this post Link to post Share on other sites
Posted October 20, 2015 Was finally able to generate a 4096 - but when I click "Drop Dirt" it does nothing. Now when I try going back and doing a 2048 map "Drop Dirt" does nothing as well. Share this post Link to post Share on other sites
Posted October 20, 2015 (edited) Not quite sure what i'm doing wrong, tried doing all the recommendations in this post as well as some random numbers with various tiles but the Add Biome doesnt seem to do anything for me on the map I can generate the height and drop dirt alright but nothing with the biome, if i try to use the biome and use the save options nothing is being written to the map_actions file either Edited October 20, 2015 by Lyandar Share this post Link to post Share on other sites
Posted October 20, 2015 (edited) Hi, So, I've been messing a bit with the algorithm for dirt dropping as well. You can get the jungly tropical mountains by setting dirt drop height to the same as max map height: Or you can opt for the more traditional one: The algorithm also allows setting an upper limit on dirt depth, original version often had dirt depths of 250+. No UI options yet though and the code is not really fit for a pull request. Missing features are more randomness, if the bedrock is perfectly flat in an area, all the dirt depth will be what you set it to be, would be nice to vary it a bit. Edited October 20, 2015 by Luceat Share this post Link to post Share on other sites
Posted October 20, 2015 (edited) Friend wanted me to show off what he has done. Edited October 20, 2015 by Emorat 3 Share this post Link to post Share on other sites
Posted October 20, 2015 Same thing for me - adding biomes do nothing to change my map. Share this post Link to post Share on other sites
Posted October 20, 2015 For those where clicking a button does nothing (or larger maps not working), check the first post in the thread under Tips and Tricks, try launching the generator with more RAM - instructions in that post. 1 Share this post Link to post Share on other sites
Posted October 20, 2015 For those where clicking a button does nothing (or larger maps not working), check the first post in the thread under Tips and Tricks, try launching the generator with more RAM - instructions in that post. Thanks Budda, going back through the posts I realized it was an error on my part. I am running this on the backup desktop I plan to use for the server and realized im only running Java 32 bit :| Got the correct version and and now able to set the memory correctly. Thanks! Share this post Link to post Share on other sites
Posted October 20, 2015 A bit n00bish here - how does one begin running the jar from the command line? Share this post Link to post Share on other sites
Posted October 20, 2015 I like the idea of the server setting the ore for me thanks for the tip. Is there anything else like if we only put in the rock layer will the server do the rest? I haven't tried that. If I get a chance, I'll try turning it on without any maps and see if it yells at me. I think it needs at least top and rock though. 1 Share this post Link to post Share on other sites
Posted October 20, 2015 Budda, I was wanting to play around with this some more during lunch today so I loaded it up on my mac at work the following is the result. Not really a big deal as I can still get to everything via tabs, nor will I be using it on my work mac much anyway. Sorry if it seems I keep poking at your app, I really don't mean to. Share this post Link to post Share on other sites
Posted October 20, 2015 Regarding Xanadu-sized maps...... If I may be totally honest.... don't do it. I badly want one too, but if instead you do four 16xx16's (Inde) you get more bang for your buck both in hosting costs and performance itself (and mob AI .........). Someday yes... I'll definitely hit up one of those but that's gonna be long after CC, modders, and bored programmers have done a looot of code fine-tuning. I think the fitting analogy here is an OLD fable.... An ancient inventor comes up with something awesome, saves the kingdom from doom, victory on the battle field etc.... King says "Name your reward you awesome awesome person!" ... Inventor says "Grab a chessboard... 1 grain of wheat on 1st square, 2 grains on 2nd square, 4 grains on 3rd square, 8 grains on 4th square and so on til you fill the board". King is baffled thinking it a tiny reward, offers gold, inventor sticks to his request so king sends off the bean counters..... That's 1 + 2^63 grains of wheat... accounts over the centuries go from inventor being promoted to executed =P 2048² = 4,194,3044096² = 16,777,2168192² = 67,108,864 <-- BOOM Why initial tests of Xanadu with 16384² and a grand total of 268,435,456 tiles didn't really go all too well =) 2 Share this post Link to post Share on other sites
Posted October 20, 2015 (edited) Thanks Budda, going back through the posts I realized it was an error on my part. I am running this on the backup desktop I plan to use for the server and realized im only running Java 32 bit :| Got the correct version and and now able to set the memory correctly. Thanks! Edited October 20, 2015 by Scribble Share this post Link to post Share on other sites
Posted October 20, 2015 Just my observation about the many maps presented is that naked mountain flanks almost never lie at water's edge or next to a plain land, but that there is a steep forested foot around the mountains. It's going to be a long arduous way to walk from a coast settlement or from a settlement on a plain land to dig the ores. Share this post Link to post Share on other sites
Posted October 20, 2015 (edited) Great tool Could you add a minimum height to the height map, instead of the More_Land option.At the moment to fill in inland lakes I either need a very thick dirt layer, or very low water level, I would like to raise the minimum rock height to control the size of inland water areas I notice that ore is never located underwater, which is different to WO, will make analysing to detect ore easier than in WO Edited October 20, 2015 by zMole Share this post Link to post Share on other sites
Posted October 20, 2015 (edited) Ore is distributed underwater.High density ore map, shows it under water. Edited October 20, 2015 by Nicrolis Share this post Link to post Share on other sites
Posted October 20, 2015 Just my observation about the many maps presented is that naked mountain flanks almost never lie at water's edge or next to a plain land, but that there is a steep forested foot around the mountains. It's going to be a long arduous way to walk from a coast settlement or from a settlement on a plain land to dig the ores. Yeah this is kinda hard with the current system. You can achieve what you want by putting the Max Dirt Height very low or by putting Max Dirt Slope and Max Diagonal Dirt Slope very low. But then, you end up with rocks everywhere or everywhere that isn't flat. Share this post Link to post Share on other sites
Posted October 20, 2015 (edited) It would be useful if one could make any particular biome or ore resource to blink on/off in the terrain map in order to evaluate their locations and amounts. Edited October 20, 2015 by www 1 Share this post Link to post Share on other sites
Posted October 20, 2015 btw the version here http://forum.wurmonline.com/index.php?/topic/132377-wgenerator-wurm-unlimited-map-generator/?p=1361412 works really well to give the effect that you want for having the rock going to water Share this post Link to post Share on other sites
Posted October 20, 2015 (edited) Has anyone found decent ore generation numbers? I see they changed down to .5% iron...etc What does everyone think about that? Enough but not to much? I doubled it and it seemed like a crazy amount but what is everyone else doing? Edited October 20, 2015 by drummerboyas157 Share this post Link to post Share on other sites