[quote=“KliPeH, post:10, topic:11332”]This looks really fucking cool. How can I do this in-game? I only have access to the mobile version of the game, which means no file editing or map/mod installing for me.
I do think a few things could* be changed to make this feel more Waterworld-like:
[ul][*] Can you remove those bridges? Make it so roads only spawn very rarely, if at all, on small patches of land with pieces of cities on them. It looks kind of… unfun? Knowing that you can get almost anywhere with regular vehicles using these bridges, rather than having to build a boat to travel around like the original Waterworld.[/ul]
[ul][*] This gen looks kind of like a “mildly-flooded” country rather than the sea taking over the world. Most of this is caused by bridges being so common, connecting nearly all the islands together, but also because the islands are so big and so close to eachother on the overmap. Perhaps upping the city spacing and lowering the city size could make it look better?[/ul]
[ul][*] Can all the dirt be replaced with sand? (Is there even sand in the game?) Imagine the two previous suggestions combined with this one; smaller sand islands, farther away from each other, nothing connecting between them other than a vast amount of water. The true Waterworld experience.[/ul]
* Saying “could” because I don’t know if you were going for an identical copy of Waterworld or just the challenge of a world filled with water. If you want the former, perhaps what I suggested could be done to help.[/quote]
Unfortunately I haven’t found a way to remove the bridges automatically, I could remove them manually but it’s a lot of work, and any new map regions will continue to generate bridges. It looks like a flooded countryside because the terrain generator doesn’t like to create large open bodies of water, so it tends to populate the area with noisy islands. I tried messing with city spacing and size but it doesn’t really affect the terrain generation much unfortunately. It’s not really meant to be like Waterworld, I just wanted something catchy in the thread title :V
As for how I did it, I generated a Defense world (makes a map region nothing but the starting feature and flat grassland) then opened the 0.0.0.0 map file in Notepad++ and edited each line describing Z level terrain to simply be solid rock from below ground to the bottom Z level, ground level changed to deep river, all levels above to air. I remove all references to cities, monster groups, radios etc. I then generate another world with the proper settings I want, then suicide my character and paste the edited world file over the top of the existing one. I also delete all the pre-genned map chunks in the subfolder inside the save file. I load the save back up, use debug to reveal the map to check if the edits worked properly, then teleport to each adjacent world map and reveal map. This will generate adjacent maps with the very watery, island-based terrain, which will thin out and become more solid land as you travel further away. I usually then save and quit, delete the 0.0.0.0 world file from the save, reload my save and teleport back to the starting region, generating a map tile that (mostly) fits the surrounding terrain.
So you can manipulate map generation to an extent if you do some hand-editing, though I’m not sure what the map generator looks at when creating a map to join to another - does it inspect the border of the joining map and try to generate something that “fits”? That’s what I’m guessing is happening when the game sees a map with nothing but deep river all along it’s border and tries to match it.