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Showing results for tags 'world generation'.
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One of the major features of Vintage Story is its climate system, where different sorts of biomes are arranged according to latitude, which both improves verisimilitude and allows players seeking to obtain new biological resources to be able to predict where to travel to find them. Unfortunately, the same verisimilitude does not appear to exist for geological resources, at least not to the same degree, and likewise a major roadblock for many players is being able to locate new ores or types of stone. Additionally, many roadmap features are blocked by the lack of a realistic hydrological model, such as waterwheels, which depend on flowing rivers, and sailing ships, which depend on oceans; moreover the simplistic hydrology again detracts from verisimilitude and limits the ability of players to locate resources dependent on rainfall. I propose that an elegant solution to all of these issues would be thus. In the same manner as players travelling north or south will move from polar to boreal to temperate to equatorial climates, I propose that players travelling east or east will move from oceanic to coastal to inland to mountainous landforms, with players typically starting inland. I will not attempt to exhaustively map out the design, as I'm sure the VS team is more than capable of doing that themselves, but as a rough sketch, I would posit a design where a prevailing wind is determined by an area's latitude, and terrain height as determined by longitude produces dry or wet areas according to the rain shadow for that latitude. Stone types, and thus the possible ores, would be generated according to the geological type of the area, combined with erosion patterns derived from the patterns of wind and rain. The existence of this sort of slope from mountain to coast allows for the implementation of flowing rivers, though I am not prepared to offer a technical solution in that regard. The new system, then, of realistic geology and hydrology, could be crossed into biome generation for additional verisimilitude, and the existence of oceans would allow for both age-of-sail gameplay and game elements specifically tied to exploring or even crossing the ocean e.g. ores or loot needed for the final progression to the Steam Age that are found only undersea.
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This mod is inspired by the recently released Minecraft mod of the same name by my friend LemmaEOF. It removes 85% of chunks from generating altogether, providing a completely different play experience for those looking for something new - perhaps a little challenge to freshen things up? As there are no balance changes made to the game such as dungeon or ore spawn rates or even a guarantee that you spawn on a bit of land that would give you blocks to get to nearby chunks, some world customization is recommended. [ VSModDB ] [ GitHub Releases ] Source code is available on GitHub as well.
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So as my world entered its second year since generation, I headed north through a gap between two mountains I had often traversed. I previously had not noted either the native copper bits on the ground near the mountain, nor had I noted the copper ore vein in the basalt blocks making up the mountainside above me (about 5 blocks were exposed to air). So did I truly just miss this vein the entire first year, or did something happen and this just appeared after winter? (Perhaps the rains or snows exposed it?) Thank you for the help.
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I like the diggy diggy hole - probably more than most - and not finding anything interesting to dig is just boring and grindy. This mod increases the likelihood of underground ores and minerals spawning and increases their abundance / size of deposit. Common ones like copper got a minor increase (maybe 30%), rare ores a much bigger one, making it a lot easier to find them in the first place. As random world gen games go, this change will only take effect when a chunk is generated, possibly only at world generation time. Gems / gold / silver are not increased. My goal here is to make basic progression smoother, not to have all the coolest things quickly. PS: Going from zero knowledge about modding this game to my first working mod took about an hour. While this really is super easy, the Wiki is vague/wrong/outdated on some details. #alphalife RichDeposits.zip