Background:
This biome was just a testing playground while I was implementing rivers in the world.
As I was using the desert as the base for the biome, it end up looking like a savanna with all those acacias.
Many of you showed interest in play testing it too.
So I polished it a little, adjusted the flora generations and color schemes to make it look more like a Savanna.
I’m probably not going anywhere with this biome. Sorry. Maybe in the future. As already stated, it was just a test for rivers.
Download: river_biome.zip (28.9 KB) Not compatible with the river mod. The river mod is the result of the work done here and is preferred instead of this.
You mean having a delta at the end?
No, that will require low level generation (at block level) and I’m messing only with the overall “high level” shape. It is possible, but would require a proper river implementation, I guess. (out of my skills)
Flora is already possible and is already in game (we have more and higher trees near water, and that is controllable). The soil type (if it will be grass or sand) is not editable (by default, only related to elevations), and it is what I’m looking right now.
So it is possible to have grass and sand if their elevations are different like what you did with the archipelago biome… I really hope you decide to make a nile river someday
After seeing the first pictures I was going to suggest if it was possible to have grass on both banks of the river but in the last picture I see that you are already on it. I think it would be nice to have a few more wider grass areas. Right now it seems as if the river was stuck between mountains all the time.
In any case good work, I’ve looked for normal maps that look like rivers for too long. This is going to be great.
It is the nature of my code There is only one mountain, but the lowest grounds are raised, and the middle ground gets the water.
I think I can change this, by using more steps/elevations, and making those closer to the water get the same height, thus looking like it has more flat areas near the margins, without losing what is needed to do this river trick.
For now, this is what it looks in-game.
(I’m thinking in making this the Amazon biome, or maybe just Rain Forest biome, as I preferred narrow rivers)
I was trying to do something similar for Candyland, but didn’t want to show it since it might be actually a bug.
Your version is way more better and correct.
Mine is natural moats: shows water on the embark screen but after loading the deep part is higher (no trees on it, either).
I hope you can get narrow rivers too
(This are old wip screenshots, I think currently it looks slightly different: )
It guarantees it will always be a 1 wide river and is simple to achieve (json only right?). But has the downside of always being in a loop and the land inside is always barren.
Yep, but I’m going towards that approach for this one. I will let the players the land ready to build inside of the moat, and if they want the monsters to attack their cities, they can build a bridge. Luckily we have free ladders now, so they won’t need to mine to get to the trees if they settle there at the beginning of the game.
Ah cool, I was thinking that looked a little more complicated than what .json could do. I recently went poking around in the .json, but found even that to be a bit too complicated : /.
If you know how, one way to solve the map problem is edit the js and use some kind of fill function to add land there except the borders, so it is closer to the final result.
In the Archipelago, to draw the sea monsters in the map I used this:
var grid = self.options.mapGrid;
for (var y = 0; y < grid.length; y++) {
for (var x = 0; x < grid[y].length; x++) {
self._drawCell(context, x, y, grid[y][x]);
grid[y][x].tem_agua = grid[y][x].terrain_code == 'water';
--temAgua = hasWater
}
}
It detects all the water tiles, then I followed it with a “good enough” function that finds an 10x10 area of water and then draws the monsters in it.
What you can do is scan that array, and for every piece of water that has only water neighbors, draw land instead.
Not yet. This changes would affect all other biomes and made then unplayable. Yes, you could just turn off the mod when not using it, but I’m waiting for the next release where we will probably (as told by Yang) get a new “manifest tech” for biomes, which would make this biome work without messing the others.