I have many questions and I think I bugged the game multiple times while editing biomes I don’t know how many here will be able to help me
Let’s start: (This will be a loong post, sorry)
"depth": {
"shallow": 5,
"deep": 10
},
There is shallow and deep water values, so if you have shallow 5 and deep 10, this means that from the shore you need a ladder 5 blocks tall to reach the shallow bottom of your lake, then another 5 blocks tall to reach the deep part of it starting from the shallow part.
The problem is there is a hard limit, I can’t use shallow 1 or else the game crashes, but I could use shallow 0, is in my archipelago mod, and the game simple ignores it and generates only the deep parts. The strange thing is I actually managed to bug a few times a value of 1 (can’t reproduce), and the result was no water at shallows cause the water level was not high enough for it, so it ends up as dry land, cause water levels is always 2 blocks below the default grass areas.
What I want is, to have water level rise by 1 block (so it touches the edge of grass blocks, not just the dirt below it), and have a shallow level of 1. This means that a hearthling would be able to simple walk down into the water, with out the need to carve a stair.
Terrain scars… How are those generated? I know it is related to the amount of plains (flat areas) you have, but how can I remove they all? They bug though water creating strange visual land errors…
https://discourse.stonehearth.net/uploads/short-url/mI1nls311wZ0k6mcy4eC4h5iBNF.png
How this part exactly works?
"plains": {
"step_size": 2,
"valley_count": 1,
"step_count": 2
},
I could rise valley_count a little to no effect, but when I rise above 5 (I think), it bugs the game.
Everything else bugs the game if rised or lowered.
There was one time that messing with these values actually raised water level so high the water was almost flooding into land. Can’t reproduce anymore. And I have no idea how the two correlates…
How do I spawn plants in the water? I guess this is not possible with the json alone and would require lua changes too, right?
Is there a way to control bunny statues? I guess once more is a lua thing…
I know this one is not from a finished feature, but palettes from different season don’t work in game, only at the map location chooser. For example, I added winter palette, and put the initial season as winter. Wen choosing the start location, the mini-map was all white according to my winter palette, great, but as the game loaded, it started in spring and used that palette instead.
It would be cool if as times go on, the palettes would slowing shifting from one color to the next, so we could see the green from spring fading into white from winter.
But, this is for the future I know, just a little bug report about the season always stuck into spring.
` "stonehearth:trees:oak:small" : {
"placement_type" : "dense",
"parameters" : { "grid_multiple" : 2, "item_density" : 0.5, "exclusion_radius" : 2 },
"mountains" : {
"placement_type" : "single",
"parameters" : { "ground_radius" : 2, "exclusion_radius" : 3 }
}
},
How this works exactly?` I understand the “parameters” : { “grid_multiple” : 2, “item_density” : 0.5, “exclusion_radius” : 2 }, option:
The grid chose a random spot to create the items, the grid_multiple values is the distance it will work, so a value of 2 will look into 2 blocks in every direction (effective 5x5 area) and spawn items in there based on item_density value. But what is the exclusion_radius for? I messed with it and saw no difference.
And the “parameters” : { “ground_radius” : 2, “exclusion_radius” : 3 }? again I don’t know how to use exclusion_radius
"stonehearth:plants:berry_bush" : {
"placement_type" : "pattern",
"parameters" : { "min_rows" : 1, "max_rows" : 2, "min_cols" : 1, "max_cols" : 2, "item_spacing" : 4, "item_density" : 0.9 }
},
Here it is all easy, but what the item_density will do? Is it necessary in this case? I think all the other parameters would be enough to generate the berries in a pattern.
And although I could easily check, I will ask anyway cause I’m lazy: “placement_type” : “pattern”, can be used with any item, not only berries, right? So I could spawn rocks in a row if I wanted.
"mean_offset": {
"tree": 100,
"water": 50,
"boundary": 0
},
What is boundary? is the area where there is a change of terrain elevation? So if adds a very low negative value like -100 into it the item will not generate close to the edges? And how far from the edge there will be the effect?
I guess I have a few more to ask but can’t remember, that’s all for now.
Thanks for reading,