New Scripts

New scripting commands for MapGen 1.0. Most of the old commands will be discontinued or revised.

New Format

#command arg1 arg2 … argn

  • commands must be one to a line

#grain int;

  • set the granularity to use for generation

#dim intx inty

  • set the dimension of the map

#wrap str

  • set the wrap type for the map
  • accepts: none, xy, x, y

#continent int
#continent intlo inthi

  • generate large landmasses
  • supplying one argument generates exactly that many continents
  • supplying two arguments generates between intlo and inthi continents

#island int
#island intlo inthi

  • generate small landmasses
  • generates the given number

#islandchain intcnt intsize
#islandchain intlo inthi intcntlo intcnthi intsizelo intsizehi

  • does not count against the number of islands created with #islands
  • intcnt denotes the number of island chains to generate
  • intsize determines the number of islands in the chain

Terrain Creation Order

Terrain is created in a specific order, meaning that if too much space is taken up on a preceding step, there may not be room for the next one. In an effort to strike a balance when features must be left out because of lacking space, features at a similar level of importance will be placed in a mixed order (for instance five land bridges and an island would be placed in this order: land bridge, land bridge, land bridge, island, land bridge, land bridge).

  • continents
  • bays / lakes
  • peninsulas / land bridges / islands / island chains
  • small bays / small lakes
  • rivers
  • mountains / deep sea
  • forests / wastes / farmlands / plains / swamps
  • caverns
  • magic sites

Bays will be clustered around the edges of landmasses, while lakes will be on the interior. Peninsulas will necessarily jut off of the mainland, land bridges join two nearby mainlands together, and islands and island chains will be near other land masses, mostly mainlands.

Rivers will flow from the mid-sections of landmasses until they either run dry or reach another water source.

Mountain and deep sea terrains will be determined with the proximity of rivers and shore lines in mind.

Forests, wastes, farmlands, plains and swamps will be generated with the same considerations as mountain and deep sea terrains, but will also take into account the proximity of mountainous terrain.

Cavern entrances will likely congregate in mountainous terrain.

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