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Lara’s World Generator Mod

Lara’s World Generator Mod v0.2 (Eco v0.7.3)

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Lara

Coal
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Lara submitted a new resource:

Lara’s World Generator Mod - Modified WorldGenerator.eco and EcoSim.eco.

View attachment 305

Changes to WorldGenerator.eco:
- removed coal and iron from the surface
- massively reduced coal amount (in a previous version, I had all coal removed, but I added a bit back to ensure the worlds are properly playable)
- all resources spread a lot more seamless
- max mountain height reduced by 50%
- max ocean deep reduced by 25%
- sand beach extended by some blocks (plenty of sand to farm now and great for hunting :D)
- made the dirt layer slightly...
Read more about this resource...
 

Looh

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I'm a huge fan of the idea to remove or decrease the iron and coal on the surface. (y)

I've seen so many people adding thousands of iron ore to their Blast Furnaces to smelt, your option should make it a bit more harder (in a fun way) to obtain iron and coal. ;)
 
OP
Lara

Lara

Coal
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I wonder how long it takes people to find the coal in the world (without looking it up in the file). I’ve hidden it very well. ^^
 
OP
Lara

Lara

Coal
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Yes, thats on purpose, I wanted to show that this is possible and I hate cedar trees look, sry. :)
You can rather easy change the cedar tree values in the Ecosim.eco back to default, with Winmerge or a similar tool (I linked that in the readme).

cedar.jpg

You may also want to change MaturityAgeDays from 4.0 to 1.0 = 24 h maturity time.
 
OP
Lara

Lara

Coal
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Coal can be contained in all dirt layers below sea level, mostly spread in single blocks.
 

GDragon

Coal
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Hello! Worldgen still hard to me :)
can you help me make continents bigger?
 
OP
Lara

Lara

Coal
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You best start from the original WorldGenerator.eco (don’t use my modded version).

C#:
"$id": "4",
        "$type": "SharpNoise.Modules.Perlin, SharpNoise",
        "Frequency": 3.0,
        "Lacunarity": 2.5,
        "OctaveCount": 6,
        "Persistence": 0.5,
        "Quality": "Fast",
        "Seed": 0
Afaik, Perlin is the fractal thats used to generate the base shape of the terrain, I think the most important value here for the continent size is the Frequency, smaller value creates large continents.
Better not change persistence and be careful with values <=1 (results may be strange/unexpected).

C#:
"Plateau": {
    "$id": "5",
    "CliffStopsBeingSheerAtAngle": 0.5,
    "CliffSheernessStartInterpolate": 1.6,
    "MinPlateauHeight": -0.1,
    "CliffChance": 0.8,
    "RadiusRange": {
      "min": 12.0,
      "max": 24.0
    },
    "SlopeRange": {
      "min": 3.0,
      "max": 6.0
    },
After the Perlin part is finished there are plateaus added on top of it, here you can additionally modify the RadiusRange (diameter of plateaus) and SlopeRange (height of plateaus).

And for testing best use a small 72x72 world size, it generates a lot faster.
 

GDragon

Coal
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You best start from the original WorldGenerator.eco (don’t use my modded version).

After the Perlin part is finished there are plateaus added on top of it, here you can additionally modify the RadiusRange (diameter of plateaus) and SlopeRange (height of plateaus).

And for testing best use a small 72x72 world size, it generates a lot faster.
Thx! Another newbie question - how make coal vein rare(more 20 block avay from other) and contain middle quantity of coal(10-20 blocks)?
All my trying are failed, coal generation bugged? :(
 
OP
Lara

Lara

Coal
Mod Dev
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I'm terribly sorry that it takes so long to answer your question, but this is a bit more complicated.
A previous discussion about the coal spawns, unfortunately in German (try google translate) https://steamcommunity.com/app/382310/discussions/10/1697168437857681791/

I will rewrite that to English soon, but today I just want to get my Mod update (Creative Tools) finished, thanks for your patience. :)
 
OP
Lara

Lara

Coal
Mod Dev
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Stone, Copper, Gold, Iron and Coal spawns, a try to demystify.

The "WorldGenerator.eco" is divided into Surface Stone (starting at line 99) and Underground Stone (starting at line 228), for both areas Copper, Iron, Gold and Coal are individually defined.

Gold, Iron, Coal and Copper in the area Surface are subpoints of Stone at the Surface, so you can change the values of Stone at the Surface (id 10) to reduce or increase all subpoints simultaneously, including the amount of stones at the surface.
Code:
The whole covering dirt layer, also below sea level.
Surface
    id 9 Dirt
        id 10 Stone
            id 11 Coal
            id 12 Iron
            id 13 Copper
            id 14 Gold

The whole stone layer, it starts where the Surface (Dirt) layer ends and ends at the ground stone.   
id 15 Stone
    Underground
        id 16 Iron
        id 17 Coal
        id 18 Copper
        id 19 Gold
e.g. Coal in the range Surface "$id": "11", (id 11) line 121-141

You can have a look at the structure in the server ui, you can also change the values directly there, but I get along with the .eco files much better.

eco_spawns.png

So basically there are two areas of stone, where Noise layers of Ore and Coal are spawned upon, later spawned layers maybe partly overwrite previous layers.

HeightRange,
is the height range in the world where the spawn takes place, values -1.0 to 1.0 (where 0 is sea level)

DepthRange,
is the height of the spawn, values 0.0 to 1.0 (min should usually be 0.0, because the spawn start point is 0.0)

NoiseFrequency,
the scatter/distribution of the blocks, clumping at low values, more even distribution at higher values, designated values 15.0 to 40.0 (tested values 1.0 to 10000.0)

NoiseRange,
is the distance of the spawns, higher values lead to less spawns, values 0.0 to 1.0

I assume that 1.0 is mostly synonymous with 100%, when changing the world size/height/sea level the spawns should all adjust automatically.

To play around with the values I recomment to use Surface Stone (id 10), so you see changes in the world easily.
Or set the Surface Stone to a very high ammount and then play with the Surface Coal (id 11) settings, to see what exactly it does.
In rivers you can see easily what it does underground, best disable Underwater Distortion in your Eco clients in Advanced Settings.

And no, I don't think it's very bugged, but very random.
If you want things less random, have very little difference between min and max values.
e.g. "NoiseRange": { "min": 0.5, "max": 0.6 },
Problem here, 1.0 is likely 100%, but 100% of what exactly I don't know, can't be 100% of the map, maybe 100% of 100 blocks or 100% of the worlds overall blocks height? Even 100% of 72, 40, 60 or 80 blocks would make sense in some context.

For your desired change you only need to modify NoiseRange and NoiseFrequency (higher values) from the above.
 

GDragon

Coal
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5
Stone, Copper, Gold, Iron and Coal spawns, a try to demystify.

The "WorldGenerator.eco" is divided into Surface Stone (starting at line 99) and Underground Stone (starting at line 228), for both areas Copper, Iron, Gold and Coal are individually defined.

Gold, Iron, Coal and Copper in the area Surface are subpoints of Stone at the Surface, so you can change the values of Stone at the Surface (id 10) to reduce or increase all subpoints simultaneously, including the amount of stones at the surface.
Code:
The whole covering dirt layer, also below sea level.
Surface
    id 9 Dirt
        id 10 Stone
            id 11 Coal
            id 12 Iron
            id 13 Copper
            id 14 Gold

The whole stone layer, it starts where the Surface (Dirt) layer ends and ends at the ground stone. 
id 15 Stone
    Underground
        id 16 Iron
        id 17 Coal
        id 18 Copper
        id 19 Gold
e.g. Coal in the range Surface "$id": "11", (id 11) line 121-141

You can have a look at the structure in the server ui, you can also change the values directly there, but I get along with the .eco files much better.

View attachment 411

So basically there are two areas of stone, where Noise layers of Ore and Coal are spawned upon, later spawned layers maybe partly overwrite previous layers.

HeightRange,
is the height range in the world where the spawn takes place, values -1.0 to 1.0 (where 0 is sea level)

DepthRange,
is the height of the spawn, values 0.0 to 1.0 (min should usually be 0.0, because the spawn start point is 0.0)

NoiseFrequency,
the scatter/distribution of the blocks, clumping at low values, more even distribution at higher values, designated values 15.0 to 40.0 (tested values 1.0 to 10000.0)

NoiseRange,
is the distance of the spawns, higher values lead to less spawns, values 0.0 to 1.0

I assume that 1.0 is mostly synonymous with 100%, when changing the world size/height/sea level the spawns should all adjust automatically.

To play around with the values I recomment to use Surface Stone (id 10), so you see changes in the world easily.
Or set the Surface Stone to a very high ammount and then play with the Surface Coal (id 11) settings, to see what exactly it does.
In rivers you can see easily what it does underground, best disable Underwater Distortion in your Eco clients in Advanced Settings.

And no, I don't think it's very bugged, but very random.
If you want things less random, have very little difference between min and max values.
e.g. "NoiseRange": { "min": 0.5, "max": 0.6 },
Problem here, 1.0 is likely 100%, but 100% of what exactly I don't know, can't be 100% of the map, maybe 100% of 100 blocks or 100% of the worlds overall blocks height? Even 100% of 72, 40, 60 or 80 blocks would make sense in some context.

For your desired change you only need to modify NoiseRange and NoiseFrequency (higher values) from the above.
Yep, thx, but coal still different generation for me, unlike other ores :(
 
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