Bladeren bron

deepwater in mapgeneration

Taislin 7 maanden geleden
bovenliggende
commit
e4fdba1e7b

File diff suppressed because it is too large
+ 1 - 1
Resources/Maps/civ/nomads_classic.yml


+ 2 - 2
Resources/Prototypes/Entities/Tiles/water.yml

@@ -72,10 +72,10 @@
   description: Freshwater. Looks quite deep.
   components:
     - type: Sprite
-      sprite: Tiles/Planet/water.rsi
+      sprite: Tiles/Planet/water_deep.rsi
       drawdepth: BelowFloor
       layers:
-        - state: jungle1
+        - state: full
     - type: Fixtures
       fixtures:
         fix1:

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Resources/Textures/Tiles/Planet/water_deep.rsi/full.png


+ 46 - 0
Resources/Textures/Tiles/Planet/water_deep.rsi/meta.json

@@ -0,0 +1,46 @@
+{
+    "version": 1,
+    "license": "CC-BY-SA-3.0",
+    "copyright": "Created by Valithor for Space Station 14",
+    "size": {
+    "x": 32,
+    "y": 32
+    },
+    "states": [
+    {
+        "name": "full"
+    },
+    {
+        "name": "water0",
+        "directions": 4
+    },
+    {
+        "name": "water1",
+        "directions": 4
+    },
+    {
+        "name": "water2",
+        "directions": 4
+    },
+    {
+        "name": "water3",
+        "directions": 4
+    },
+    {
+        "name": "water4",
+        "directions": 4
+    },
+    {
+        "name": "water5",
+        "directions": 4
+    },
+    {
+        "name": "water6",
+        "directions": 4
+    },
+    {
+        "name": "water7",
+        "directions": 4
+    }
+    ]
+}

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Resources/Textures/Tiles/Planet/water_deep.rsi/water0.png


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Resources/Textures/Tiles/Planet/water_deep.rsi/water1.png


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Resources/Textures/Tiles/Planet/water_deep.rsi/water2.png


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Resources/Textures/Tiles/Planet/water_deep.rsi/water3.png


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Resources/Textures/Tiles/Planet/water_deep.rsi/water4.png


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Resources/Textures/Tiles/Planet/water_deep.rsi/water5.png


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Resources/Textures/Tiles/Planet/water_deep.rsi/water6.png


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Resources/Textures/Tiles/Planet/water_deep.rsi/water7.png


+ 13 - 0
mapGeneration.py

@@ -867,6 +867,19 @@ MAP_CONFIG = [
         "priority": 10,
         "seed_key": "river_noise",
     },
+    {  # Deep River Water (in the middle)
+        "type": "BiomeEntityLayer",
+        "entity_protos": "FloorWaterDeepEntity",  # The deep water entity
+        "noise_type": NoiseType.NoiseType_OpenSimplex2,  # Same noise type as river
+        "octaves": 1,  # Same octaves as river
+        "fractal_lacunarity": 1.50,  # Same lacunarity as river
+        "frequency": 0.003,  # Same frequency as river
+        "fractal_type": FractalType.FractalType_Ridged,  # Same fractal type as river
+        "threshold": 0.975,  # HIGHER threshold than river (adjust if needed)
+        "tile_condition": lambda tile: True,  # Place wherever noise is high enough
+        "priority": 11,  # HIGHER priority than river (to overwrite)
+        "seed_key": "river_noise",  # MUST use the same noise seed as river
+    },
     {  # River sand
         "type": "BiomeTileLayer",
         "tile_type": "FloorSand",

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