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Editing v0.34:Advanced world generation
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{{quality|Exceptional|23:35, 30 March 2011 (UTC)}}{{av}} | {{quality|Exceptional|23:35, 30 March 2011 (UTC)}}{{av}} | ||
+ | {{old}} | ||
:''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].'' | :''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].'' | ||
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=== Max Megabeasts Caves === | === Max Megabeasts Caves === | ||
− | This is the number of megabeasts placed at the beginning of history. Megabeasts are hydras, bronze colossuses, rocs and dragons which are all placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415177#msg3415177 <sup>data</sup>] | + | This is the number of megabeasts placed at the beginning of history. Megabeasts are hydras, bronze colossuses, rocs and dragons which are all placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415177#msg3415177 <sup>data</sup>]. |
{| {{prettytable}} | {| {{prettytable}} | ||
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=== Do Orographic Precipitation and Rain Shadows === | === Do Orographic Precipitation and Rain Shadows === | ||
− | Toggle that allows terrain height to affect rainfall. For example, moist air coming from the ocean blows over the land. As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain. Eventually, all the rain has fallen if the mountain is tall enough. So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow. This should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands. Also note that it can create rainfall outside of | + | Toggle that allows terrain height to affect rainfall. For example, moist air coming from the ocean blows over the land. As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain. Eventually, all the rain has fallen if the mountain is tall enough. So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow. This should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands. Also note that it can create rainfall outside of mix-max rainfall settings, so even in a world with a 0 max rainfall you may get rainfall biomes. Turning it off should result in more controllable, less complex rainfall conditions based on rainfall parameters as it adds a random element which can distort or otherwise mess up the climates on a pregenerated map. |
This should be disabled if you're importing a map or using a preset map file that has weather. | This should be disabled if you're importing a map or using a preset map file that has weather. |