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Editing Advanced world generation

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where ''MeshSize'' is the raw parameter value found in the world_gen.txt. See the image on the right for an example.
 
where ''MeshSize'' is the raw parameter value found in the world_gen.txt. See the image on the right for an example.
  
[[File:World_map-large-32x32-elevation-mesh.png|thumb|300px|A large world generated with an Elevation Mesh Size of 32×32 and range weights set to 1:0:0:0:1 (i.e., only extreme high and low elevations). Note how the grid intersections are either set very high or very low and the space between them is smoothed out.]]
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[[File:World_map-large-32x32-elevation-mesh.png|thumb|300px|A large world generated with an Elevation Mesh Size of 32x32 and range weights set to 1:0:0:0:1 (i.e., only extreme high and low elevations). Note how the grid intersections are either set very high or very low and the space between them is smoothed out.]]
  
 
==== Mesh Size/Weighted Ranges ====
 
==== Mesh Size/Weighted Ranges ====
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==== Interaction between Mesh Size and Variance ====
 
==== Interaction between Mesh Size and Variance ====
  
The end result can vary greatly depending on how the corresponding [[#X_and_Y_Variance|X and Y Variance]] parameters are set. First of all, if the variance is too large the noise it adds can completely negate the effect of the weighted ranges. For instance, with a 2×2 mesh, the default variance parameters are high enough that usually the mesh grid can hardly be recognized. How strong the variance's effect is, is also dependent on the mesh size. Having a larger mesh size (i.e. smaller grid tiles) means the variance also has to be higher for a visible effect. For instance, with a variance of 400, the effects are clearly visible with a 2×2 mesh and barely visible at all with a 8×8 mesh. Note that this effect is directly dependent on the mesh size and not, as one might expect, on the actual size of the grid tiles. This means, that a large world with a 2×2 mesh will look essentially the same as a pocket world with a 2×2 mesh, only stretched to 256 times the size.
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The end result can vary greatly depending on how the corresponding [[#X_and_Y_Variance|X and Y Variance]] parameters are set. First of all, if the variance is too large the noise it adds can completely negate the effect of the weighted ranges. For instance, with a 2x2 mesh, the default variance parameters are high enough that usually the mesh grid can hardly be recognized. How strong the variance's effect is, is also dependent on the mesh size. Having a larger mesh size (i.e. smaller grid tiles) means the variance also has to be higher for a visible effect. For instance, with a variance of 400, the effects are clearly visible with a 2x2 mesh and barely visible at all with a 8x8 mesh. Note that this effect is directly dependent on the mesh size and not, as one might expect, on the actual size of the grid tiles. This means, that a large world with a 2x2 mesh will look essentially the same as a pocket world with a 2x2 mesh, only stretched to 256 times the size.
  
 
Also see this [http://www.bay12forums.com/smf/index.php?topic=139916.0 forum post] for more details.
 
Also see this [http://www.bay12forums.com/smf/index.php?topic=139916.0 forum post] for more details.

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