What's the meaning of the autoplace_controls?
Posted: Mon Aug 10, 2015 9:57 am
Hey guys,
I'm in the process to rewrite the popular mod RSO to support multiple surfaces and in the process of doing that i'd like to simplyfy it's configuration by using the autoplace_controls as basis for the internal resource patch generation. Currently i am struggeling a bit to understand the impact of all the different settings.
In particular i'm interested in the formula that determines the amount of ore that is spawned in each tile.
Another thing i'm curious about is the impact of the map_gen_settings. Like in which way does a setting of "very rich" influence the final amount of ore in the tile.
I'm guessing richness_multiplier and size_control_multiplier are used to translate the map_gen_settings into real the final value.
I read the part on the wiki but it didn't make much sense to me without code or some formulas to help understand it.
What i don't understand about the peaks is how they are used. I thought the way it worked was that every resource has a noise layer and if that exceeds a threshold the resource will be spawned. But that doesn't make sense when there are peaks without a noise-layer and it won't explain how the starting area spawns are done.
Can someone please help me understand that?
Thanks in advance,
yeganer
I'm in the process to rewrite the popular mod RSO to support multiple surfaces and in the process of doing that i'd like to simplyfy it's configuration by using the autoplace_controls as basis for the internal resource patch generation. Currently i am struggeling a bit to understand the impact of all the different settings.
In particular i'm interested in the formula that determines the amount of ore that is spawned in each tile.
Another thing i'm curious about is the impact of the map_gen_settings. Like in which way does a setting of "very rich" influence the final amount of ore in the tile.
I'm guessing richness_multiplier and size_control_multiplier are used to translate the map_gen_settings into real the final value.
I read the part on the wiki but it didn't make much sense to me without code or some formulas to help understand it.
What i don't understand about the peaks is how they are used. I thought the way it worked was that every resource has a noise layer and if that exceeds a threshold the resource will be spawned. But that doesn't make sense when there are peaks without a noise-layer and it won't explain how the starting area spawns are done.
Can someone please help me understand that?
Thanks in advance,
yeganer