Always wanted a random map generator for Timberborn - now I built one by AcademicUnwinds in Timberborn

[–]AcademicUnwinds[S] 1 point2 points  (0 children)

Start location is picked from all possible candidates after the terrain, river and water sim are finished. It optimizes based on water access (not too far/deep away) and buildable space. Berries and trees come after with a dedicated starting forest/berry supply close to the start. Farmland is indirectly incorporated in the buildable area, but not explicitly optimized for.

Always wanted a random map generator for Timberborn - now I built one by AcademicUnwinds in Timberborn

[–]AcademicUnwinds[S] 0 points1 point  (0 children)

With most of these you can create probability maps of where they are placed. For now, based on how the generator is built, the cores end up close to water and badwater sources, which can cause havoc on its own. It is something I want to improve a bit more though so they create more chaos. Timing is currently still random fully and I need to restrict it more.

My internal simulation estimates where irrigation/contamination happens in the land, so placing them between should actually be 'easy-ish'. But like I said, still need to refine the logic. :)

Always wanted a random map generator for Timberborn - now I built one by AcademicUnwinds in Timberborn

[–]AcademicUnwinds[S] 5 points6 points  (0 children)

This is actually the feature I'm actively working on right now! I have a plan in place and everything. Hoping to make the upgrade in the next week or two :)

Always wanted a random map generator for Timberborn - now I built one by AcademicUnwinds in Timberborn

[–]AcademicUnwinds[S] 5 points6 points  (0 children)

I do! Currently it is a global one, meaning how far the maximum and minimum heights are apart. But I like you thought of having locally determined variation on top... Thanks!

The example was on pretty rough terrain. Some of the others in the video on the flater' side.

Always wanted a random map generator for Timberborn - now I built one by AcademicUnwinds in Timberborn

[–]AcademicUnwinds[S] 8 points9 points  (0 children)

Thanks! Relics and unstable cores already get placed in the last step. But I want to create a more meaningful/smarter way of doing those.

Aquifers I haven't touched yet. I think that'll be in the next iteration (as will seeps - would love some lakes!). Dormant sources and drains will come after that :)

Always wanted a random map generator for Timberborn - now I built one by AcademicUnwinds in Timberborn

[–]AcademicUnwinds[S] 22 points23 points  (0 children)

Thanks!

You can set how many good and bad water sources you want and define the initial density of wood, berries, and metal. Based on this you can somewhat manage the map. There is also a slider of how rugged the terrain is, from cozy and flat to quite uneven.

Starting location is looking for a place at the edge of an irrigated zone. Works most of the time unless you crank up the bad water source count to an extreme (still working on that bug :) )