Once you find a intersection, a small map generated in the same place will be 4 squares like this.Įxtra sperg points if you get the X/Y so precise that you can map out dimensions so your farm plots are all exactly the same size and the outside border is 1 tile wall, 1 tile road. I don't have the seed info anymore for this one, but it's not tremendously hard to do if you can load a standard map relatively quickly. With some guess and check, you can find the intersection of 2 "ocean" tiles like this, and then play with the X/Y to shift your spawn until you get a zone you can completely surround in water by digging out the edges around your land square. Loading up a bigger map just gives you a bunch of interconnected squares like this. An old thing with the map creator though is when you go high enough with the X/Y, the map generates flat squares that are exactly 1 tiny map in size. When you're creating a map, the X/Y coordinates are a specific entry point on the seed. Does anyone have any suggestions?Īlternatively to messing with the terrain and water gen to get something to your liking, you can gently caress with map gen to get something like this: So, what's the best thing to do in this situation? I have an idea to dig a ton of 1x1 holes in unused flat areas of the map, which all go down a couple levels into a central room that can then be used to pump water to the trench, but I'm not sure how feasible that is. Gnomoria great hall plus#Lava would be neat, but I haven't invented pumps nor dug down deep enough to find it yet, plus I don't want to deal with having to roof over the channels to not harden the lava into obsidian. I want to turn the trench into a moat, but I have no rivers running through my map, just those couple of pools. Double post, days apart, but can someone explain the mechanics behind water evaporation and transport to me? I have a trench all the way around my map, and that trench has a couple of small pools near enough to easily dig a hole to connect them to the trench.
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