Posted May 20, 2019 by DrTardigrade
#Progress Update #Modding #version 0.3.3
This weekend I focused on finishing up the 'Layers' mini-feature and also creating a mod that would allow me to test not only layers but all other moddable components added so far. First lets talk a little bit about layers...
Layers are completely optional mod-dependent entities that can be added to a map pretty much in the same way as biomes but with some important differences. First, layers are completely abstract and can be used to represent pretty much anything that can be 'layered' on a map, from mineral deposits, to a specific animal species range, to even fantastical elements permeating the land. A layer, like a biome, can be constrained to appear only at certain altitude, temperature and rainfall ranges. Plus it can also be constrained by using noise parameters. This allows layers to be set to be more geographically "unique". Also, layers, unlike biomes, can overlap each other freely. So the presence of a particular layer on a cell will not be affected in any way by the presence of other layers on that same cell.
As of right now, layers have only one use which is to work as custom constraints on biomes. This means that a mod can now have biomes that can only be present on a cell if a particular layer or combination of layers are also present. Nevertheless, layers add a whole new set of custom terrain attributes which could be used in many other ways in the future: From determining the availability of specific resources to influencing the technological development of individual cultures and so on...
To test this new feature and other moddable features implemented so far for 0.3.3, I started working on a fantasy mod that I uninspiredly called "Weird Biomes". This mod introduces a bunch of new biomes and two layers that restrict how both the new and old biomes are distributed over a generated world. The two layers introduced in this mod are:
Here are a set of screenshots of a world generated by combining the 'Base' and 'Weird Biomes' mods:
The first image shows the resulting biomes in a world on which both the 'mycosystem' and the 'necrosilica' layers are present. The purple land patches are where the 'fungi' biome is highly present; The red/pink/orange areas are where necrosilica-influenced biomes are present to varying degrees; Solid black zones are where both the mycosystem and necrosilica combine, allowing the 'black fungi' to be present. The second and third images use a new layer 'overlay' to show the spread of specific layers selected on the top-right.
As I said, I did all this 'Weird Biome' stuff not just to showcase my lack of imagination, but also to test the modding framework. Besides adding layers and biomes, I also added and modified region attributes and elements affected by them. With those I tested how cultures inhabiting the new biomes would name regions, tribes and individuals. Many bugs were found and squashed, and some parts of the code had to be expanded and tweaked to take into account some complexities that resulted from changing the base behavior using this rather simple mod.
Before declaring the work with layers done, next weekend I want to add one last thing which would be a specific tool to edit layers within the map editor. My expectation is that this is not going to be a big deal. Probably a day and a half of work (fingers crossed). And hopefully, finally, this time for real, move on and start working on event modding...