Songs of Syx

Songs of Syx

TomArgh Map Generator With Caves
24 Comments
cosmic 23 Jul, 2024 @ 8:34am 
Wrong format of color. Should be RED_GREEN_BLUE. Error parsing key [255,255,255,], clay

crashes in new game on v66
Marshall 2 Jun, 2024 @ 5:34am 
if you want caves yeah. i havent had a cave yet
ElBeacon 3 Apr, 2024 @ 7:16pm 
hard to say really just recently started playing it again, the only issue is that i want bigger city maps :D
TomArgh  [author] 10 Mar, 2024 @ 11:24pm 
I haven't played Songs of Syx in quite some time now.
Is this mod still necessary with the map generation changes that came out recently?
Dolrathor 10 Mar, 2024 @ 11:22am 
will ther be a update to v65 ? :)
BoogieMan 15 Nov, 2023 @ 5:03am 
Would it be possible to make the mineral patches larger? With the exception of the type you see on the world map, the patches are very small.
19Peej 1 Oct, 2023 @ 6:04pm 
Thank you!
TomArgh  [author] 28 Jul, 2023 @ 8:25pm 
No worries, this mod honestly came about because I wanted a good enclosed mountain base for dwarves to mine riches and I found myself rerolling for hours - once I had this in place I could generate a good map in minutes. It certainly is niche and not a blanket 'this makes maps better always' mod. I would not bother with it if I was settling a plains map for hunter/gatherers.
MrProfilen 28 Jul, 2023 @ 8:14pm 
That makes sense. I usually settle outside of locations with resources like gems etc because I find it too easy (lol). However, I did expect it to affect the clay and coal already on the map in the zones without the nodes on the big map (which is why I was confused).

Because I've never settled in a location with those resources (at least in v64), when I did settle there in my testing last night, it probably led to me not noticing these changes in effect (since I had no baseline).

So, basically the conclusion is: In map areas without a node, the changes are there but not large enough to notice. But, maps with nodes are very noticeable, which is good to know.

Thanks again for elaborating. I tried messing with this for a few hours last night and it made me feel slightly stupid lol.
TomArgh  [author] 28 Jul, 2023 @ 8:10pm 
Worth noting that you need to actually settle a location with the presence of a rare mineral in order for it to spawn at all, which it would then be influenced by the changes I have made in this mod.
TomArgh  [author] 28 Jul, 2023 @ 8:08pm 
Hey mate, all good points and questions. v64 overhauled map generation substantially and I did notice that resource generation was much higher than in v63. so it is likely that the resource part is not as noticeable. It may help for me to give context on what this mod does.

The mod is specifically updating files targeting map generation, so existing maps aren't affected. When a map is generated, it's referring to .txt files to obtain a float which is usually between 0.0 and 1.0. If I remember correctly, harvestable resources default to 0.8, which I've changed to 1.0. A 20% increase is minor and might not be very noticable. A lot of the mineral resources do, however, get changed from values like 0.5, or even 0.1 up to 1.0, which is much more substantial.

Unless fish comes under harvestable resources, this isn't a resource I've seen that can be altered, in frequency nor fertility.
MrProfilen 28 Jul, 2023 @ 7:58pm 
It seems the no-cave version is working, so that must mean this version is working too.

I guess the change in resources isn't as big as I thought it was going to be (not that I mind).

That does lead me into an unrelated comment: Is fishing fertility able to be changed during map generation?

Also, I guess I should ask to make sure I understand, this does only affect the that you actually play on, right?
TomArgh  [author] 28 Jul, 2023 @ 7:46pm 
If the mod is enabled it will make rivers noticeably wider. You could try the version of this mod that doesn't have caves, which will also be a surefire way to see that it is working: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2933270712
MrProfilen 28 Jul, 2023 @ 7:38pm 
@TomArgh I do not notice any changes. Map nodes look the same (same amount of edibles etc). Maybe it's just hard for me to notice. What should I look for to make sure it's not just me fooling myself?
TomArgh  [author] 28 Jul, 2023 @ 7:21pm 
@MrProfilen does the mod work when it is loaded by itself?
MrProfilen 26 Jul, 2023 @ 10:35pm 
I don't seem to be noticing any changes in map generation for me, where is this supposed to go on the mod load order? I am only using a few race mods. I've tried loading first and loading last.
TomArgh  [author] 11 Jul, 2023 @ 7:26pm 
(Continued from below)

Open CLAY.txt and you can see TERRAIN is set to WET: 1.0 and NONE: 1.0. If you change NONE: to 0, Clay wouldn't spawn outside of 'wet'. This scales from 0.0 to 1.0, so you can have 0.5 and dry terrain would spawn clay at 50%. The same applies to Gems in water, or minerals in mountains.

Then once you're done tweaking these variables, just open the game and disable my mod and enable your own. If you have other mods enabled, check they don't conflict and cause the issue you're describing.
TomArgh  [author] 11 Jul, 2023 @ 7:26pm 
Hey Pyruvate, I appreciate you taking the time to give this feedback. Everyone has different criteria for what an ideal map looks like, so it might be useful for you to look into copying my mod files from the steam workshop directory and moving them to your user folder - from there, you can tweak the numbers and have your own custom setup. Roughly, this is what you would do:

1. When picking mods in the SOS Launcher, hover over the mod name to see what the file path is, then go there and copy the whole last folder (which will contain V64, V63, and _Info.txt)
2. Open the following folder and paste the folder you copied above there: C:\Users\%userprofile%\AppData\Roaming\songsofsyx\mods
(note that this assumes your OS is on C:\ drive
3. In the folder you just made in the path above, you can now open and customise the two files that dictate world generation:
- \V64\assets\init\config\GenerationSettlement.txt
- \V64\assets\init\resource\minable\ [all resources are here]
Pyruvate 10 Jul, 2023 @ 7:55pm 
As for your question, no I don't think it's cheating. You still have to invest a lot into each of those industries (space, research, worker population, etc), if you actually want to tap into them. My old (pre v64) approach was anyway to rush to Admin pop levels and then tax the heck out of my high gem level home region. Haven't gotten that far into this version to see how well taxing works, just was annoyed to see you don't get a start region anymore, rather your city itself is your region borders...
Pyruvate 10 Jul, 2023 @ 7:54pm 
Hey, thanks for keeping this updated and for letting us know about the interaction with new mechanics. Personally, map generation remains one of my main frustrations with the game.

Specifically, I think mineral nodes should generally be much more dense and compact; having then take up a huge amount of space on my map is very annoying, while they are so sparse I don't even want to bother mining them. What is have been doing is using the debug tools to delete all the start nodes and then add in what feels like a balanced (location and amount) arrangement of max richness but relatively tiny nodes. If possible, I try to also make them seem more plausible than the giant, random mess we get by default (like your map does have some mountains in the side, but all your minerals are just spread in giant fields and none in the mountain? Or you have massive rivers all over, but the gems are under the rivers and your clay is in a desert on the edge??).
Juggalo Yoda 4 Jul, 2023 @ 1:49pm 
considering how much space those industries can take up, it could be fine
TomArgh  [author] 3 Jul, 2023 @ 8:02pm 
Just a heads up - map generation has changed a lot in V64 and it looks like the developer has forced the player to choose a main luxury resource when settling their base, but also scaled up how much resources spawn. I have the option of forcing the map to spawn all rare resources regardless, but I'd be interested to hear any opinions of this, because the quantity of resources that are spawning are drastically higher.

Does having a huge amount of all special resources feel like cheating, or just making your dream city?
TomArgh  [author] 3 Jul, 2023 @ 7:36pm 
Updated for V64
Nadeshiko 1 Jul, 2023 @ 1:57pm 
V64 breaks it