RimWorld

RimWorld

Increased Forest Density - Base Version V6.01 1.3+-
Willowisp  [developer] 9 Jan, 2017 @ 1:39pm
MODDING THIS MOD GUIDE
The chances of me adding more versions of my mods is very low. I have not the time nor finances to do so at the moment. That said, I wanted to put some info up on each of my mods on how to tweak or mod my mod if someone were so inclined to do so.


What I Use:
So for the moment i'm just starting with what I use and where you can find my mods in your workshop. First, I highly highly recommend Notepad ++, its been my modding weapon since day 1 and it is nothing short of amazing. I'd also recommend getting the "compare" plugin once you start getting trixsy, this allows you to see what is different between the vanilla defs and your modded defs and helps update as well as see how far from norm your changes are.

Where to find my mod in your workshop folders:
The path may differ on different setups but it should give you a genal idea of where to look.

C:\Program Files (x86)\Steam\steamapps\workshop\content\294100

then find 751887749

294100 (Rimworld) number and the 751887749 (IFD - Base v.) numbers do not change by different users but the rimworld one MIGHT on systems other than windows (unconfirmed if even possible).

Thats all for now. And one suggestion to any would-be mod modders, MAKE BACKUPS OF EVERYTHING and MAKE SHORTCUTS to folders that would otherwise be a pain to re-find. I have a folder that contains 97 versions of my Total War mod and they have come in handy many times. Also helps protect against your changes being wiped out after every game or mod update.

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Tweaking Plant Density

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The resultant density of your forests is the sum of several different mechanics and parts but the quickest and easiest way to tweaking it is the "plantDensity" parameter. You can tweak "plantDensity" for your given biome through the definition files such as "Biomes_Temperate" (for temperate forest and swamp) for those going without my mod or the "Kudzu_Biomes_XXX"(XXX = Base or Deadly) for those using my mod; both of which can be found in the "Biome_Defs" folder in their respective directories (Core directory for without my mod and refer to the earlier passages in this guide for finding my mod's location).

Lets talk about Plant Density values. So vanilla value for temperate forest is 0.55. My base version of this mod is set somewhere around 1.65 (it varies between versions). So you can see that it is moderately sensitive. At around a value of 2 you start to see impenetrable walls of trees so I wouldn't suggest going much beyond that.
Last edited by Willowisp; 2 Mar, 2018 @ 12:39am
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Showing 1-8 of 8 comments
Helpful bot,
I want to reduce the amount of water tiles spawned on my map so as to better identify the rivers without having to check each individual tile for running water. How would I go about tweaking the files for that?
Willowisp  [developer] 3 Jun, 2017 @ 5:23pm 
Hmmm. Well you can go two approaches. 1) Lower/eliminate the occurance of shallow (and deep if you like) water in the <terrainPatchMakers> portion of the given biome's biome def file. 2) alter the image of rivers and/or shallow water to be able to more easily distinguish one from another. I take it you want to know more about #1.
Willowisp  [developer] 3 Jun, 2017 @ 5:24pm 
which biome are you most concerned with or is it all of them?
Last edited by Willowisp; 3 Jun, 2017 @ 5:24pm
Willowisp  [developer] 3 Jun, 2017 @ 5:26pm 
lets take boreal forest as an example. Go into the biome defs inside my mod call Kudzudense_cold. Find <terrainPatchMakers>
<li>
<perlinFrequency>0.017</perlinFrequency>
<thresholds>
<li>
<terrain>MossyTerrain</terrain>
<min>0.15</min>
<max>0.40</max>
</li>
<li>
<terrain>Ice</terrain>
<min>0.40</min>
<max>0.65</max>
</li>
<li>
<terrain>WaterShallow</terrain>
<min>0.65</min>
<max>0.75</max>
</li>
<li>
<terrain>WaterDeep</terrain>
<min>0.75</min>
<max>1.20</max>
</li>
</thresholds>
</li>
Willowisp  [developer] 3 Jun, 2017 @ 5:28pm 
Delete it entirely between the <li>
<perlinFrequency>0.017</perlinFrequency>
<thresholds>
........xyz
</thresholds>
</li>

OR Make it into

<li>
<perlinFrequency>0.017</perlinFrequency>
<thresholds>
<li>
<terrain>MossyTerrain</terrain>
<min>0.15</min>
<max>0.40</max>
</li>
<li>
<terrain>Ice</terrain>
<min>0.40</min>
<max>0.65</max>
</li>
</thresholds>
</li>
Last edited by Willowisp; 3 Jun, 2017 @ 5:30pm
Willowisp  [developer] 3 Jun, 2017 @ 5:39pm 
This is my understanding of the terrain parameters. Lets disregard perlin freqency because thats a whole 'nother maze. The perlin freq helps choose points on the map to generate terrain features. Once that set of points is chosen, the min and max values determine how far each terrain generates from the origin. So the first entry in a set;
<terrain>MossyTerrain</terrain>
<min>0.15</min>
<max>0.40</max>
Means that the mossy terrain is the LOWEST priority and will appear in a strip outside of the following features. Its been a while so the exact understanding of the interplay between the values has since escaped me BUT generally speaking, the smaller the value of (Xmax - Ymin) the smaller the feature. This explanation will probably change as now I'm going to have to look back into it to reefresh my understanding.
Willowisp  [developer] 3 Jun, 2017 @ 5:40pm 
That terrain gen excerpt SHOULD generate lakes or rivers of deep water surrounded by shallow water surrounded by ice surrounded by mossy terrain.
that's a good demonstration. the big problem i was having was that it was generating lots of rivers all over my map, oftentimes overlapping with the pre-gen'd rivers from rimworld's default worldbuilding. Thank you for your assistance!
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