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New Land Generator

Posted: 30 Jan 2010 02:34
by WWTBAM
Can someone remind me how to use the new land generator. I have looked at the sign cheat, but are there options in TTDPatch.cfg for it?

Re: New Land Generator

Posted: 30 Jan 2010 12:29
by wallyweb
The sign is cht: landgen {x} {y} {z} where x,y and z are numerical values that control the shape of the landmass. As an example, cht: landgen 2 2 2 will produce a flat landmass that is 1 tile above sea level and that covers the largest possible area and has no lakes, ponds or seas. A more detailed explanation lies here. afaik, a patch setting is not required.

Re: New Land Generator

Posted: 30 Jan 2010 12:33
by WWTBAM
thanx wally. Was hoping there might be a setting but ohwell. Your example should provide a good tropical game.

Re: New Land Generator

Posted: 30 Jan 2010 13:38
by wallyweb
robotboy wrote:thanx wally. Was hoping there might be a setting but ohwell. Your example should provide a good tropical game.
Play around with the values. You should be able to get a decent set of lakes and hills and islands. Make sure that the water setting (the 'y' setting) is larger than the 'x' setting. The 'z' setting should be sufficiently large as well.

Re: New Land Generator

Posted: 30 Jan 2010 14:07
by michael blunck
wallyweb wrote:[...] afaik, a patch setting is not required.
Well, yes: experimentalfeatures.newterraingen on

regards
Michael

Re: New Land Generator

Posted: 30 Jan 2010 14:44
by wallyweb
michael blunck wrote:Well, yes: ...

regards
Michael
Oh yes! I forgot about that one! :oops: It must be the lack of timely prepared bacon and eggs in my diet. :wink: