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SomeTroglodyte avatar SomeTroglodyte commented on May 22, 2024

I believe "Occurs in groups around high elevations" triggers your displeasure - you're asking for the specialized generator that knows Hill is a TerrainFeature... See raiseMountainsAndHills. You'll need to remove that unique and thereby decouple it from elevation, and find a humidity/temperature niche for it or there won't be any.

Or rewrite raiseMountainsAndHills, cellularHills and possibly cellularMountainRanges too for consistency.

(raiseMountainsAndHills has a horrifying bug - it logs the found mountain terrain's name when it intends to log the hill name!)

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SpacedOutChicken avatar SpacedOutChicken commented on May 22, 2024

I had hoped that the unique for occurring in groups would work like the unique for occurring in chains, but I guess not. Do you think it's even feasible doing all that rewriting, to say nothing of whether or not it's desirable?

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SomeTroglodyte avatar SomeTroglodyte commented on May 22, 2024

would work like the unique for occurring in chains

It does, in that it's hardcoded to expect a specific terrain type. Chains1 will probably fail miserably should you attach it to a TerrainFeature...

I experimented yesterday trying a generalization for both that uses dynamically built lambdas for the actual terrain modification, so both could work with both terrain types, but it got endlessy complicated very quickly. Might be better as "ElevationAgent" class hierarchy... Anyway, not much fun in coding.

Footnotes

  1. Not the 'Kill Six Billion Demons' character

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