tehAon’s RWG Islands – Island Maps from Random World Generation (Server-Side)

tehAon’s RWG Islands – Island Maps from Random World Generation (Server-Side)

Random world generation that...

MOD ID: 13762作者: tehaonカテゴリ: Mapsバージョン: 0.1.0更新日: 2026-11-07(今日更新)用途: サーバー向け人気スコア: 0
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🔑 Nexus連携(高評価・追跡)

🏷 タグ

AI-Generated Content

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メイン RWG Islands V0.1.0 (Game V3.2.0 - V3.4.0) v0.1.0
📦 47.0 KB ⬇️ 5
更新履歴(changelog)
First version.
- **Bridges** (a Bridges row under Causeways, on by default): each causeway rises on ramps of 1 in 8, eased at both
ends, to a concrete span over a gap cut to the sea bed in mid-channel - 10 blocks of clear air over the water, so
boats pass under. The causeway runs dead straight through the bridge zone, at the span's angle (spans come in
15-degree steps). Ramps are painted as road. Checked in a 3.4 client: water under every deck, joints flush, a
motorcycle and a 4x4 across, parapets that stop a bike, a swim through the middle opening.
- **Island worlds from random world generation**: sea on every side of the map, with a shore of bays and
headlands. The game can already do this - one world in sixteen - but has no setting for it.
- **Several islands**: `islands="2"` to `"12"` cuts channels through the land. Towns, traders and
wilderness places are planned round the water by the game itself; every island tested got towns and
at least two traders.
- **Causeways**: a strip of dry land across enough channels to reach every island, each with a road
over it. `causeways="false"` leaves the islands apart.
- Settings in `RWGIslands.xml`: `islands`, `causeways`, `coast`, `channel`.
- **Islands stand in open water.** The channels were one width all along (180 m on an 8 km map), so
several "islands" read on the map as one landmass cut by rivers - Kenny's words on seeing the preview.
A channel is now narrowest where its causeway crosses and opens out away from there into open sea,
and the narrows themselves are wider (330 m at 8 km). About half the map is water where a quarter
was. Beside a causeway the water is held to the channel's width, so the crossing stays short: two
headlands reaching for each other. `open="0"` in the file gives the old canals back;
`tools/planmap/run.sh` draws any plan without the game.
- Fixed with it: a causeway now runs the whole way between its two islands. It used to be drawn only
where those two were the nearest pair, which the wider …
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MOD 解説

島を生成するランダムワールド生成:外洋に1~12個の島があり、それらは橋でつながった土手道で結ばれており、船はその下をくぐって通行できます。各島には独自のバイオームが割り当てられ、森のスタート島から土手道に沿って進むにつれて、バイオームの難易度が徐々に高くなります。3列が

原文(英語)を表示

Random world generation that makes islands: 1 to 12 islands in open sea, joined by causeways with bridges boats pass under. Each island gets its own biome, easiest first along the causeways from the forest start island. Three rows on the

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