Don't Starve Together

Don't Starve Together

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Worldgen Tweaker
   
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12 Dec, 2024 @ 12:09am
7 Sep @ 8:27pm
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Worldgen Tweaker

In 1 collection by bread and wine
worldgen
48 items
Description
Various configurable tweaks for a nicer small-sized world!

This was the collection of fixes I did for my small-sized world to get a more concise and concentrated map, all the while sticking with vanilla worldgen, and also help out with the algorithm since it has trouble fitting the default setpieces into a small-sized world:

MACRO ADJUSTMENTS
- Turn off or adjust the number of Optional Tasks on the Surface or in the Caves. Optional Tasks are the agglomeration of biomes that you sometimes get and you sometimes don't, and which the Force Biomes mod guarantees.

SET-PIECES
- Turn off Traps, Points of Interest and Protected Resources on the Surface or in the Caves
- Adjust the number of Optional Setpieces on the Surface, that is to say the Warzones and the Chess
- Adjust the number of Wormholes, Moose Nests, Tentacle Pillars
- Adjust the number of Brine Pools, Waterlogged biomes, Bull Kelp, since these clog up the ocean and can slow down worldgen
- Substitute in a smaller Sinkhole setpiece for 4 tiles, or a miniscule one for 1 tile
- Make all setpieces ignore impassable barren, this gives setpieces the permission to terraform ocean into land, and this option alone can significantly speed up your worldgen

OCEAN
- Make the Monkey Island and the Hermit Island not fixed to Ocean Rough, since worldgen often has a hard time fitting both the Hermit Island and the Monkey Island into the same room when the world size is set to small. This means that the Island can be in any ocean biome. This sounds big but it doesn't look or feel that weird, since most of the DST ocean totally isn't empty

ADDITIONS
- Remove rivers on the surface, and the corresponding option for removing biome dividers in caves
- Remove, from the caves, the filler sinkhole rooms called "BGSinkhole", these take up a lot of space in your caves and cause a lot of sprawl. They also blend the Cave Exit biomes together, making them look too similar one to another
- Remove Pit Rooms. These are the bridges in rocky turf you get in the caves. You will get long stretches of land with no interruption. The caves will still feel tentacular but it will feel a lot flatter
- Adjust the number of filler biomes for less sprawl. It's fine to set it as "none" for your cave maps, but for your forest map it might slow down worldgen since there will be less spare space to fit setpieces.

OTHER MODS
- Roads Tweaks have been extracted into a separate mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3432724991
- Main Shard Caves: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3425275001
- Fragmentation: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3425380018
16 Comments
bread and wine  [author] 19 Aug @ 8:05pm 
Yes I definitely agree. I was playing Hamlet for a while when it suddenly hit me how different the map feels without these rivers, but then Hamlet's Hamlet and the biomes transition with a lot more contrast than the way most of Vanilla is just forest biomes in various combinations with other elements. I am convinced that it's an obstination on the part of Klei to keep the rivers because they just aren't worth their one function of maintaining divisions between biomes.
Brown Buns 18 Aug @ 8:41am 
I disliked the fragmented land caused by rivers if you add new biomes like the hooded forest or others and always wanted something that removes them!
Thanks!
Brown Buns 18 Aug @ 1:32am 
I had no idea this was possible, you are so talented!
Definitely will try out
bread and wine  [author] 10 Aug @ 5:44am 
Yeah Navis I've noticed that too, I think the whole minimalist concept is a lot easier on the surface map then the caves map. To do a caves minimalist map you have to actually completely rearrange the whole thing and not just subtract.
Navis 1 Aug @ 6:45am 
Cave biomes tend to generate in the middle of the ruin when removing all the optionnal cave biomes.
bread and wine  [author] 31 Jul @ 6:47pm 
What do you mean and what map are you playing?
ThePicklePlunderer 31 Jul @ 11:03am 
for some reason wagstaff doesnt work properly in moonstorms with this on
riley_ 25 Mar @ 6:11pm 
that mod does not work anymore
bread and wine  [author] 25 Mar @ 4:09pm 
hey riley, i think atoba azul has a mod that does that precisely that
riley_ 25 Mar @ 9:43am 
suggestion: option to disable the "lock and key system" as it's apparently called. basically, let mainland biomes generate connected to any other mainland biomes instead of requiring them to be in specific branches.