Don't Starve Together

Don't Starve Together

Worldgen Tweaker
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.
NDaang 19 Jan @ 7:57pm 
Do you know how to play only in caves, or do you have a mod that turns the surface into a cave?
Varrgas 2.0 4 Jan @ 6:56pm 
Ho ok, all of this make more sense now, thanks.
This mod is a great tool when we want to quickly generate new world for some reason, it's so fast that I was thinking it will crash when used the 1st time :p
bread and wine  [author] 4 Jan @ 5:49pm 
hey varrgas, so the SIZE_VARIATION controlls how many "rooms" (tiny biome) you get in a particular "task" (agglomertion). however, Klei was not systematic. So some of the numbers are decied by the SIZE_VARIATION and some of it are fixed constant numbers. It was ok when I turned it down to 2, but it was not nice when I turned it down to 1, because proportion was lost. I was messing around with it and I did some... more radical changes when you select the "0" option. so that's why the "0" option is completely different
Varrgas 2.0 4 Jan @ 1:40pm 
I try it and there is no words to describe how fast the World Gen is with this Mod, so cool!
But I didn't understand the "SIZE_VARIATION" option.
We can choose beetwen Nice (0), Not nice (1], very nice (2), or default.
I would understand if Not nice was 0 and Nice 1, the numbers would be logical, but if "not nice" is 1 then... I'm a little lost
Same for the meaning of this setting, if I'm right it's a variable value of the number of potential more "room" for each biome, but is it really that or something else ?
Varrgas 2.0 26 Dec, 2024 @ 2:54pm 
very interesting !
NDaang 18 Dec, 2024 @ 8:32pm 
Tiny Shipwreck Please