Going Medieval

Going Medieval

MapType PLATEAU
22 Comments
Aiask 6 Oct @ 12:05pm 
I LOVE this map type, however the problem is it's way too high so you can't build castles on it, at least not very big ones. Is there any way to make a variation which isn't so tall?
MacTireLass 19 Jul @ 3:33pm 
so how does it work? does it make the random map generator produce only this type of map? or is it an option added?
meufilho eumsm 1 Jun @ 11:06am 
amazing
nukumorina  [author] 17 May @ 9:00am 
Hi, @Cykachu
I would also like to add that reducing the value of randomPosition is another way to avoid the problem.
If this is large, the deviation from the Position will become large, and there is a high possibility that the rising terrain will not be connected.
The only thing left to do is to adjust it many times...This may be one of the reasons why MapMod is not popular.
Cykachu 4 Mar @ 1:35pm 
Hi, @nukumorina

That's what I've been trying, and that caused the mentioned problems. But there is no other way then.
nukumorina  [author] 2 Mar @ 5:25am 
@Cykachu
Hello, Cykachu.
If you want to reduce the proportion of the plateau in the entire map, the only way at the moment is to mod it yourself.
If you want to change the MapType.json of this Plateau that I have published, you may be able to get the terrain you want by reducing the size of "base_plateau_01", "base_plateau_02", "add_plateau_01", and "add_plateau_02" in mapGenerationSteps and bringing the position closer to 0.5.
Cykachu 26 Feb @ 1:08am 
Hello @nukumorina, mayhaps you could help me.

I'd like to make the central plateau smaller, but I could't do it properly so far. Either the whole map changes too much, or the plateau won't have any connections to the edges.

Any ideas?
Bungle 15 Feb @ 5:33am 
Hey nukumorina, just wanted to say thank you, playing around with your mod has taught me how the map gen files work. And I love the bottom layers being solid limestone! Nice trick, all my maps do that now!! 😁
nukumorina  [author] 13 Feb @ 5:19pm 
Please confirm that the version is Ver0.4 after installing the mod.
There was an issue where the river was drying up, so we have taken a temporary solution.
nukumorina  [author] 12 Feb @ 6:20pm 
I’m currently contacting the FoxyVoxel regarding the issue of the river drying up, so please wait for a while. This seems to be caused by the program modification of 0.22.33.
nukumorina  [author] 11 Feb @ 4:26pm 
@SamuraiOctopi
I will check it today and release a temporary fix update, so please wait. This is probably a specification change due to an official update (a similar problem occurred in 鹿神ヒハル's distribution)
SamuraiOctopi 9 Feb @ 9:24pm 
I'm not sure if this is because of the most recent patch (Feb 6th, 2025), but I cannot get water to work on any of your maps anymore. At game start, the map edge voxels up high stop producing water and all waterfalls break. I have tried disabling other mods to see if there was a conflict with your map mod, to no avail. I tested on dozens of map seeds and it happens every time without fail. It does not happen to the vanilla maps on those same seeds, only your custom ones.

Notes: I use 'tiny/huge map expansions' mod and tested tiny/small/medium/large maps. I don't like the huge map so I was never trying that one. Tested Plateau repeated, throwing in some Canyon and some Wall at times; both also had waterfalls break at game start every time. I also ended up trying one other custom map by another creator (the "Extra Hilly" mod) and found that map was fine, so it really was just limited to your maps.

I really love your maps, so I hope this gets fixed.
nukumorina  [author] 29 Jan @ 3:52pm 
@Gorejinn
thx for your valuable opinion. I will consider whether to make floating islands appear in the river. I hadn't even thought about crossing the bridge.

@谢菲尔德
thx for the Chinese translation.
宝渊 27 Jan @ 3:05am 
一个高原在东部和西部高地之间的中心延伸,底部形成池塘和河流。气候和山腰一样温和,基地比世界地图上的山腰高一点。
我建议在360x360或更大的地图上玩,这样可以创造出合适的河流宽度和平缓的顶部坡度。

特征
地表上两层为草地,下两层为石灰岩。
东部和西部高地高达10层,中部高原高达11至13层。
高原脚下很可能会有池塘或河流。

推荐的模组
MapSize扩展微小和巨大
地图类型CANYON
宝渊 27 Jan @ 3:05am 
笔记
如果你安装了模组或更改了语言,请重新启动游戏以正确应用模组。

开发者备忘录
为了避免MapTypeMods之间的冲突,请尽量避免使用此Mod中使用的WorldMapSettings.json的id(46)和height(0.46)。
map_type_hill_3和map_type_hill_4用于WorldMapSettings.json中元素“mesh”的值。如果此值冲突,则根据部署顺序,映射类型可能不会显示。

更新历史记录
0.3版:修复了设置错误交易乘数的问题。
0.2版:调整以使体素出现在预期的位置和数量。
0.1版:发布
Gorejinn 13 Jan @ 9:54pm 
Great mod, love the maps the only issue is i've had to adjust the default water height so you can build large bridges. The water level is too deep to build foundations.
nukumorina  [author] 12 Jan @ 2:01am 
Users who are already subscribed should reintroduce the mod and make sure the version is updated to ver.0.3.
Fixed an issue where an incorrect trading multiplier was being set.
nukumorina  [author] 8 Jan @ 6:52am 
@HoodaHoo
Released new MapType CANYON !!
subscribe and post your impressions of the game
HoodaHoo 7 Jan @ 9:54am 
nice. You do well to make sure the terrain is still random enough feel real. all around great work. How about a river delta to compliment some pyramids haha
nukumorina  [author] 7 Jan @ 9:41am 
@HoodaHoo
Thank you, it's encouraging to hear that.
I plan to release the map of the canyon, which is divided by the valley and river, by next week. I generated a terrain like the URL below quite a while ago, but I am currently reviewing the generation logic again.
https://x.com/nukumorina/status/1736518766622912892/photo/3
HoodaHoo 7 Jan @ 8:12am 
i like what your doing. perhaps a valley map as well?
nukumorina  [author] 7 Jan @ 5:55am 
Users who are already subscribed should reintroduce the mod and make sure the version is updated to 0.2.
Adjusted Clay, Salt, and Iron reserves so that they appear in the intended locations and amounts during the generation process.