Name: Cities
Summary: Procedural generation of settlements and infrastructure
Scope: Mod (extra content)
Current Goal: Detailed auto-generation of world content
Phase: Implementation (being worked)
Curator: msteiger
Related: Content: Fences, Soils, Minerals - Functionality: Quests, NameGenerator
Repository: https://github.com/Terasology/Cities
This module is about automatic generation of world content. Based on random number generators it creates the entities in the following order:
NOTE: The content of post has been edited heavily to reflect recent changes
Summary: Procedural generation of settlements and infrastructure
Scope: Mod (extra content)
Current Goal: Detailed auto-generation of world content
Phase: Implementation (being worked)
Curator: msteiger
Related: Content: Fences, Soils, Minerals - Functionality: Quests, NameGenerator
Repository: https://github.com/Terasology/Cities
This module is about automatic generation of world content. Based on random number generators it creates the entities in the following order:
- Terrain height map (in contrast to PerlinWorldGen, this is purely 2D)
- Large-scale regions such as lakes, deserts, forests
- Their shape is identifed using a contour tracing algo.
- Settlements sites (a spot on the map)
- Roads between settlements (yes, before most other content is created)
- Town walls and gates
- Important (central) buildings such as churches
- Housings, etc.
- Improved roads (requires Bresenham-Murphy)
- Bridges (requires Bresenham-Murphy)
- Quests (requires proper naming of entities and a working Quest module)
- Improve the preview GUI (show heightmap, settlements, etc)
- Add more parameter sliders to the GUI to enable the user to config the world like in DF
NOTE: The content of post has been edited heavily to reflect recent changes