Welt Generierung

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Revision as of 15:10, 7 August 2023 by Tarbrough (talk | contribs) (Created page with "{{ll|Trees|Bäume}} werden mit verschiedenen Dichten in der Landschaft generiert, wobei einige Baumformen durch die Generierung möglich sind, welche nicht nachwachsen können.")

Die Welt wird durch eine Vielzahl unterschiedlicher Merkmale prozedural generiert, um verschiedene Umgebungen organisch zu gestalten. Biome gibt es in diesem Spiel nicht wirklich, sie werden stattdessen durch Mechanismen wie Temperatur, Gestein, Baumdichte und Wasserdichte gebildet.


Bildung der Gesteinsschichten

Gestein sschichten kommen in drei grundlegenden Kategorien vor; magmatisch, metamorph und Sedimentgestein. Jede dieser Kategorien beinhaltet mehrere spezifische Gesteinsarten und wenn eine Welt generiert wird so kann diese mehrere Gesteinsschichten der selben Art enthalten. Ebenso ist es möglich das eine Gesteinsschicht in einer Welt garnicht vorkommt. Die Art an unterliegendem Gestein hat keinen Einfluss auf die Pflanzen- oder Tiervielfalt, jedoch aber einen großen Einfluss darauf welche Erz-arten in der Umgebung zu finden sind.

Baumgenerierung

Bäume werden mit verschiedenen Dichten in der Landschaft generiert, wobei einige Baumformen durch die Generierung möglich sind, welche nicht nachwachsen können.

Natural Resources

When exploring, there are different natural resources that the average explorer may be interested in.

Clay

Clay forms on the surface of the world, appearing in the form of either blue clay or fire clay. Clay does not generate in extreme hot or extreme cold climates.

Ores

Ore Deposits generate all over the underground in Vintage Story. It is very important to pay attention to the type of rocks that is nearby, as ores will only form in specific rocks types.

Rocks

Underneath the surface lies a large variety of different type of rocks . There are 22 different types of rocks, and each rock hosts a different selection of ores .

Soil

Different types of soil form over the landscape to form the surface. Some are more rare than others, with low fertility soil being the most common. The varying soil types have different levels of fertility, you may have to keep this in mind when choosing a location.
The rainfall amount seems to be directly tied to the average soil fertility, as 'very rare rainfall' correlates with almost only low fertility (or non at all) soil, whilst 'rain almost all the time' translates into almost only medium fertility soil. Terra Preta however seems to not be influenced by rainfall.

Crops

Crops or Wild Foods spawn once on world generation and very slowly grow when the chunk is loaded. A mature crop resets back to stage 1 eventually. They however do not multiply.

Temperature

The temperature is a vital part of deciding what wild foods can generate, whether or not clay can form, and even the weather .

Weather

The weather depends on the climate around it. As a guide, areas that are more green indicate a larger amount of rainfall.

Water

Environments are formed with varying levels of water density, this means that oceans, for example, are not force as a 'biome' but instead form organically.

Structures

Structures form over the world's surface and underground in the form of ruins . These structures often contain loot that can benefit survival in various ways. Some blocks, such as aged wooden planks , can only be found in these ruins.


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