cobaltjones wrote:Yeah if my understanding of the resource system is correct then most resources have the same or similar distribution and quality formulas, it's just the fact that soil/water are a much bigger part of the terrain that makes the higher quality more consistently found. There's likely a few q120 clay spots on the map, but they're smack dab in the middle of a heath so it doesn't really do anybody any good.
It would be really interesting to get a big writeup about the current(old) mapgen system and how it worked with regards to quality nodes once loftar gets time (never).
I bet it works like this:
The size of the map is chosen.
It then generates a map of soilQ, waterQ, clayQ, stoneQ, sandQ, swampQ, water forageablesQ and oreQ.
After those huges areas of influence are generated the world comes into place, the world is filled with broadleaf and coniferous forest, cliffs are added along with caves.
Then it adds rivers and lakes (shallow and deep water), beaches. Then grasslands, heaths, moors, mountains mudflats, swamps and thickets. The cave systems come last wich is why sometimes we see bugged cave entrances that dont have a tunnel associated with it.
I wonder if the same Qmap is generated for underground.
I repeat this my theory, not something to be taken as a fact.