Trigan Emperor
Prince
- Joined
- Apr 11, 2015
- Messages
- 438
The no-name rivers problem happens with multiple vanilla scripts, such as Splintered Fractal, Pangaea, and Fractal as well, I think - all that I tried - when the default grain is adjusted higher or lower than the default. For example, I changed the Pangaea biggest landmass requirement from 0.84 to 0.1, and increased continent grain number by one (snakier) and it happened.Yeah, I'm starting to think that somehow your code/setup is corrupting the map. I looked at the Fractal script that you posted earlier, but didn't see any bugs that could screw-up the map enough to confuse the river system (such as resizing the map, setting plots to nil, etc). I'm assuming, however, that you didn't modify any of the base game's map utilities yourself, and that you're not running with any mods that mess with the map generator or its utilities.
Btw I also saw that you had mountains/hills logic and some leftover temporary terrain-setting stuff in your GeneratePlotTypes() function. You don't need that because the ApplyTectonics() function adds mountains and hills for you. Might as well remove it in case that was somehow the cause of the bug.
Yes, I think inland seas are possible with vanilla map scripts, such as Island Plates, Seven Seas, and Continents Islands. There's also Inland Sea, but you're probably thinking of which map types have multiple layers of land generation.
It doesn't look like it's possible to change grain without running into this issue, so I was hoping to at least try and make the Fractal map not be Pangaea most of the time by setting variable biggest landmass requirements, to be set by random number generator.