Procedurally Generated Maps
|Procedurally Generated Maps|
|Procedurally Generated Maps is a feature that lets you generate new maps|
Procedurally Generated Maps were introduced in 248.0. This feature allows players to let the game generate a random map, based on parameters or a seed.
There are 12 pre-existing custom maps within the mode which consist of the following: Default, DrakesWorld, BrontoIsland, HighAlps, IslandCoves, IslandPines, CrystalShores, SandyShores, ManyIslands, Redwoods, Snow, and Mountains.
Warning: It is highly recommended to set down the dino count multiplier, because of over spawn!
- 1 Terrain Settings
- 1.1 Map Seed
- 1.2 Landscape Radius
- 1.3 Water Frequency
- 1.4 Mountain Frequency
- 1.5 Mountain Slope
- 1.6 Mountain Height
- 1.7 Turbulence Power
- 1.8 Shore Slope
- 1.9 Water Level
- 1.10 Grasslands Grass Density
- 1.11 Jungle Grass Density
- 1.12 Ocean Floor Level
- 1.13 Erosion Steps
- 1.14 Terrain Scale Multiplier
- 1.15 Erosion Strength
- 1.16 Deposition Strength
- 1.17 Trees Slope Threshold
- 1.18 General Mountain Trees %
- 2 Standard Values
- 3 External links
- 4 Spotlight
Terrain Settings[edit | edit source]
Map Seed[edit | edit source]
The seed is the base of a procedurally generated ARK. Each seed will create an ARK which can be remade by using the same seed (and other settings). This way players can share their favorite maps with the world. Seeds can only be up to three digit numbers. Non-numerical seeds default to zero, as do seeds larger than 999.
Landscape Radius[edit | edit source]
The size of the land area of your ARK. If this value is too high it won't have much water between the border of the map and the land of your ARK. At the maximum value, 50, there will be no ocean biome in your ARK.
Water Frequency[edit | edit source]
Water frequency determines how often the map alternates between land and water. This has no effect on the ocean between the edge of your landmass and the map border. With a low water frequency, you end up with a few or one giant lakes. With a high water frequency, you end up with a lot of small puddles or rivers.
Mountain Frequency[edit | edit source]
The higher this number, the more mountains you have. Setting this too high can create impassable terrain.
Mountain Slope[edit | edit source]
The Mountain Slope setting will change the steepness of a mountain. A lower number will generate steeper mountains that are harder to walk on than mountains generated by a higher number. This number only goes from 0 to 2.
Mountain Height[edit | edit source]
This setting will set the maximum height of mountains. When using 1 as value the maximum height of a mountain will be about the same of the height of mountains on The Island. This number can go as high as ten.
Turbulence Power[edit | edit source]
This setting determines 'noise', how often the random factors of the map are considered, such as trees and resource placements. The default setting is 0.0125, and the maximum is 1. The higher this value is, the more random your map becomes.
Shore Slope[edit | edit source]
How hard the transition is from ocean floor to the shore is. Ranges from 0 to 2. 0 gives you sheer drops from the water level to the ocean floor.
Water Level[edit | edit source]
The Water Level is the height of the oceans, rivers and lakes in your generated ARK. Using a value lower than 0 is recommended, values higher than ``0`` make the player spawn points in the water.
Grasslands Grass Density[edit | edit source]
Grassland Grass Density is the harvest objects found in the biome. Examples being plants, rocks, metal, and so on. Increasing the number increases the harvest items.
Jungle Grass Density[edit | edit source]
See Grasslands Grass Density
Ocean Floor Level[edit | edit source]
This setting will set the floor of the deepest oceans in your ARK. Making the Ocean Floor Level higher than the Water Level can end up with a world containing extremely steep slopes and no beaches. The water is now purely aesthetic and the seafloor can be walked on as if it is dry land. There is only one spawnpoint. All the others show up in the very corner of the map and the game will put you at the only real spawnpoint if a blank one is selected. Actual water will be a threshold above "new ground level" but invisible, so extreme caution should be taken.
Erosion Steps[edit | edit source]
Erosion is the smoothness of your ark. To create nice smooth hills a higher number is recommended. Using 0 will make the game unplayable because of unclimbable hills and getting stuck at spawn points.
Terrain Scale Multiplier[edit | edit source]
Changing this value causes the map to be generated as normal, but then zoomed in or out after generation.
Erosion Strength[edit | edit source]
Higher values increases terrain roughness and can generate spikey areas.
Deposition Strength[edit | edit source]
If the value is high, the ground turns into spikes, which gets you and your creatures stuck.
Trees Slope Threshold[edit | edit source]
How flat the land has to be before trees spawn.
General Mountain Trees %[edit | edit source]
Standard Values[edit | edit source]
|Water Level||-0.72||-0.8 – -0.4|
|Grasslands Grass Density||1.0||1.0|
|Jungle Grass Density||0.02||1.0|
|Ocean Floor Level||-1.0||-1.0|
|Erosion Steps||4||4 – >4|
|Trees Slope Threshold||0.5||???|
|General Mountain Trees %||0.1||???|