Fantasy Map Generator v1.6: Rivers and Lakes Update
This update is coming quite unexpectedly. About a month ago gitHub user CanisArtorus was able to resolve an issue with river system we had: rivers were ignoring lakes on generation, so lakes were completely out of river system. Now I was able to further improve the code and turn it into a solid system. I was also able to select lake type dynamically, so that whether the lake is salt, dry or of freshwater is decided based on river flux and evaporation.
Main changes:
River overview and River editor rework
River generation code refactored and optimized
Rivers discharge (flux) properly calculated
Lake editor rework
Lake type defined dynamically based on river system
Lake flux, inlets and outlet tracked properly
Lake evaporation calculated using simplified Penman formula: evaporation depends on surface, temperature and elevation
Lake outlet rendered with starting width depending on flux
Lakes now have names
Lake type definition:
Freshwater: generic type, usually has 1 or few inlets and 1 outlet
Salt: evaporation > flux, no outlet
Dry: no inlets and generally zero or very log flux
Frozen: average temperature < 3°C (as it was before, but now based on average surface temperature)
Lava: high elevation, low chance
Sinkhole: small lake without inlets and outlet, low chance
Here is a short video on how lake type selection works when precipitation is changed. A big more subtle effect is when temperature is changed, but it's not included in the video.
Small changes:
Regiments not moved after battle, tip message with battle results shown
New state creation takes 1 cell only
UI size not allowed to be bigger than user's screen
Fixes:
Anarchy states does not have form names for provinces
SVG load to Armoria get incorrect COA
Markers are removed on svg / png save
1.5 update error on getShield
If map saved with population layer on, layer cannot be toggled off
As usual, please ask questions and report defects in this thread or on our Discord.
Comments (1)
Very cool!
