Go to the first, previous, next, last section, table of contents.

Making Rivers

Rivers are borders or connections consisting of "watery terrain" that run downhill to regions of water.

SynthesisMethod: make-rivers

This method looks for a border or connection terrain type with a subtype-x of river-x. then uses the world's elevation data to run rivers downhill (always choosing the lowest of possible adjacent locations) until they reach cell terrain with a subtype > 0. This method will not run if there are no appropriate terrain types, nor if there is no elevation data.

TerrainTypeProperty: river-chance n%

This property is the chance that a river will start in or around a cell of this terrain type. Defaults to 0.

GlobalVariable: river-sink-terrain t

If the value of this variable is a terrain type, then a cell completely surrounded by river will be changed to be this type. Defaults to non-terrain.

Note that the algorithm computes rivers in a deterministic way, so high values of river-chance do not result in tangled rivers.


Go to the first, previous, next, last section, table of contents.