further spellchecking

This commit is contained in:
shizcalev
2017-07-31 23:09:08 -04:00
parent c55ed74e4a
commit 99624b8e74
49 changed files with 106 additions and 106 deletions

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@@ -80,7 +80,7 @@ mapGeneratorModule
Simple Workflow:
1. Define a/some mapGeneratorModule(s) to your liking, choosing atoms and turfs to spawn
#Note: I chose to split Turfs and Atoms off into seperate modules, but this is NOT required.
#Note: I chose to split Turfs and Atoms off into separate modules, but this is NOT required.
#Note: A mapGeneratorModule may have turfs AND atoms, so long as each is in it's appropriate list
2. Define a mapGenerator type who's modules list contains the typepath(s) of all the module(s) you wish to use
@@ -98,7 +98,7 @@ Simple Workflow:
Option Suggestions:
* Have seperate modules for Turfs and Atoms, this is not enforced, but it is how I have structured my nature example.
* Have separate modules for Turfs and Atoms, this is not enforced, but it is how I have structured my nature example.
* If your map doesn't look quite to your liking, simply jiggle with the variables on your modules and the type probabilities
* You can mix and map premade areas with the procedural generation, for example mapping an entire flat land but having code generate just the grass tufts