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