Spielerando

You asked for 20 percent desert and the generated world has almost none

Smooth landscape noise bunches its values in the middle, so cutting it at a round number gives far less of the extremes than the number suggests. This shows how to set the cut points so each kind of land covers exactly the share you planned.

Why this works

Smooth landscape noise is not spread evenly, it piles up in the middle. So a share of land cannot be set by a round cut-off; it has to be read from the actual values, by sorting them and cutting at the place that matches the share you want.

When not to use it

Skip it when you want the land to look different from region to region, such as a cold north and a dry south, or when exact shares do not matter. Then use plain cut-offs by hand and judge the map by eye.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 32 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "You asked for 20 percent desert and the generated world has almost none" (read_entry biome-share-from-noise-quantiles) in my game. Build it step by step, and show me how you checked that it works.

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