################ ## lands.prop ## ################ ## The land types for this world LandTypes = Water PlainLand Forest Roots Rocks BabyForest ## The land types out of which the initial map may be created InitLandTypes = Water PlainLand Forest Rocks ## The landtypes which auto transform (evolve) to another type AutoTransform = BabyForest ## The land resources LandResources = Trees Rocks Roots Water BabyTrees Coals # Coals will be initially invisible LandResources.Coals.visible = false # The amount of coals will not be displayed, only yes/no LandResources.Coals.determination = boolean # probability to find coals if a land type can contain coals LandResources.Coals.probability = 0.4 ## Follows a list of land types and their properties # .contains = a list of land resources and their amount (undefined amount = random) # ..min = minimal amount of the land resource # ..max = maximum amount of the land resource PlainLand.contains = Coals PlainLand.Coals.min = 0 PlainLand.Coals.max = 200 Water.contains = Coals Water(100) Water.Coals.min = 0 Water.Coals.max = 200 BabyForest.contains = Coals BabyTrees(100) BabyForest.Coals.min = 0 BabyForest.Coals.max = 200 # the auto transform stuff BabyForest.transformsTo = Forest(10) BabyForest.transformsLandResources = BabyTrees-Trees(1) Forest.contains = Coals Trees(100) Forest.Coals.min = 0 Forest.Coals.max = 200 Roots.contains = Coals Roots(100) Roots.Coals.min = 0 Roots.Coals.max = 200 Rocks.contains = Coals Rocks(100) Rocks.Coals.min = 0 Rocks.Coals.max = 200