![generation zero map interactive generation zero map interactive](https://modworkshop.net/mydownloads/previews/10162_1593393320_8d23c72dd34d2663fca0027eec36c062.jpg)
Removing the Empire means deactivating empire quests, and removing mechanoid and insectoids prevents mechanoid raids and infestations respectively. The total faction count is limited to 11, with the Empire, Mechanoid, and Insect Hive factions restricted to only one. This does not affect the frequency of friendly visits or enemy raids as that is instead affected by the chosen AI and difficulty.Ĭhoose the desired numbers of each type of faction to spawn in the world, including outright disabling certain faction types by selecting zero of that type. This will largely affect your base's possible proximity to a number of faction bases and the time to reach them by caravan. Larger globe coverage generates a fuller world, but takes a longer time to load up, and can also impact performance on lower-end systems.Ĭhoose among wetter, drier, or normal range of biomes to generate across the planet.Ĭhoose among cooler, hotter, or normal range of biomes to generate across the planet.Ĭhoose desired density of faction sites to generate on the planet. GLOBE COVERAGE What percentage of the overall globe is generated. RANDOMIZE SEED Randomly picks a new seed. The locations of human-built features such as roads and NPC faction towns may persist on multiple uses of the same seed, or they may vary somewhat from one use to the next. A given seed always produces the same geographical features such as land masses, rivers and mountains. SEED A random seed is provided, but you may enter your own. The world generation screen appears during the creation of a new colony. An ancient society is then shallowly simulated to generate ancient roads, and modern settlements and roads are generated (often alongside ancient roads). When generating the world, the land masses form first, followed by rivers. When reloading the world after opening the colony, the game shows a loading screen.
![generation zero map interactive generation zero map interactive](https://i2.wp.com/forum.generationzero.com/uploads/default/optimized/2X/4/4c608a068a2aa59bc45ebcb94f76ef33cf705f93_2_666x500.jpeg)
The seasonal differences are also less pronounced near the equator, with there being a permanent summer in it. Temperatures in regards to proximity from the equator are also correct with hotter biomes being more central and colder biomes being closer to the poles.
![generation zero map interactive generation zero map interactive](https://i.ytimg.com/vi/O42w5P3A1_8/hqdefault.jpg)
Time zones are also modelled as the world actually physically exists and is fully interactive. There are sliders for overall planet temperature and overall rainfall, with the result of changing them being true to what would happen in real life.