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#1425
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Is there any way to influence the generation of random maps other than editing the rmg.txt template file? Let's look at the objects.txt file, which is taken from the same place as rmg.txt—that is, from the game resources. In this file, among other things, you can specify the correspondence between map objects and terrain types.

For example, let's consider how to prevent the generator from placing cartographers on the map.

We will be interested in the fourth column of this file.

AVXmapu0.def ... ... ... 001000000
AVXmaps0.def ... ... ... 010111111
AVXmapw0.def ... ... ... 100000000

The first column specifies the object's def name (AVXmapu0 - underground cartographer, AVXmaps0 - regular cartographer, AVXmapw0 - water cartographer), and the fourth contains nine digits, each of which can be zero or one. These numbers forbid or allow the generation of the object on a given terrain type. For example, the first digit corresponds to water (1 - allowed, 0 - forbidden), the third digit to underground, and the other seven to grass, snow, lava, etc. By setting zeros

AVXmapu0.def ... ... ... 000000000
AVXmaps0.def ... ... ... 000000000
AVXmapw0.def ... ... ... 000000000,

we will prevent cartographers from generating.

Similarly, you can forbid prisons or allow crypts on lava (quite a gift for the Inferno), or even remove several useless objects that consume Value, so that the RMG spends the freed-up Value on more "tasty" objects. Like rmg.txt, objects.txt is placed in the DATA folder.

Many other things can be done as well: for example, making sure Dragon Utopia only generates in certain zones, etc., and so on.