river_spawner  
A straightforward system for making "rivers", paths made up of a specific turf type that are generated in a random path on a z-level.
| Vars | |
| river_turf_type | The base type that makes up the river. | 
|---|---|
| shoreline_turf_type | The turf used when a spread of the tile stops. | 
| spread_prob | The initial probability that a river tile will spread to adjacent tiles. | 
| spread_prob_loss | The amount reduced from spread_prob on every spread iteration to cause falloff. | 
| target_z | The z-level to generate the river on. There is theoretically nothing stopping this from being used across z-levels, but we're keeping things simple. | 
| whitelist_area_type | The area that the spawner is allowed to spread or detour to. | 
| whitelist_turf_type | The type that the spawner is allowed to spread or detour to. | 
| Procs | |
| generate | Generate a river between the bounds specified by ( min_x,min_y) and
(max_x,max_y). | 
Var Details
river_turf_type  
The base type that makes up the river.
shoreline_turf_type  
The turf used when a spread of the tile stops.
spread_prob  
The initial probability that a river tile will spread to adjacent tiles.
spread_prob_loss  
The amount reduced from spread_prob on every spread iteration to cause falloff.
target_z  
The z-level to generate the river on. There is theoretically nothing stopping this from being used across z-levels, but we're keeping things simple.
whitelist_area_type  
The area that the spawner is allowed to spread or detour to.
whitelist_turf_type  
The type that the spawner is allowed to spread or detour to.
Proc Details
generate
Generate a river between the bounds specified by (min_x, min_y) and
(max_x, max_y).
nodes is the number of unique points in those bounds the river will
connect to. Note that nodes says little about the resultant size of the
river due to its ability to detour far away from the direct path between them.