Zilarrezko wrote:I see, using the 3 dimensional noise and a seed as a Z is pretty clever.
Looks like a good base, though a little too random for my taste. I could probably think of some things to make a clump of mountain tiles be together, and surround and all water tiles with sand, and keep mountain tiles away from sand tiles and make a group of forest tiles. Though I think I would hit a wall very quickly.
Unfortunately it still looks like noise.
noise.png
And I think I see where you are going with the scale. If I had a X scale and a Y scale, I still do a pages concept and every page, let's say to the right I would just have XScale + 1 and I would guess it would continue the generation seamlessly. But I don't think that's how noise works, and I still might get something like a cliffside of a mountain gets truncated and ends up straight into a water tile or something like that.
I don't know about you, but when you have a very high number for the seed, does the noise value just end up being 0.5 for you?
Something's wrong, you shouldn't get such a badly generated terrain. Play with the scale, for example, scale = 1/10, or scale = 1/50.
You should get something like this, feel free to modify the values to enlarge ponds, or mountains, etc.
As for the big number, I'm having the same issue. Not a real problem if you want to work with os.time(). Just modify the value so that it keeps only the last few digits, and it should be working like a charm.