Fix for the grassland-to-water transition next to desert road.
Fixed the missing transitions for desert crater and rubble. Removed desert plants overlay from desert crater and rubble.
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1 changed files with 8 additions and 6 deletions
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@ -479,9 +479,9 @@
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{TERRAIN_BASE_PROB Dd desert7 50}
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{TERRAIN_BASE Dd desert}
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{TERRAIN_OVERLAY_PROB Dd overlay 5 desert-plant}
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{TERRAIN_OVERLAY_PROB Dd overlay 5 desert-plant2}
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{TERRAIN_OVERLAY_PROB Dd overlay 5 desert-plant3}
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{TERRAIN_OVERLAY_PROB Dd^ overlay 5 desert-plant}
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{TERRAIN_OVERLAY_PROB Dd^ overlay 5 desert-plant2}
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{TERRAIN_OVERLAY_PROB Dd^ overlay 5 desert-plant3}
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#33% 33% 33%
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@ -883,18 +883,20 @@
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{TERRAIN_ADJACENT -320 Ds (!,Ds) sand}
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# fixing the grassland to water transition glitch next to desert road:
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{TERRAIN_ADJACENT_3_DIFFERENT 2 Rd W* Gg desert-road road-water-grass-transition}
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# Desert and desert road transitions, with desert road transitioning extra
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# nicely with desert and desert villages.
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{TERRAIN_ADJACENT -330 Dd^ (Dd^V*) desert}
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{TERRAIN_ADJACENT -330 Dd^,Dd^D* (Dd^V*) desert}
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{TERRAIN_ADJACENT -345 Rd (Dd^V*) desert-road}
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# we need a specific rule to raise road-to-water transitions above
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# desert-to-water in the case where desert-village, road and shallow water meet
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{TERRAIN_ADJACENT_3_DIFFERENT -345 Rd W* Dd^V* desert-road road-water-desert-transition}
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{TERRAIN_ADJACENT -355 Rd (!,Rd,Dd) desert-road}
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{TERRAIN_ADJACENT -350 Dd (!,Rd,Dd^,Dd^V*) desert}
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{TERRAIN_ADJACENT -340 Dd^ Rd desert}
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{TERRAIN_ADJACENT -350 Dd (!,Rd,Dd) desert}
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{TERRAIN_ADJACENT -340 Dd^,Dd^D* Rd desert}
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# Water Transitions draw below everything else
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