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Width

A smudge's width in cells, or a generated map's size index.

Smudge width

Specification — Smudge width
Applies to
SmudgeType
File
rules.ini
Section
[<ObjectType ID>]
Value
integer
When omitted
1

The figure is how many cells wide the smudge is. Height covers the block the two figures describe together: the placement test every cell of it has to pass, the way one image is stamped across the whole block, and the size grouping that decides which blast draws which smudge.

The width also numbers the cells of the block. Each covered cell records its position as the column plus the row times this figure, and that number is what the draw, the terrain-flattening cleanup and the pavement-laying cleanup all divide back down to find the block’s origin cell from any cell in it.

rules.ini
[MYCRATER] ; example two-by-two crater
Crater=yes
Width=2
Height=2

Generated map width

Specification — Generated map width
Applies to
random map generation
File
map seed file
Section
[RandomMap]
Value
integer
When omitted
UnchangedThe read passes the current setting through, and the generator's settings outlive one map, so an omitted assignment keeps whatever the last map built in this session left behind.

The figure is a size index rather than a cell count, and it is turned into one exactly as Height describes, from the same figures: the two share their minimum and maximum tables, so a square pair of indices gives a square playable area. The generated map itself is four columns wider than the playable area. Map seed files covers the section it is written in.

map seed file
[RandomMap]
NumPlayers=4
Width=3

The index is also compared directly, alongside the height and the player count, when the map generator dialog decides whether a fresh preview can reuse the terrain it already has. Changing it therefore costs a full rebuild even where the resulting cell count would have been the same.

On a mutated map the two indices are added to one another as small whole numbers to scale the growths: the mold count is drawn from three up to a quarter of (Width + 1) × (Height + 1) plus four, and the crystal count from six up to that product plus eight.

The figure is held to 0 through 3 on the same paths as the height, and left alone on the same one — a seed file read as the game starts.

See alsoHeight, NumPlayers, Crater, Burn