verb
RandomGenerate()
for(var/obj/turf/T in world)
T.iov=rand(0,100)
if(T.iov<50)
T.icon_state="grass"
T.density=0
else
T.icon_state="water"
T.density=1
This has made a random generation, and after referring to the article suggested by Ter13, I have found a solution. The thing is that I would need to set "Rules" to make the generation seem more organic compared to how it would look with current generation. And now, I have found yet another block in my road. How exactly should, and would I set these rules up? I have gotten a lot greater skill when using DM, however I still do not know how I'd set these up.
My attempt is messy, and... Doesn't work. Also, I switched it to a proc, seeing as how it's an entire world event, rather than a mob-based verb.
Mind you, I am not good at coding in general, so I tend to... do messily.
If anyone can improve my method, or provide a better, more efficient one, please say so. Even ideas, would help.