Now with 256 blocks high level it is possible

Maybe if FakeTruth can resurrect some of his old terrain generation code. Oh wait, it might be in the svn repository. Makes me curious
But I set out to code IPv6 compatibility today so that's my immediate task now.
i hope these mountains can be put into the generator. they are the perfect extreme hills biome mountains.
I think that used a 3D texture made of fractal noise. MCServer then came with an 8mb file containing that noise xD it's basically just using 3D noise as a density map, very simple but looks cool
do you think its possible to put it in the generator or should a complete new Heightgen be created?
Problem is, this is not exactly height generator. Because height generator cannot make overhangs.
There are two ways of achieving overhangs - either modify the composable generator architecture so that instead of height generator and composition generator, we get a 3D composition generator.
*or* (probably preferably)
keep the height generator and modify the composition generator so that it sometimes generates overhangs in a layer from the generated height to some depth (~sealevel?).
and i gues its pretty difficult to implent into the composable generator.
I'm gonna try my luck with the lake generator.
What I'm thinking is, make a cBlockArea object to hold the lake, fill it with "no action" blocktype, then hollow out a random number of round "bubbles"; fill those with the liquid, if it's lava, make the boundary stone. Then merge the blockarea into the generated chunk using a special merge strategy:
- "no action" blocktype doesn't modify the generated chunk
- liquid blocktype overwrites only stone, dirt, grass, gravel, netherrack or mycelium in the generated chunk
- stone overwrites only dirt or grass in the generated chunk (but not air!)
- air overwrites anything but liquids in the generated chunk
This way, even if a lake is generated inside ocean, it shouldn't be much of a trouble - it wouldn't disturb the ocean, maybe just hollow out its bottom a bit. If a lava lake generates on the surface, its boundary will be stone; at the same time if there is a block on its boundary missing, it will allow the lava to flow out of the lake (good).
The lake's XZ position will be based on a random displacement of the chunk's center coords by a capped amount of blocks, so that only a few lakes can actually intersect any given chunk. The Y position will be capped at the max height in the chunk for which the lake is generated. Thanks to HeightGenCache, that should add only a minimal overhead.