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Full Version: Some semi-random thoughts on terrain generation
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That's weird. Did you change your world.ini? Could you upload or copy paste the content of your world.ini into a [ code] Content [/code]?
Code:
[SpawnProtect] ProtectRadius=10 [WorldLimit] LimitRadius=0 [Difficulty] WorldDifficulty=1 [General] Dimension=0 IsDaylightCycleEnabled=1 Gamemode=1 Weather=0 TimeInTicks=3900 [Broadcasting] BroadcastDeathMessages=1 BroadcastAchievementMessages=1 [Storage] Schema=Default CompressionFactor=6 [Plants] MaxCactusHeight=15 MaxSugarcaneHeight=10 IsCactusBonemealable=0 IsCarrotsBonemealable=1 IsCropsBonemealable=1 IsGrassBonemealable=1 IsMelonStemBonemealable=1 IsMelonBonemealable=1 IsPotatoesBonemealable=1 IsPumpkinStemBonemealable=1 IsPumpkinBonemealable=0 IsSaplingBonemealable=1 IsSugarcaneBonemealable=0 [Physics] DeepSnow=1 ShouldLavaSpawnFire=1 TNTShrapnelLevel=2 WaterSimulator=Vanilla LavaSimulator=Vanilla SandInstantFall=0 RedstoneSimulator=Incremental [Mechanics] CommandBlocksEnabled=0 PVPEnabled=1 UseChatPrefixes=1 [Monsters] VillagersShouldHarvestCrops=1 AnimalsOn=1 Types=bat, cavespider, chicken, cow, creeper, enderman, horse, mooshroom, ocelot, pig, sheep, silverfish, skeleton, slime, spider, squid, wolf, zombie [LinkedWorlds] NetherWorldName=world_nether EndWorldName=world_end [Generator] BiomeGen=MultiStepMap HeightGen=Noise3D CompositionGen=Noise3D Finishers=Ravines, WormNestCaves, WaterLakes, WaterSprings, LavaLakes, LavaSprings, OreNests, Mineshafts, Trees, SprinkleFoliage, Ice, Snow, Lilypads, BottomLava, DeadBushes, PreSimulator Generator=Composable MultiStepMapOceanCellSize=384 MultiStepMapMushroomIslandSize=64 MultiStepMapRiverCellSize=384 MultiStepMapRiverWidth=0.125000 MultiStepMapLandBiomeSize=1024 BiomeGenCacheSize=64 BiomeGenMultiCacheLength=4 DistortedHeightmapSeaLevel=62 DistortedHeightmapFrequencyX=10.000000 DistortedHeightmapFrequencyY=10.000000 DistortedHeightmapFrequencyZ=10.000000 HeightGenCacheSize=64 CompositionGenCacheSize=64 WormNestCavesSize=64 WormNestCavesGrid=96 WormNestMaxOffset=32 WaterLakesProbability=25 LavaLakesProbability=10 MineShaftsGridSize=512 MineShaftsMaxOffset=256 MineShaftsMaxSystemSize=160 MineShaftsChanceCorridor=600 MineShaftsChanceCrossing=200 MineShaftsChanceStaircase=200 BottomLavaLevel=10 PreSimulatorFallingBlocks=1 PreSimulatorWater=1 PreSimulatorLava=1 Structures= [WaterSimulator] Falloff=1 TickDelay=5 NumNeighborsForSource=2 [LavaSimulator] Falloff=2 TickDelay=30 NumNeighborsForSource=-1 [FireSimulator] BurnStepTimeFuel=500 BurnStepTimeNonfuel=100 Flammability=50 ReplaceFuelChance=50000 [Seed] Seed=735287854 [WaterSprings] HeightDistribution=0, 0; 10, 10; 11, 75; 16, 83; 20, 83; 24, 78; 32, 62; 40, 40; 44, 15; 48, 7; 56, 2; 64, 1; 255, 0 Chance=24 [LavaSprings] HeightDistribution=0, 0; 10, 5; 11, 45; 48, 2; 64, 1; 255, 0 Chance=9 [SpawnPosition] PregenerateDistance=20 X=575.47188216478 Y=82 Z=392.17830592593 [PVP] Enabled=0 [GameMode] GameMode=0
Don't use the Noise3D HeightGen/CompositionGen. It's broken Sad Change it to DistortedHeightmap(overhangs) or Biomal(no overhangs but faster)
thanks alot changed it and works fine now =) I hope to keep continue on this server source with this fast reply's on problems and resolvements.
I hope that as well Smile
I'm just returning from a teambuilding trip to the mountains, and it inspired me to change the Mountains height generator a bit. It didn't come out how I planned in the end, but I think it's still awesome nevertheless. Go check it out Smile
[Image: mountains2.jpg]
That looks greatBig Grin
I made dis Smile
[Image: grown_biomes_01.png]
Wow that looks awesomeBig Grin
It needs more tweaking, but then it looks really promising. And it's really easily tweakable. I wonder why I didn't think of this earlier. Instead of all the distortions and voronoi diagrams, this thing is literally just zooming in with a trivial interpolation function.