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Full Version: Some semi-random thoughts on terrain generation
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I created a vines finisher:
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I noticed a serious lack of grass in plains.
Maybe add a simple mechanism which, basically, adds grass on every topsoil block in plains?
Try putting the "TallGrass" finisher in the world's world.ini[Generator]->Finishers.
I started playing with the NetherThreshold, and you can get some pretty nice results with it:
Set to -10000:

[Image: ec543e0fbf.jpg]


It might be cool to set it dynamicly from a noise. It would allow for some dense and some open parts in the nether.
EDIT:
Something like:
int Threshold = m_Noise.CubicNoise2D(ChunkX / 100, ChunkZ / 100) * 10000
I think this is happening because cChunkDesc::SetHeightFromShape() doesn't check if the height is lower then the waterlevel.
Well, it shouldn't, because it has no idea if anyone's gonna fill the water or not. The villages are asking the wrong guy, then.
I tried making the caves more rough. I my first attempt was a bit too much:
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Sadly it doesn't look as good as I hoped, so I'll drop it
Wow, somebody had some really bad luck
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Smile))))
Xoft has procured a WiFi-connected emoticon.

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I think the WiFi alliance might have something to say about that.