Some semi-random thoughts on terrain generation
There are no lakes yet. And I'm moving the lava code from MarbleCaves and DualRidgeCaves into a BottomLava finisher.
Done. Now to have lava at the bottom, you need to add BottomLava to your world.ini's finishers. I updated the wiki with that.
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the orenest need to be editted in 1.3 becouse emerald ore can only be found in a extreme hills biome :O
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the cave generator needs a bit of tweaking i think. it drills through the water in oceans :S   
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If the water physics were working, this would actually make a cool effect, much closer to real world than vanilla Minecraft - if there's a cave underneath water, water will visibly drain into it Smile
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yes and no the caves in the water are most of the time oblique (used google translate) and MCS doesn't have (for now) good water physics.
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lol it also drills through trees :S
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after some testing i now also have Dirt and Gravel VeinsBig Grin and they are toggable Smile
structure line would now look like this: Structures=Trees,Wormnestcaves,Ravines,Veins,OreNests


Attached Files
.txt   Vein.patch.txt (Size: 6.39 KB / Downloads: 170)
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Drilling through trees depends on the order in which you list the structure generators. If you put caves first, then trees, it won't drill through trees. Generally, I think you want Trees to be the last generator.
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(08-14-2012, 05:13 AM)STR_Warrior Wrote: after some testing i now also have Dirt and Gravel VeinsBig Grin and they are toggable Smile
structure line would now look like this: Structures=Trees,Wormnestcaves,Ravines,Veins,OreNests

was my patch usefull? Smile
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Haven't tried it yet, I'm bogged down in shift-clicking code. The UI architecture is terrible and the worst part is that I cannot come up with anything better.
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