Great job guys !! - Printable Version +- Cuberite Forum (https://forum.cuberite.org) +-- Forum: Cuberite (https://forum.cuberite.org/forum-4.html) +--- Forum: Development (https://forum.cuberite.org/forum-13.html) +--- Thread: Great job guys !! (/thread-1170.html) |
RE: Great job guys !! - mgueydan - 07-03-2013 (07-03-2013, 04:39 PM)xoft Wrote: Wow, you seem uniquely drawn to weird generator settings, I'm especially curious how you managed to generate the screenshot in post #8, can you post your world.ini? With pleasure Thanks for the world.ini, this is working now. I wouldn't have the idea to use "flat". RE: Great job guys !! - mgueydan - 07-03-2013 Here is a more rules-compliant version of 277.patch RE: Great job guys !! - xoft - 07-03-2013 * xoft likes, will merge it soon (ish) Congratulations on your first contribution! Welcome to the dev team RE: Great job guys !! - mgueydan - 07-04-2013 (07-03-2013, 06:02 PM)xoft Wrote: Well, if you really want something to do, it'd be great if you had a look at FS #348: http://www.mc-server.org/support/index.php?do=details&task_id=348 Ok that's pretty clear, and a bit more challenging than previous task. As I understood, a World contains more than 1 Biome. That mean the world.ini file cannot have the structure you provided. At minimal, it would be : Code: [BiomeForest] Code: [mobs] Code: [Cow] Or am I wrong ? Or it is time to refactor the ini file structure RE: Great job guys !! - xoft - 07-04-2013 No, I think the individual entities should have each their own set of biomes where they spawn, those will be hardcoded (or maybe globally settable in settings.ini? ). So even if a nether world allows cows, they wouldn't spawn because the biome would be netherish. RE: Great job guys !! - mgueydan - 07-04-2013 You mean a new mobs.ini file that would not be inside a world folder ? Or a hardcoded set of biome for each Mob ? Or a hardcoded set of mob for each biome ? RE: Great job guys !! - xoft - 07-04-2013 A hardcoded set of biomes for each mob seems like the most logical way to go. Later on we can add customization to this, either global, or even per-world. Hm, or wait, it might get interesting. Are there per-biome dependencies in mob spawning rates? Then it might be better to have a table of per-biome mob frequency. RE: Great job guys !! - mgueydan - 07-04-2013 Nice. (07-03-2013, 11:40 PM)xoft Wrote: Congratulations on your first contribution! Welcome to the dev team And my very first contribution doesn't even compile. A parenthesis disappeared somehow between last compilation and patch posting. Sorry for that. There is a new one. RE: Great job guys !! - xoft - 07-04-2013 I fixed the patch before committing, get the updated sources. RE: Great job guys !! - mgueydan - 07-04-2013 There are a lot of comportment we can expect. And the implementation really depends on what we want to do. I assumed that this page describe the algorithm we want to implement in the end. That is much more complicated that just rates. And I won't do everything in a single row of course. But at least, that confirms that we : - We first determine mob mega-type (hostile / passive / ambiant / water) - We then pick up location (through complicated rules) - We finally pick up mob type (depending on location, light, biome ...) What I suggest for the interaction with the world.ini configuration, is to impact the final step. Additionally we will use a shortcut to make no test at all for mega-type if no type at all is allowed in the world (typically : no hostile or no water). One of the worse consequences would be that, de-activating all Passive mobs but one would conduct to an overspawning of this one. The alternative would be : almost no spawn. Maybe we should split this thread in 2. |