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Some semi-random thoughts on terrain generation - 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: Some semi-random thoughts on terrain generation (/thread-409.html) |
RE: Some semi-random thoughts on terrain generation - NiLSPACE - 09-01-2012 when you are finished with the 1.3.2 protocol, can you maybe think about making the DistortedVoronoiCellSize per biome? that way you can make the ocean biomes much bigger than the other biomes RE: Some semi-random thoughts on terrain generation - xoft - 09-02-2012 That is unfortunately not possible, because the cell size is the parameter that decides *all* biome sizes together and there is technically no way to make it "larger" for one biome. What is possible, though, and even in the current code, is to have *more* of one biome by specifying it several times in the DistortedVoronoiBiomes string. For example, if you specify Code: DistortedVoronoiBiomes=Ocean,Ocean,Ocean,Jungle Distorted voronoi is not the ideal algorithm for generating biomes. We'll hopefully get a newer one one day, better, with beaches and true mushroom islands and no tundra next to a desert ![]() RE: Some semi-random thoughts on terrain generation - NiLSPACE - 09-21-2012 can you add dungeons? so that we can obtain melon seeds ![]() Quote: DistortedVoronoiBiomes=Ocean,Ocean,Ocean,Junglethanks that worked ![]() RE: Some semi-random thoughts on terrain generation - xoft - 09-21-2012 Dungeons are not likely in the near future. There's a lot of other higher-priority work, we don't have spawners yet, and I've had enough of terrain generator for some time ![]() RE: Some semi-random thoughts on terrain generation - NiLSPACE - 09-21-2012 (09-21-2012, 05:33 AM)xoft Wrote: and I've had enough of terrain generator for some timeyes i understand why xD (09-21-2012, 05:33 AM)xoft Wrote: we don't have spawners yet.doesn't have to have spawners. if it only has a chest with stuff in it ![]() RE: Some semi-random thoughts on terrain generation - xoft - 09-21-2012 Well you could do that yourself, can't you? There's even two ways now - either as a structure generator, or as a plugin. Both should have sufficient resources available to do the job. But first you'd need to do a bit of a research - how common are the dungeons? How many per chunk should the generator make? Is there a height distribution function / limit? RE: Some semi-random thoughts on terrain generation - Taugeshtu - 09-21-2012 Quote:how common are the dungeons? How many per chunk should the generator make? Is there a height distribution function / limit?OR he could just make it all setable (which is better, imo) and let server admins fine-tune those values until they're happy. I doubt though it worth implementing right now. If xoft will eventually make schematics files readable and schematics themselves placeable (it could be even callable via plugins API!) - such a plugin could be done waaaay more easy. But still, I have no idea when and even if schematics will be implemented, so making dungeons plugin right now could worth it ![]() RE: Some semi-random thoughts on terrain generation - NiLSPACE - 09-21-2012 i realy don't know how to code ![]() RE: Some semi-random thoughts on terrain generation - xoft - 09-21-2012 Settable still means you need a reasonable default ![]() One could probably just make a program that loads a vanilla-generated world, walks all the chunks and counts all the spawners that spawn zombies, skeletons and regular spiders. That way we'd have a good-enough approximate of the ratio. I'm still hoping that R-T-B will chime in here and do the schematics stuff. ![]() RE: Some semi-random thoughts on terrain generation - Taugeshtu - 09-21-2012 Quote:One could probably just make a programOne could even do it via MCS plugin ![]() Sounds like a fun stuff. I'll probably handle it tomorrow (stats calculation, not dungeons) |