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Some semi-random thoughts on terrain generation - Printable Version

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RE: Some semi-random thoughts on terrain generation - NiLSPACE - 08-03-2014

We should have mesa mountains:
[Image: 5ccd30034c.jpg]


RE: Some semi-random thoughts on terrain generation - xoft - 08-03-2014

Is that MCS? That looks awesome!


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 08-03-2014

Yea That's MCServer Smile A Extreme hills generated next to a mesa and gave this as a result.


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 08-03-2014

We should make the village flooring to go through water
[Image: 06acb4e354.jpg]

Also, Maybe we should make the generator check if the biome is compatible with villages before placing a piece. Or would that cause the same thing as what happens with trees sometimes?


RE: Some semi-random thoughts on terrain generation - tigerw - 08-04-2014

About the "Mesa Mountains" - Mesas are pretty dry, and are found in arid environments. It's sortof strange to see one bordering on a rainforest.


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 08-04-2014

I don't see what that has to do with the Mesa Mountains?


RE: Some semi-random thoughts on terrain generation - tigerw - 08-05-2014

Okay, Mesa then.


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 09-16-2014

This dungeon generated perfectlyBig Grin:
   


RE: Some semi-random thoughts on terrain generation - xoft - 09-17-2014

Ini, seed, coords?Big Grin

I guess the generator should check if there's water, at least in the room's center, and refrain from generating a dungeon at such places; that will, however, make the generation quite a bit slower.


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 09-17-2014

X: 88634
Z: -1657

WorldIni:
Code:
[Generator]
Generator=Composable
BiomeGen=TwoLevel
BiomeGenCacheSize=64
HeightGen=DistortedHeightmap
HeightGenCacheSize=64
CompositionGen=DistortedHeightmap
BiomalSeaLevel=62
CompositionGenCacheSize=64
Finishers=WormNestCaves, Villages, RoughRavines, MineShafts, DungeonRooms, NaturalPatches, OreNests, Trees, TallGrass, Ice, Snow, Lilypads, BottomLava, DeadBushes, PreSimulator
WormNestCavesSize=64
WormNestCavesGrid=96
WormNestMaxOffset=32
WaterLakesProbability=25
LavaLakesProbability=10
BottomLavaLevel=10
DistortedHeightmapSeaLevel=62
DistortedHeightmapFrequencyX=10.000000
DistortedHeightmapFrequencyY=10.000000
DistortedHeightmapFrequencyZ=10.000000
VillageGridSize=384
VillageMaxOffset=128
VillageMaxDepth=2
VillageMaxSize=128
VillageMinDensity=50
VillageMaxDensity=80
MineShaftsGridSize=512
MineShaftsMaxOffset=256
MineShaftsMaxSystemSize=160
MineShaftsChanceCorridor=600
MineShaftsChanceCrossing=200
MineShaftsChanceStaircase=200
RoughRavinesGridSize=256
RoughRavinesMaxOffset=128
RoughRavinesMaxSize=128
RoughRavinesMinSize=64
RoughRavinesMaxCenterWidth=8.000000
RoughRavinesMinCenterWidth=2.000000
RoughRavinesMaxRoughness=0.200000
RoughRavinesMinRoughness=0.050000
RoughRavinesMaxFloorHeightEdge=8.000000
RoughRavinesMinFloorHeightEdge=30.000000
RoughRavinesMaxFloorHeightCenter=20.000000
RoughRavinesMinFloorHeightCenter=6.000000
RoughRavinesMaxCeilingHeightEdge=56.000000
RoughRavinesMinCeilingHeightEdge=38.000000
RoughRavinesMaxCeilingHeightCenter=58.000000
RoughRavinesMinCeilingHeightCenter=36.000000
PreSimulatorFallingBlocks=0
PreSimulatorWater=1
PreSimulatorLava=1
DungeonRoomsGridSize=48
DungeonRoomsMaxSize=7
DungeonRoomsMinSize=5
DungeonRoomsHeightDistrib=0, 0; 10, 10; 11, 500; 40, 500; 60, 40; 90, 1
BiomeGenMultiCacheLength=4

[Seed]
Seed=1083323647

Also pretty funny with this seed is that at spawn if you go down the well (village at spawn) you get into a huge ravine.

Maybe you shouldn't make it check if there isn't water but rather let it check if the block is stone because we now get flying chests/spawners in ravines.