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.
Reply
Thanks given by:
the orenest need to be editted in 1.3 becouse emerald ore can only be found in a extreme hills biome :O
Reply
Thanks given by:
the cave generator needs a bit of tweaking i think. it drills through the water in oceans :S    
Reply
Thanks given by:
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
Reply
Thanks given by:
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.
Reply
Thanks given by:
lol it also drills through trees :S
Reply
Thanks given by:
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: 210)
Reply
Thanks given by:
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.
Reply
Thanks given by:
(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
Reply
Thanks given by:
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.
Reply
Thanks given by:




Users browsing this thread: 22 Guest(s)