Posts: 6,482
	Threads: 176
	Joined: Jan 2012
	
Thanks: 131
	Given 1085 thank(s) in 857 post(s)
	 
	
	
		You might want to test the generators with FlatHeight=0 or FlatHeight=1 as well, there might be issues with that, too.
	
	
	
	
	
 
 
	
	
	
		
	Posts: 302
	Threads: 8
	Joined: Feb 2014
	
Thanks: 48
	Given 33 thank(s) in 28 post(s)
	 
	
	
		This does not work for me, independent of what I set for flat high, it generate 3d terrain anyway.
	
	
	
	
	
 
 
	
	
	
		
	Posts: 4
	Threads: 2
	Joined: Jan 2015
	
Thanks: 0
	Given 1 thank(s) in 1 post(s)
	 
	
		
		
		02-14-2015, 04:08 AM 
(This post was last modified: 02-14-2015, 06:19 AM by Tommy Santerre.)
		
	 
	
		Where is the world.ini file being parsed. It could help me find the correct configuration.  I'd like to read the code to understand the different options. I get a standard 3d world also.
Great job on the world generation documentation, it's really interesting.
	
	
	
	
	
 
 
	
	
	
		
	Posts: 6,482
	Threads: 176
	Joined: Jan 2012
	
Thanks: 131
	Given 1085 thank(s) in 857 post(s)
	 
	
	
		The entire generator is initialized in cChunkGenerator::Start() in $/src/Generating/ChunkGenerator.cpp. It chooses the main engine (which is Composable in 99.9% of the cases) and hands the individual initialization to it.
The Composable generator (which you want for this) reads the INI file in cComposableGenerator::Initialize() in $/src/Generating/ComposableGenerator.cpp. That's probably the best place to start digging around.
	
	
	
	
	
 
 
	
	
	
		
	Posts: 6,482
	Threads: 176
	Joined: Jan 2012
	
Thanks: 131
	Given 1085 thank(s) in 857 post(s)
	 
	
	
		The value 255 should be usable and should generate a regular world filled with blocks up to its top; if it doesn't, it's a bug worth solving.