Some semi-random thoughts on terrain generation
I created a vines finisher:
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Thanks given by: Seadragon91 , xoft
I noticed a serious lack of grass in plains.
Maybe add a simple mechanism which, basically, adds grass on every topsoil block in plains?
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Try putting the "TallGrass" finisher in the world's world.ini[Generator]->Finishers.
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I started playing with the NetherThreshold, and you can get some pretty nice results with it:
Set to -10000:

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It might be cool to set it dynamicly from a noise. It would allow for some dense and some open parts in the nether.
EDIT:
Something like:
int Threshold = m_Noise.CubicNoise2D(ChunkX / 100, ChunkZ / 100) * 10000
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Thanks given by: Seadragon91
I think this is happening because cChunkDesc::SetHeightFromShape() doesn't check if the height is lower then the waterlevel.
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Well, it shouldn't, because it has no idea if anyone's gonna fill the water or not. The villages are asking the wrong guy, then.
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I tried making the caves more rough. I my first attempt was a bit too much:
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Sadly it doesn't look as good as I hoped, so I'll drop it
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Wow, somebody had some really bad luck
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Smile))))
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Xoft has procured a WiFi-connected emoticon.

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I think the WiFi alliance might have something to say about that.
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Thanks given by: tonibm19




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