Some semi-random thoughts on terrain generation
@xoft I'm not sure if was intentional or not, but the clay in mesa biomes goes all the way down to bedrock. The ravines are really cool, and apparently many people on reddit agree Smile https://www.reddit.com/r/Minecraft/comme...esa_biome/
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No, that was not intentional, we should probably mimic Vanilla here as well, which means stopping the clay a few blocks under the sealevel. Those ravines do look cool, though, perhaps we can make them into a separate finisher that would put the clay around some ravines.
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I believe someone ordered a flower generator for the overworld in a certain presentation that was live streamed?


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It might need some parameter tweaking, such as the number of blocks that it sets, or the distance between the clumps. Other than that, good job Smile

Here's a Mesa for you.
http://img-9gag-fun.9cache.com/photo/apvRbv9_700b.jpg
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The generator doesn't work like that. Per chunk it currently only tries to place one clump at most. What I want to figure out first though is a good way to determine what flowers should be placed in what biome. I was thinking of adding an option in the world.ini with some kind of format:
Code:
[Generator]
Flowers=Forest;ForestHills|yellowflower; redflower; bigflower:1, sunflowerplains|bigflower:0

Or something like that. Currently I have a large switch in the code which we obviously don't really want as it's ugly and cannot be configurated.
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"And here you see a rare flower blooming"
[Image: 6d728c68ef.jpg]

I finally had some time to work on this again. As you can see it's now configurable. Smile
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Rare flowers bloom into lapis lazuli blocks?
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No, you can configure what the clumps are ^^
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ohhhh
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Following my terrible presentation, I updated the documentation to include the Grown biome generator, along with lots and lots of colorful examples:
https://github.com/cuberite/cuberite/pull/3078
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