Some semi-random thoughts on terrain generation
I just noticed something what might be a bug with the trees. When they try to generate at a place where they can't generate we still get the leaves:
[Image: 8SzyX.jpg]


xoft Wrote:I have to say, the sandstone roads don't look good. I think I'll switch back to using gravel even in sand villages.
I agree. They don't look good and it's hard to tell what is a road.

EDIT:

Minecraft 1.8 will finaly generate caves in desert biomes, but they also set the sand above the cave to sandstone so it doesn't cave in: http://dinnerbone.com/media/uploads/2014...WDBI4j.png
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Your leaf image URL is malformed.

I'd like to see that, because I'm pretty sure it can't really happen. So the generator combination that proves me wrong intrigues me.
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Really? The picture link works fine for me. http://puu.sh/8SzyX.jpg
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I only see the text: [Image: 8SzyX.jpg]

And the link gives a HTTP 520 error
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Weird. Did the direct link work?

Oh. What is a 520 error ;O
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The direct link gives me the HTTP error. The error number changes between refreshes.
And what an error message! Behold:
[Image: puush_error.png]
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Here is the picture when I upload it directly to the forum.

   

I'll post my world.ini tomorrow, but I put trees after villages.
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Oh, you meant trees in a village (I thought you meant chunk borders with leaves in one chunk and no tree in the neighbor chunk).

Right, there's no way to handle that properly. The two generators have no way of talking to each other and agreeing on mutually exclusive placement. The general assumption is that villages generate in biomes that have so few trees that there's only a really small chance of that ever happening.
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(05-20-2014, 06:48 AM)xoft Wrote: ... I thought you meant chunk borders with leaves in one chunk and no tree in the neighbor chunk ...

I do remember noticing that not so long ago :S

xoft Wrote:Right, there's no way to handle that properly. The two generators have no way of talking to each other and agreeing on mutually exclusive placement. The general assumption is that villages generate in biomes that have so few trees that there's only a really small chance of that ever happening.

Doesn't the Trees generator check if there is room for the tree first?
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It does check, but it can only check against terrain, not other structures (because other structures needn't exist in the neighbors yet). And even if it actually did check against all the other structures (too much CPU consumed), the village generator could still overwrite half a tree with a house.
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