Some semi-random thoughts on terrain generation
That's weird. Did you change your world.ini? Could you upload or copy paste the content of your world.ini into a [ code] Content [/code]?
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Code:
[SpawnProtect]
ProtectRadius=10

[WorldLimit]
LimitRadius=0

[Difficulty]
WorldDifficulty=1

[General]
Dimension=0
IsDaylightCycleEnabled=1
Gamemode=1
Weather=0
TimeInTicks=3900

[Broadcasting]
BroadcastDeathMessages=1
BroadcastAchievementMessages=1

[Storage]
Schema=Default
CompressionFactor=6

[Plants]
MaxCactusHeight=15
MaxSugarcaneHeight=10
IsCactusBonemealable=0
IsCarrotsBonemealable=1
IsCropsBonemealable=1
IsGrassBonemealable=1
IsMelonStemBonemealable=1
IsMelonBonemealable=1
IsPotatoesBonemealable=1
IsPumpkinStemBonemealable=1
IsPumpkinBonemealable=0
IsSaplingBonemealable=1
IsSugarcaneBonemealable=0

[Physics]
DeepSnow=1
ShouldLavaSpawnFire=1
TNTShrapnelLevel=2
WaterSimulator=Vanilla
LavaSimulator=Vanilla
SandInstantFall=0
RedstoneSimulator=Incremental

[Mechanics]
CommandBlocksEnabled=0
PVPEnabled=1
UseChatPrefixes=1

[Monsters]
VillagersShouldHarvestCrops=1
AnimalsOn=1
Types=bat, cavespider, chicken, cow, creeper, enderman, horse, mooshroom, ocelot, pig, sheep, silverfish, skeleton, slime, spider, squid, wolf, zombie

[LinkedWorlds]
NetherWorldName=world_nether
EndWorldName=world_end

[Generator]
BiomeGen=MultiStepMap
HeightGen=Noise3D
CompositionGen=Noise3D
Finishers=Ravines, WormNestCaves, WaterLakes, WaterSprings, LavaLakes, LavaSprings, OreNests, Mineshafts, Trees, SprinkleFoliage, Ice, Snow, Lilypads, BottomLava, DeadBushes, PreSimulator
Generator=Composable
MultiStepMapOceanCellSize=384
MultiStepMapMushroomIslandSize=64
MultiStepMapRiverCellSize=384
MultiStepMapRiverWidth=0.125000
MultiStepMapLandBiomeSize=1024
BiomeGenCacheSize=64
BiomeGenMultiCacheLength=4
DistortedHeightmapSeaLevel=62
DistortedHeightmapFrequencyX=10.000000
DistortedHeightmapFrequencyY=10.000000
DistortedHeightmapFrequencyZ=10.000000
HeightGenCacheSize=64
CompositionGenCacheSize=64
WormNestCavesSize=64
WormNestCavesGrid=96
WormNestMaxOffset=32
WaterLakesProbability=25
LavaLakesProbability=10
MineShaftsGridSize=512
MineShaftsMaxOffset=256
MineShaftsMaxSystemSize=160
MineShaftsChanceCorridor=600
MineShaftsChanceCrossing=200
MineShaftsChanceStaircase=200
BottomLavaLevel=10
PreSimulatorFallingBlocks=1
PreSimulatorWater=1
PreSimulatorLava=1
Structures=

[WaterSimulator]
Falloff=1
TickDelay=5
NumNeighborsForSource=2

[LavaSimulator]
Falloff=2
TickDelay=30
NumNeighborsForSource=-1

[FireSimulator]
BurnStepTimeFuel=500
BurnStepTimeNonfuel=100
Flammability=50
ReplaceFuelChance=50000

[Seed]
Seed=735287854

[WaterSprings]
HeightDistribution=0, 0; 10, 10; 11, 75; 16, 83; 20, 83; 24, 78; 32, 62; 40, 40; 44, 15; 48, 7; 56, 2; 64, 1; 255, 0
Chance=24

[LavaSprings]
HeightDistribution=0, 0; 10, 5; 11, 45; 48, 2; 64, 1; 255, 0
Chance=9

[SpawnPosition]
PregenerateDistance=20
X=575.47188216478
Y=82
Z=392.17830592593

[PVP]
Enabled=0

[GameMode]
GameMode=0
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Don't use the Noise3D HeightGen/CompositionGen. It's broken Sad Change it to DistortedHeightmap(overhangs) or Biomal(no overhangs but faster)
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thanks alot changed it and works fine now =) I hope to keep continue on this server source with this fast reply's on problems and resolvements.
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I hope that as well Smile
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I'm just returning from a teambuilding trip to the mountains, and it inspired me to change the Mountains height generator a bit. It didn't come out how I planned in the end, but I think it's still awesome nevertheless. Go check it out Smile
[Image: mountains2.jpg]
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That looks greatBig Grin
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I made dis Smile
[Image: grown_biomes_01.png]
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Thanks given by: sphinxc0re
Wow that looks awesomeBig Grin
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It needs more tweaking, but then it looks really promising. And it's really easily tweakable. I wonder why I didn't think of this earlier. Instead of all the distortions and voronoi diagrams, this thing is literally just zooming in with a trivial interpolation function.
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