11-27-2015, 09:52 PM
What happens if you use OrePockets and DirtPockets with the same seed:
(Note the dirt around all the coal)
(Note the dirt around all the coal)
Some semi-random thoughts on terrain generation
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11-27-2015, 09:52 PM
What happens if you use OrePockets and DirtPockets with the same seed:
(Note the dirt around all the coal)
11-28-2015, 04:24 AM
is that bad or good?
11-28-2015, 06:41 AM
Bad Is it possible to use the block ID as the seed?
11-28-2015, 08:20 AM
The defaults take care of that problem - the OrePockets use WorldSeed + 1, the DirtPockets use WorldSeed + 2 by default (but both can be changed in the INI config - just in case someone actually wants that)
11-30-2015, 12:59 AM
What did you use to make this image?
11-30-2015, 06:18 AM
I believe it's Minutor.
11-30-2015, 08:04 AM
Yes, Minutor. https://github.com/mrkite/minutor
01-17-2016, 02:28 AM
Look what I've found:
Pictures:
The corridors are a little long though. I think we should reduce them a bit, and create more structures like that bridge prefab. Also, the diagonal corridors don't look that good after all. Thanks given by: Jammet , sphinxc0re
01-24-2016, 04:03 AM
@xoft do you think it's possible to make the PieceGenerator choose prefabs with less connectors the further they are away from the starting point?
01-24-2016, 07:14 PM
I wouldn't want to hardcode that into the generator, it's better to adjust the individual pieces' weights and repeat-weights (AddWeightIfSame set to a negative number, in this case)
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