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Mud flow? / mapgen

PostPosted: Sun Jul 17, 2016 13:24
by KzoneDD
Hi all,

I've been experimenting with Archipelago, and overall it kinda works ok (spawns a lot of tree/leaves stuff floating in the air though, and the sea-bed is riddled with floating sand) but for the life of me I can't seem to get the dirt ridges gone... I've tried all the variations on mud flow I could find in various posts, no dice.

Has this changed for 0.4.14? Am I being dumb?

On that note: is there maybe a way to get islands with a lot of sea in v7?

TIA!

Re: Mud flow? / mapgen

PostPosted: Sun Jul 17, 2016 13:42
by KzoneDD

Re: Mud flow? / mapgen

PostPosted: Sun Jul 17, 2016 17:25
by KCoombes
KzoneDD wrote:( viewtopic.php?id=8386 )


From your link:


For use with mapgen V6 and these settings in .conf:

Re: Mud flow? / mapgen

PostPosted: Sun Jul 17, 2016 18:53
by KzoneDD
And as I stated: those don't remove the dirt ridges...

Re: Mud flow? / mapgen

PostPosted: Sun Jul 17, 2016 22:32
by paramat
Did you try:

mgv6_spflags = jungles, biomeblend, nomudflow, snowbiomes, noflat, trees

However i don't recommend using this mod now as it adds mod snow nodes, mgv6 now has built-in snow biomes, so bugs are likely.

In mgv7 you can lower the terrain to get more sea, use these in .conf (or advanced settings):

mgv7_np_terrain_base = 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0
mgv7_np_terrain_alt = 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0

The first number in both is the average land level, reduce the first numbers by the same amount and tune this amount to your preference. Suggested value to start with: -24 for both.

Re: Mud flow? / mapgen

PostPosted: Mon Jul 18, 2016 04:00
by KzoneDD
Thanks! This is great info. I'll try your second method. :)

Re: Mud flow? / mapgen

PostPosted: Mon Jul 18, 2016 19:08
by KzoneDD
Another thing: I noticed it generates a lot of areas with cave air, do these serve a function?