Sokomine wrote:There was some discussion about sheet ore generation. Are the methods found in the api insufficient for the requirements of darkage? Or hasn't anyone found out yet how to use them efficiently? I don't think darkage needs luavoxelmanip. The sheets of ores it generates ought to be handled by the engine. In theory, it was written for that. In practice i don't know.
From the looks of the code it seems that is the direction that HybridDog is headed. I was also going to attempt it as the API says that things were added so these particular "custom" generation functions do not need to be used. Until someone gets it working I will keep using a VoxelManip DarkAge because it is faster than the old "set_node" version, especially when you are using the amount of mods that I am using (IMO, every millisecond counts when it comes to the mapgen). If someone pulls these updates into a more well-known fork I am going to stop messing with this one and go back to finishing up my Sea-modpack fork.
Also, a note on my fork: It will not update the VoxelManip unless there has been a change (which happens on occation). I believe updating the VoxelManip takes a chunk of time so if you don't have to do it then don't.