burli wrote:Of course can I avoid trees, but it is just easier if you have a "village biome"
In a way that's what nores mg mapgen did: Add some noise and superimpose a village biome, or rather: a function that provides distinction between is-inside-village/is-not-inside-village. My mg_villages mod uses this mechanism provided by nore.
burli wrote:Needed 30 seconds to find an example in BrunoMine's mod. That can always happen if you place trees first
Such things can always happen. I go to considerable effort to remove anything tree-like inside my villages before the first house is placed. Paramat created the code for the terrain blending at the borders of each village. Any trees found there are located, removed, their positions remembered, and afterwards new saplings/trees are placed at the new hight. But even with that much effort in place, there will still be errors and oddities now and then.
duane wrote:Yes, it's going to take more CPU time, but if you're doing any modifications via voxelmanip, you've already spent most of that time.
That's right. Unless you screw up badly in your code. reading the voxelarea data and writing it back takes a significant amount of time compared to all the rest that's done inside the area.
duane wrote:If I were really clever, I'd write the basics (or steal them from valleys) with single node setting and overload the voxelmanip functions so that all other mods worked through my framework, so that data was only read and written once, and lighting and liquid calculations happened once at the end of the process. Cut the C mapgens out altogether!
All other mods working through the framework, so that the voxelmanip area data needs to be read and written only once? That is very tempting. It might speed some things up considerably. Having a chain of mods that get mapgen data passed on, which then do their work on it, and liquid and lighting update done just at the very end...that could be very helpful.
burli wrote:I is impossible to remove all floating islands in v5. All you can do is reduce lacunarity and persistence to really low values, but then you have boring hills
Edit: and even that doesn't help. That's the nature of the v5 mg
That's why I like other mapgens more. More realistic terrain, less floating mountains, better terrain to build on. My villages also aren't particulary happy if mountains get too high as I don't apply the generator to all mapchunks in height; mapchunks which will not get a village (too deep or too high) aren't touched at all in order to speed things up.