Add indestructible node bottom layer to core mapgens
I suggest to introduce basic bedrock support for the map generators v5, v6, v7 and maybe future generations as well.
(If you don't like the name “bedrock” feel free to think of a better name.)
The point of this is simply to close the bottom layer of the world, because the bottom of the world behaves pretty weirdly and it looks pretty ugly, glitchy and unprofessional anyways, and it just “feels” not right together with these mapgens. One way to circumvent this is by adding an indestructible solid node layer at the bottom of the world.
The idea of bedrock is basically just of technical nature, it is to mark the bottom of the world. Bedrock is supposed to be a block which is completely indestructible and unchangable by normal gameplay means.
Since the mapgens v5, v6 and v7 are supposed to create “Earth-like” worlds, it would make a lot of sense to put this directly into all these mapgens.
The most basic bedrock support should set bedrock (suggested mapgen alias: “mapgen_bedrock”) everywhere at the lowest possible layer (currently at Y=-30912). This is very simple but does the job.
Maybe later more fancy bedrock generation methods could be invented, but I think we should start simple and first implement the bare minimum and get it to work before going on.
The cave generator and dungeon generator MUST NOT destroy bedrock, regardless of the node definition; at least at the bottom-most position. This is again to avoid exposing the true bottom at all costs.
I know that all of this could be done in a mod, but I think this bedrock support is something which is EXTREMELY basic, I see no reason why ANY subgame using one of these mapgens would not want this, and even in the unlikely case it wants to, it can always overwrite it using LuaVoxelManipulator.
Modders and especially subgame authors should not be required to reinvent the wheel.
Mods could still overwrite anything afterwards and extend upon this.
If the mapgen alias “mapgen_bedrock” is not defined, I suggest to use “mapgen_stone” as a fallback.
This is also something of which Minetest Game could directly benefit from it. All Minetest Game has to do is to define a new bedrock node, ensure it is indestructible and set the mapgen alias. See [bedrock2] for an example node definition which has been tested. The two cases where this bedrock is still breakable is a) because of the (desert) dungeon generator probably being too aggressive and b) because of ignorant TNT mods (they don't use on_blast), both for which this mod is not responsible. b) has already been fixed in Minetest Game.
(If you don't like the name “bedrock” feel free to think of a better name.)
The point of this is simply to close the bottom layer of the world, because the bottom of the world behaves pretty weirdly and it looks pretty ugly, glitchy and unprofessional anyways, and it just “feels” not right together with these mapgens. One way to circumvent this is by adding an indestructible solid node layer at the bottom of the world.
The idea of bedrock is basically just of technical nature, it is to mark the bottom of the world. Bedrock is supposed to be a block which is completely indestructible and unchangable by normal gameplay means.
Since the mapgens v5, v6 and v7 are supposed to create “Earth-like” worlds, it would make a lot of sense to put this directly into all these mapgens.
The most basic bedrock support should set bedrock (suggested mapgen alias: “mapgen_bedrock”) everywhere at the lowest possible layer (currently at Y=-30912). This is very simple but does the job.
Maybe later more fancy bedrock generation methods could be invented, but I think we should start simple and first implement the bare minimum and get it to work before going on.
The cave generator and dungeon generator MUST NOT destroy bedrock, regardless of the node definition; at least at the bottom-most position. This is again to avoid exposing the true bottom at all costs.
I know that all of this could be done in a mod, but I think this bedrock support is something which is EXTREMELY basic, I see no reason why ANY subgame using one of these mapgens would not want this, and even in the unlikely case it wants to, it can always overwrite it using LuaVoxelManipulator.
Modders and especially subgame authors should not be required to reinvent the wheel.
Mods could still overwrite anything afterwards and extend upon this.
If the mapgen alias “mapgen_bedrock” is not defined, I suggest to use “mapgen_stone” as a fallback.
This is also something of which Minetest Game could directly benefit from it. All Minetest Game has to do is to define a new bedrock node, ensure it is indestructible and set the mapgen alias. See [bedrock2] for an example node definition which has been tested. The two cases where this bedrock is still breakable is a) because of the (desert) dungeon generator probably being too aggressive and b) because of ignorant TNT mods (they don't use on_blast), both for which this mod is not responsible. b) has already been fixed in Minetest Game.