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Map Generation Options

PostPosted: Thu Feb 20, 2014 18:44
by Jonathan
I have seen some of paramat's mods and I would have to say I am very impressed. I would like to see at least some of these incorporated as additional options for map generation in the default game. I am also assuming if they were incorporated into the engine they would be significantly faster.

Any thoughts, concerns, or suggestions?

PostPosted: Thu Feb 20, 2014 18:52
by TenPlus1
The map generation settings could use a little revamp and give you options for jungle, dungeons, specific biomes and features... This would definitely make for a much more interesting world :)

PostPosted: Thu Feb 20, 2014 18:55
by Krock
Until now are there just 4 diffrent mapgens (singlenode isn't a real mapgen...).
I think there should get some more added, also mapgens directly like "Math - Sphere", else it's needed to change it in the minetest.conf :/

EDIT:

TenPlus1 wrote:for jungle, dungeons

minetest.conf.example wrote:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
# Map generation attributes.  Currently supported: trees, caves, flat, v6_biome_blend, v6_jungles, dungeons
#mg_flags = trees, caves, v6_biome_blend

It would be nice to have something like checkboxes to select them for each world.

PostPosted: Fri Feb 21, 2014 03:16
by Enke
Singlenode is really sort of a anti-mapgen.

PostPosted: Fri Feb 21, 2014 07:12
by paramat
Thats cool you like them Jonathan, they would be a little faster as C++ core mapgens but the effort, hassle, complexity and politics involved in dealing with C++ and core Minetest still outweighs the 1-2 second per chunk speed gain for me. I feel my direction is to do what i do best and work on lua mapgens to complement the work of Minetest's own core mapgen dev hmmmm.
A few others have asked for this and i might suggest to core devs that 1 or 2 of my best mapgen mods be shipped with Minetest as lua mapgens, perhaps as part of minetest_game, i'm thinking of certainly moontest and perhaps watershed.

PostPosted: Fri Feb 21, 2014 14:20
by Jonathan
paramat wrote:Thats cool you like them Jonathan, they would be a little faster as C++ core mapgens but the effort, hassle, complexity and politics involved in dealing with C++ and core Minetest still outweighs the 1-2 second per chunk speed gain for me. I feel my direction is to do what i do best and work on lua mapgens to complement the work of Minetest's own core mapgen dev hmmmm.
A few others have asked for this and i might suggest to core devs that 1 or 2 of my best mapgen mods be shipped with Minetest as lua mapgens, perhaps as part of minetest_game, i'm thinking of certainly moontest and perhaps watershed.


I think watershed and moontest both would be good additions. Also, I agree with Krock that it would be nice to have check boxes to enable/disable map generation attributes like (trees, caves, flat, v6_biome_blend, v6_jungles, dungeons, watershed - if added, and moontest - if added). Although, if certain attributes only apply to mapgen v6 or mapgen v7 maybe the check boxes could be greyed out or not shown at all for attributes that don't apply to the mapgen version currently selected.