Nathan.S wrote:Flowers seem to be very rare in my worlds with this mapgen, I looked at the code for the flowers and it looks like they are being placed as mgv6 decorations. I know very little about mapgen, is there a version of mgv7 decorations that I can change/add to the code so I'll get flowers back?
sofar wrote:amadin wrote:Only now I noticed the almost complete absence of grass (default_grass_1, default_grass_2 etc) and flowers on many big areas
So what needs to happen is plants.lua needs to have several listings placing different densities and grass lengths in all the biomes. I'd say it'll end up being 20 or so register_plant lines to fix or at least make a decent spread and variation.
cHyper wrote:+1 good work ...
Xanthin wrote:What I've noticed now are patches where the river steps over the riverbed like here.
Xanthin wrote:What I thought that will change for the final version is the single source placement of water/lava in caves (often both types close together). Is this an intended behaviour or will it be changed in the future?
duane wrote:Also, you can't switch mapgens without creating a new world.
paramat wrote:C++ version is now merged into the engine.
Gael de Sailly wrote:It seems that on dry places, the humidity is higher when climbing up. That should be the contrary.
duane wrote:Which version of what are you using in the screenshot?
Gael de Sailly wrote:Snow seems to be inverted too.
(tested with core valleys mapgen + valleys_mapgen mod mc branch)
Fixerol wrote:I've spent whole day walking on a Valleys C++ merged into MT and it looks so awesome, I'm so happy with it :}
Fixerol wrote:Is it possible to enlarge everything proportionally, to make everything 10x bigger? :) You know, when climbing 200 nodes tall mountain with forests is not thrilling enough.
# Base ground height
vmg_noise_1 = -100, 500, (10240,10240,10240), 5202, 6, 0.4, 2
# Valleys noise
vmg_noise_2 = 0, 1, (2560,2560,2560), -6050, 5, 0.6, 2
# Valleys depth
vmg_noise_3 = 50, 40, (5120,5120,5120), -1914, 1, 1, 2
# Valleys profile
vmg_noise_4 = 0.6, 0.5, (5120,5120,5120), 777, 1, 1, 2
# Inter-valleys slopes
vmg_noise_5 = 0.5, 0.5, (1280,1280,1280), 746, 1, 1, 2
# Inter-valleys filling
vmg_noise_6 = 0, 1, (2560,5120,2560), 1993, 6, 0.8, 2
# Base terrain height
mg_valleys_np_terrain_height = -100, 500, (10240, 10240, 10240), 5202, 6, 0.4, 2.0
# River noise -- rivers occur close to zero
#mg_valleys_np_rivers = 0, 1, (2560, 2560, 2560), -6050, 5, 0.6, 2.0
# Raises terrain to make valleys around the rivers
mg_valleys_np_valley_depth = 50, 40, (5120, 5120, 5120), -1914, 1, 1.0, 2.0
# Slope and fill work together to modify the heights
#mg_valleys_np_inter_valley_fill = 0, 1, (2560, 5120, 2560), 1993, 6, 0.8, 2.0
#mg_valleys_np_inter_valley_slope = 0.5, 0.5, (1280, 1280, 1280), 746, 1, 1.0, 2.0
# Amplifies the valleys
#mg_valleys_np_valley_profile = 0.6, 0.5, (5120, 5120, 5120), 777, 1, 1.0, 2.0
duane wrote:You'll probably also want to multiply your vmg_altitude_chill, unless you really like snow. I suspect you'll have to make it larger than 900, since the altitude chill code decreases temperature logarithmically (whereas, reality decreases it linearly).
duane wrote:Xanthin wrote:What I've noticed now are patches where the river steps over the riverbed like here.
Unfortunately, I had to choose between that and really high banks in places where the river happens to be low. We can add another parameter for the actual water depth to make that adjustable. My concern was that people would get irritated if they fell into a river and couldn't get out immediately.
duane wrote:Xanthin wrote:What I thought that will change for the final version is the single source placement of water/lava in caves (often both types close together). Is this an intended behaviour or will it be changed in the future?
Simple caves work that way by design. Putting in groups of sources requires another noise, ideally a 3D noise, which I was trying to avoid since speed is one of the few advantages of the C++ version, and the appeal of Valleys tends to be focused above ground. Nodes appear randomly on the floor of any cave.
I had intended to make the version 7 caves available as well, but the most efficient way to do that involves templates, and some of the people compiling had issues with those. How and where would you like to see lava/water spawn?
Fixerol wrote:Hmm, I've tried on C++ one and what is curious is that most of mountains look like big spikes, is it possible to lower the slope angle and spread them out a bit?
mg_valleys_np_rivers = 0, 1, (512, 512, 512), -6050, 5, 0.6, 2.0
mg_valleys_np_inter_valley_fill = 0, 1, (512, 1024, 512), 1993, 6, 0.8, 2.0
Xanthin wrote:Oh, I just had the v7 caves in mind, for the how and where, which I simply got so used to (althoug the massiv lava caves in paramat's rivergen are also cool).
Xanthin wrote:What I've noticed now are patches where the river steps over the riverbed like here.
diff --git a/src/mapgen_valleys.cpp b/src/mapgen_valleys.cpp
index a919b8d..67f820b 100644
--- a/src/mapgen_valleys.cpp
+++ b/src/mapgen_valleys.cpp
@@ -727,7 +727,7 @@ int MapgenValleys::generateTerrain()
} else if (river && y < river_y) {
// river
vm->m_data[index_data] = n_river_water;
- } else if ((!fast_terrain) && (!river) && fill * slope > y - surface_y) {
+ } else if ((!fast_terrain) && (!river) && round(fill * slope) >= y - surface_y) {
// ground (slow method)
vm->m_data[index_data] = n_stone;
heightmap[index_2d] = surface_max_y = y;
duane wrote:Xanthin wrote:Oh, I just had the v7 caves in mind, for the how and where, which I simply got so used to (althoug the massiv lava caves in paramat's rivergen are also cool).
I went ahead and put in a pull request to add V7 caves back to the valleys mapgen. Those who like to compile might try testing the code. It worked fine on my system for months, but there were compilation issues that may or may not have had anything to do with the template I used.
Fixerol wrote:So there will be valleys caves (default) and V7 caves for our choosing?
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