by MTDad » Mon Dec 01, 2014 23:19
Well you are the man for the job, as i found myself wishing the biome API behaved more like Paragenv7 while I was working with it, ie, more consistent and predictable. For lack of a better term its just too "fiddly". Incremental parameter value changes yield no visible changes over a wide range, until some threshold is crossed and drastic changes result. I'm sure if I understood C and spent some time studying the internal code I'd get better results.
Decoration distribution using fill ratio works well for simple items, but fails on schematics. I'm unsatisfied with the forests and jungles in Simplev7. Trees are in rows, there are large areas that should have trees, but for some reason don't, especially on hills. No amount of fiddling could seem to fix it. I've been meaning to try perlin noise instead, but wasn't sure where to start.
I like the idea of being able to adjust the noise parameters. Yes, the current noise produces far too many micro biomes, usually in clusters near mountains, with huge monster biomes between. Personally, I like an occasional microbiome to break up scenery, but not clusters of them.
edit. Just thought of something. With minetest_game gaining v7/v5 biomes, will there be a way to override/deactivate it for mods? Simplev7 will no longer have a purpose, but I'm thinking more of Ethereal. I'm not sure if there are any others that rely on minetest_game not having biomes. If not it seems like it could be quite a mess, or they'll have to become sub-games rather than mods.
and further edit. duh.. I'm half asleep. Seems like it would mess up paragenv7 as well, and I'm sure you realized that.