Napiophelios wrote:oooh, I can use this to limit my worlds size?
I wanna trap my players to a smaller game area.
Napiophelios wrote:Nice it works well,
except I keep teleporting inside nodes.
I think its an easy fix tho.
AMMOnym wrote:Wow
paramat wrote:It's possible to use noise to precalculate terrain before it is generated, so that the player can be placed at the surface on teleportation, it's complex though, see my 'spawnplayer' functions in my recent mapgens for examples. I'm a bit busy at the moment to do this for this mod.
paramat wrote:It's possible to use noise to precalculate terrain before it is generated, so that the player can be placed at the surface on teleportation, it's complex though, see my 'spawnplayer' functions in my recent mapgens for examples. I'm a bit busy at the moment to do this for this mod.
Krock wrote:https://github.com/DonBatman/worldedge/pull/1
I will add a terrain height detection when I've got time.

Alt. Tester wrote:I love this mod Don. Really use for when got a flat world. I might use this in my massive city. but First would need update the world a bit get work better.
Hybrid Dog wrote:Would it keep the mgv6 look (caves, cliffs,…) at the map corners?
paramat wrote:Don i never get bored hehe.Hybrid Dog wrote:Would it keep the mgv6 look (caves, cliffs,…) at the map corners?
Yes there will be no change to the mapgen, the method would be similar to how player spawnpoint is chosen: use mapgen parameters and noise to precalculate the ground level at the teleport destination before that terrain is generated. You have to know exactly where to teleport to before teleporting.
Hybrid Dog wrote:ok, l thought that you would change the map at the other side, where the player becomes teleported at, that it looks exactly like the current place and so the player doesn't notice teleporting.
philipbenr wrote:Actually, it would be cool if you were to make it so the magpen would wrap around. That way, there would be possiblilty to make the world wrap around.
Offtopic: That feature could also make it possible to have different world modes. You could have it so there would be a wrap around world, and an infinite flat world... Just some cool ideas that have been thought of.
paramat wrote:...
That could only possibly be done in a lua mapgen, with a core mapgen the terrain will always be different when you teleport.
twoelk wrote:paramat wrote:...
That could only possibly be done in a lua mapgen, with a core mapgen the terrain will always be different when you teleport.
I have always wondered wether this could not be combined with a restricted mapgen of sorts. This special "mapgen" could force a certain terrain along the predefined borders but leave all other parts of the map/world to what ever other mapgen is doing the job.
Such a border could be for example a broad stretch of desert that gradually draws to a certain hight that fits to the corresponding edge on the other side. My favourite version though would be a nice surrounding ocean of considerable depth and width. I guess other things such as a stretch of grassy plains or a high mountain ridge or a deep forest should also be possible. At least in theory. It might be usefull to restrict interaction in the borderlands to avoid people trying to build structures over the border.
paramat wrote:That could only possibly be done in a lua mapgen, with a core mapgen the terrain will always be different when you teleport.
Hybrid Dog wrote:<snip>
ArguablySane wrote:Hybrid Dog wrote:<snip>
I have a better solution. Gradually blend your perlin noise values with the values on the opposite side of the world for chunks near the edge. Choose a distance which is large compared to the features in your terrain gen, then gradually blend from one side to the other over that distance. Blocks exactly on the edge should be a 50-50 mix of the terrain from each side.
ArguablySane wrote:Hybrid Dog wrote:<snip>
I have a better solution. Gradually blend your perlin noise values with the values on the opposite side of the world for chunks near the edge. Choose a distance which is large compared to the features in your terrain gen, then gradually blend from one side to the other over that distance. Blocks exactly on the edge should be a 50-50 mix of the terrain from each side.
ExeterDad wrote:ArguablySane wrote:Hybrid Dog wrote:<snip>
I have a better solution. Gradually blend your perlin noise values with the values on the opposite side of the world for chunks near the edge. Choose a distance which is large compared to the features in your terrain gen, then gradually blend from one side to the other over that distance. Blocks exactly on the edge should be a 50-50 mix of the terrain from each side.
Basically make a tile of the pelin noise "image?"

Don wrote:Can someone post a link to info on mapgen? The dev doesn't seem to have much and I wouldn't mind understanding a little bit of what you are talking about.
Hybrid Dog wrote:For mgv6 this would need a change in the core mapgen, l think.
Users browsing this forum: No registered users and 30 guests