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Adds minetest game mapgen configuration parameters #156
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Lgtm!
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-- Keep only the "interesting" biomes in floatlands | ||
if (string.find("coniferous_forest deciduous_forest savanna rainforest taiga desert grassland", name)) then |
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Perhaps a blacklist would be better here than a whitelist. I'm sure there's third party biomes that would look good here.
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Excellent point. I will change that.
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Alternatively, a plan to have this list be a setting would work very well also. No need to get locked into one particular way of doing things just yet lol.
Sorry. Pushed a bit too soon. Still a few issues to iron out... |
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Sorry, I forgot I had questions and concerns... I need to work on that.
No worries! |
Absolutely fine! |
I've playtested it a fair bit, but it might need some trying from a different perspective. Let me know what you think. |
Playtest looks good. I didn't notice any significant change, aside from these:
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I realized I never explained everything this PR changes, and many of those changes are not immediately apparent on a quick playtest. So here's a list more or less complete summary:
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P.S. my method for quick play test is to start a local game in creative mode, do /grant all singleplayer, and then fly fast everywhere (and through ground: dungeons are easy to spot by their blockish shape) or use /teleport to reach cloudlands. I also use amidst to see all the biomes so I can teleport to them faster instead of searching. Let me know if you know a more efficient way ;) |
I'm actually liking it so far, now that I know what to look for. I think the meseblocks are fine - if we move them to be essentially the lowest altitude (and highest - like in the cloud-lands perhaps) form of mese. I'm thinking the altatude ranges (with some overlap) should include all crystals, ore and meseblock, but each in a range relative to their density. Also, I noticed there weren't any caves in the cloudlands, but that may have just been the seed I was on. I didn't look long. |
yeah that's the only way I've figured out. I know theres a mod that lets you teleport to different biomes and such. I use that sometimes if I'm testing biomes as well. |
I don't recall seeing caves or dungeons in cloud islands. It could make a neat effect sometimes, but I think most islands are too small. |
Right. I only point this out because I've seen them in world-gen without these changes before. Most are too small for sure, but really large ones aren't uncommon either. |
I did some play testing and I could not find any caverns or dungeons as are found at the world surface or underground. I did however find some secret spider nests with fossilized eggs inside the bigger islands. I tested in both our latest release (2023-03-16) and this branch. @Lazerbeak12345, would you be able to find an example and post a screenshot? On a separate topic, but related to cloudlands: looking at the mod's code and documentation, it looks like it can use the vines from plantlife. Could be a nice (separate) addition. |
It doesn't seem to be very easy to find the larger islands, but here's one with a (very) small cave. (Tested on new world, default everything, v7 worldgen) Are you also looking for examples of caves at the surface? I found many of them in my search for dungeons, but couldn't find any dungeons this time. (in an earlier world I had once, there were about 5 surface level in just one biome, but that's not using this branch)
When I get time I plan on taking your earlier advice and adding any mod that qualifies one at a time. Much faster turnaround that way. |
I used WhyNot. On this branch. |
I've been testing with current whynot and plain MTG+cloudlands in v7 with otherwise default. I can't find much in the way of caverns. I also tried reducing the fill layer depth in my branch but other than the expected thinner dirt layer, the floating islands seem very similar to other branches. The closest to caves I get is when two islands overlap. |
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LTGM. I don't see any actual problems, but if there's something that this isn't doing something that you want it to, then I suppose we still have changes that need to be made.
I'm not sure I understand your comment in contrast with the approval. Is it an OK, or more of a "whatever, don't care"? It's been a while, so I re-read the thread and I'm not seeing any outstanding issues other than possibly* losing caverns in cloudlands. *I didn't see significant differences |
Sorry for the confusion. Like you I'm not sure if the cloudland caverns are broken. I'm assuming they aren't, and even if they are I'm not sure if it's that much of a difference. It all looks good to me. The extra options these changes will give us and our users will be good. |
OK. Will merge then. Thanks! |
And a few other mapgen goodies. See #60 and the readme for more info.