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    04fb1091
    Dungeons: Generalise use, add capabilities, various modifications · 04fb1091
    paramat authored
    - Generalise node names to c_wall and c_alt_wall
    - Remove 'mossratio' and instead disable alt_wall loop if
      c_alt_wall == CONTENT_IGNORE
    - Use one generalised 3D noise for alternative wall nodes and in
      mgv6 create moss distribution similar to the previous
    
    - Rename rarity noise to density noise and enable the option of multiple
      dungeons per chunk determined by the value. Recreate previous distribution
    - Add parameters for min and max rooms per dungeon
    - Add dungeon y limits
    
    - Integrate river water properly
    
    Generalisation is needed now that we have sandstone and desert stone
    dungeons by default and can choose any node for alternative structure.
    The current code is based around cobble dungeons with mossycobble
    alternative nodes, the 2 noises controlling the alternative nodes
    are based on wetness.
    
    Enabling multiple dungeons per chunk with definable number of rooms
    allows the option of very dense and complex underground structures
    that could interconnect to create megastructures.
    Y limits are added to be consistent with other mapgen elements, and
    enable locaton of dungeon or megastructure realms as part of our
    'stacked realms' philosophy.
    04fb1091
    History
    Dungeons: Generalise use, add capabilities, various modifications
    paramat authored
    - Generalise node names to c_wall and c_alt_wall
    - Remove 'mossratio' and instead disable alt_wall loop if
      c_alt_wall == CONTENT_IGNORE
    - Use one generalised 3D noise for alternative wall nodes and in
      mgv6 create moss distribution similar to the previous
    
    - Rename rarity noise to density noise and enable the option of multiple
      dungeons per chunk determined by the value. Recreate previous distribution
    - Add parameters for min and max rooms per dungeon
    - Add dungeon y limits
    
    - Integrate river water properly
    
    Generalisation is needed now that we have sandstone and desert stone
    dungeons by default and can choose any node for alternative structure.
    The current code is based around cobble dungeons with mossycobble
    alternative nodes, the 2 noises controlling the alternative nodes
    are based on wetness.
    
    Enabling multiple dungeons per chunk with definable number of rooms
    allows the option of very dense and complex underground structures
    that could interconnect to create megastructures.
    Y limits are added to be consistent with other mapgen elements, and
    enable locaton of dungeon or megastructure realms as part of our
    'stacked realms' philosophy.