- Jun 17, 2016
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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.
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- Jun 04, 2016
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kwolekr authored
This fixes value truncation (and therefore incompatibility) on platforms with an LP32 data model, such as VAX or MS-DOS.
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- May 28, 2016
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kwolekr authored
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- Nov 29, 2015
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paramat authored
For future river mapgens Dungeons will not generate in river water, to avoid dungeons filling and blocking river channels
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- Jan 05, 2015
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kwolekr authored
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- Dec 06, 2014
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kwolekr authored
Add support for notify-on-decoration Clean up mapgen constructors Clean up mapgen.cpp code style somewhat Remove trailing whitespace from some files
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- Dec 14, 2013
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kwolekr authored
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- Dec 08, 2013
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kwolekr authored
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- Mar 10, 2013
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kwolekr authored
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