- Jul 16, 2019
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sfan5 authored
see #2400, also removed a now unused alias
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- Jul 01, 2019
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Paramat authored
Icesheet ice dungeons now have ice stairs. Remove some now-unnecessary sandstone mapgen aliases, one remains as it is required by the dungeon loot mod. Re-arrange mapgen aliases to separate those needed for mgv6.
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- May 18, 2019
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Paramat authored
No longer use the hardcoded engine cave liquids. Water only in '_ocean' biomes, water and lava in '_under' biomes.
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- Apr 19, 2019
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Paramat authored
In preparation for biome-defined: dungeon materials, cave liquids, stone type, ores, decorations. '_ocean' biomes now extend to y = -255 to be deeper than default mgv5 oceans, and to create 'shallow underground biomes'. Remove unnecessary biome lists for gravel and silver sand blob ores, as those are already defined to only appear in default:stone.
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- Jan 02, 2019
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Paramat authored
Alter 'large cactus' schematic to place another force-placed cactus node, to replace the cactus seedling on growth. Make schematic 5x7x5 to solve rotation, placement and protection check issues. Add a y-slice probability for height variation. Growth time is tuned to not make this a faster way to obtain cactus nodes compared to normal cactus farming. Seedling texture by Extex101. Use sapling/seedling description in protection intersection message in 'sapling_on_place' function.
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- Nov 15, 2018
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Ezhh authored
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- Oct 09, 2018
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random-geek authored
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- Aug 21, 2018
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Paramat authored
Precisely reduce trees and logs per mapchunk division to compensate.
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- Jul 13, 2018
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TumeniNodes authored
Replaces 'bush' in snowy grassland.
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- Jun 15, 2018
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Ezhh authored
These use 'spawn_by' to avoid steep slopes.
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- Jun 01, 2018
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Paramat authored
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- May 15, 2018
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Paramat authored
Alter a few biome y-limits for consistency.
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- May 05, 2018
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Paramat authored
Move previous tundra to highland and remove the snowblocks that are unsuitable for a fairly dry biome, use snow slabs instead.
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- Apr 30, 2018
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Ezhh authored
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- Apr 29, 2018
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Paramat authored
Add silver sandstone strata to 'cold desert' biome. Add sandstone and desert_sandstone strata to 'desert' biome.
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- Apr 20, 2018
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Paramat authored
Reduce bronze tool capabilities to be between stone and steel. Swap depths of iron ore and tin / copper ores for corresponding progression.
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- Apr 12, 2018
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Paramat authored
Iron at y = 0 was far too easy to find. Adjust gold lower region to be twice the depth of highest level, like all other ores. Diamond at y = -500 was too easy to progress to. Make diamond and mese block deeper to create a depth progression from mese crystal to diamond, to reflect tool progression. This all creates a satisfying 2^n depth progression, with lower regions being at twice the depth of highest levels.
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- Mar 18, 2018
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Ezhh authored
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- Mar 11, 2018
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paramat authored
Use noises to create a varying mix in coniferous forest biomes: Areas of large pines only, areas of small pines only, mixed areas. While also having areas of high and low tree densities. Saplings grow into large or small pines with equal chance.
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paramat authored
Has 'is_ground_content = true'. Drops 'default:ice'.
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- Mar 06, 2018
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paramat authored
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- Feb 27, 2018
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paramat authored
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- Feb 25, 2018
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Ezhh authored
Switch y_max and y_min for flowers, fireflies and default
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- Feb 19, 2018
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paramat authored
Height 20 to 32 nodes. Dependent on chunksize >= 5. Base limited to maximum altitude y = 32. Craft sapling from 9 jungle saplings.
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- Feb 07, 2018
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paramat authored
Use noise with 1 octave and flag 'absvalue' to create sand paths in dunes.
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- Jan 02, 2018
- Dec 24, 2017
- Oct 10, 2017
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paramat authored
Original texture by tobyplowy, colourised by paramat.
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- Sep 25, 2017
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paramat authored
Make deeper, to compensate for ease of travel using 3D noise tunnels. Make depth more progressive with value: Ore, upper limit Coal 64 no change Iron 0 no change Tin -32 > -64 Copper -16 > -128 Gold -64 > -256 Diamond -128 > -512 Mese crystal -64 > -512 Mese block -1024 no change Make y of 1st density increase deeper but following a similar logic to before: Ore, upper limit Coal 0 no change Iron -64 no change Tin -128 no change Copper -64 > -256 Gold -256 > -1024 Diamond -256 > -1024 Mese crystal -256 > -1024 Mese block -2048 new Add second, denser layer of mese blocks with a decrease of separation and increase in density equal to mese ore layers.
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- Sep 17, 2017
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paramat authored
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- Aug 06, 2017
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paramat authored
Make the placeholder biomes grassland to make the shape of the floatland terrain more visible.
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- Jul 22, 2017
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paramat authored
Only register floatland biomes if mgv7 'biomerepeat' flag is false. Simplify floatland biomes to coniferous forest and ocean. Make 'mgv7_floatland_level' and 'mgv7_shadow_limit' parameters global values for mods to use to register their own floatland biomes.
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- Jul 02, 2017
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paramat authored
This allows us to preserve mgv6 ore distribution while giving us the freedom to alter ore distribution for other mapgens. Other mapgens are larger scale and have 3D noise tunnels which make vertical travel easier, so ores can be deeper. Other mapgens have registered biomes which allows us to limit ores to certain biomes.
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- Jun 28, 2017
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paramat authored
Update biome lists for blob ores.
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- Apr 24, 2017
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paramat authored
Previously i had matched ore density to moreores, but this density was too high and out of balance with MTGame, reduce density to be similar to copper ore. The 2 levels of underground ore were overlapping, fix. Textures are actually by kilbith, update credits. Also credit kilbith for bronze, copper, gold and steel blocks, credits had not been updated at the time.
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- Apr 20, 2017
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paramat authored
Use Calinou's textures from moreores mod. Craft bronze from tin and copper instead of steel and copper. Match ore density to the moreores mod but start ore at a depth of y = -32 to be part of the depth progression of other ores.
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- Mar 17, 2017
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paramat authored
A simple set of biomes for now: Ocean, coniferous forest, grassland, sandstone desert. Update biome lists for blob ores and decorations. Make sandstone desert filler 1 node deeper to match other deserts.
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- Mar 10, 2017
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paramat authored
Currently jungletrees and junglegrass use sidelen 80 for simplicity, but this results in a more uneven distribution of decorations. A more even distribution helps keep rainforest darker with a more unbroken canopy. This is also more consistent. 80 is based on the default mapchunk size, all other decorations use sidelen 16 or smaller to divide into any mapchunk size.
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