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  1. Apr 19, 2019
    • Paramat's avatar
      Split underground biome to correspond to surface biomes · f21bab2f
      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.
      Unverified
      f21bab2f
  2. Jan 02, 2019
    • Paramat's avatar
      Add large cactus seedling · 6688ddf6
      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.
      Unverified
      6688ddf6
  3. Nov 15, 2018
  4. Oct 09, 2018
  5. Aug 21, 2018
  6. Jul 13, 2018
  7. Jun 15, 2018
  8. Jun 01, 2018
  9. May 15, 2018
  10. May 05, 2018
  11. Apr 30, 2018
  12. Apr 29, 2018
  13. Apr 20, 2018
  14. Apr 12, 2018
    • Paramat's avatar
      Ore distribution: Deeper iron, diamond and mese block, tune gold (#2107) · 8d8f2f79
      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.
      Unverified
      8d8f2f79
  15. Mar 18, 2018
  16. Mar 11, 2018
  17. Mar 06, 2018
  18. Feb 27, 2018
  19. Feb 25, 2018
  20. Feb 19, 2018
  21. Feb 07, 2018
  22. Jan 02, 2018
  23. Dec 24, 2017
  24. Oct 10, 2017
  25. Sep 25, 2017
    • paramat's avatar
      Ores (non-mgv6 mapgens): New distributions · 74ed63f4
      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.
      74ed63f4
  26. Sep 17, 2017
  27. Aug 06, 2017
  28. Jul 22, 2017
    • paramat's avatar
      Floatland biomes: Update due to mgv7 biomerepeat option · 48baf1ac
      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.
      48baf1ac
  29. Jul 02, 2017
    • paramat's avatar
      Mapgen: Completely separate mgv6 ore registrations · 57979686
      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.
      57979686
  30. Jun 28, 2017
  31. Apr 24, 2017
    • paramat's avatar
      Tin: Tune mapgen, bugfix, fix texture credits · c2d1a5ed
      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.
      c2d1a5ed
  32. Apr 20, 2017
    • paramat's avatar
      Ores: Add tin ore, lump, ingot and block · 26686196
      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.
      26686196
  33. Mar 17, 2017
    • paramat's avatar
      Biomes: Add and auto-select mgv7 floatland biomes · 68212967
      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.
      68212967
  34. Mar 10, 2017
    • paramat's avatar
      Mapgen: Use decoration sidelen 16 for jungletrees and junglegrass · c52ad140
      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.
      c52ad140
    • paramat's avatar
      Tree schematics: Alter jungletree, aspen, pine, appletree · 0f0dd0f6
      paramat authored
      Denser jungletree for darker rainforest:
      Highest 'jungletree' nodes now prob 255.
      Add a 5th lower branch layer.
      Increase lower branch layer y-slice prob to 191.
      
      Aspen:
      Extend trunk upwards by 1 node to reduce leafdecay radius to 2.
      
      Pine:
      Make lower trunk 1 node longer so that lowest branches are more often
      higher off the ground, also to make pines taller.
      
      Appletree:
      Make 2 opposite branches prob 255, the other 2 prob 127, to avoid
      trees with 1 or 0 branches. Therefore also add random rotation.
      0f0dd0f6
  35. Mar 05, 2017
  36. Feb 28, 2017
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