Commit graph

978 commits

Author SHA1 Message Date
kno10
8df579bc6c finetuning 2024-11-01 00:28:11 +01:00
kno10
ba3d7f1af7 reduce light of witch circle 2024-10-31 20:33:45 +01:00
kno10
e8944f202c enhance vl_terraform API 2024-10-31 20:14:29 +01:00
kno10
dfeffc8522 reorg terrain features with biomes 2024-10-31 19:20:38 +01:00
kno10
3c36131cd9 tweak structure parameters 2024-10-31 00:53:33 +01:00
kno10
c4532de910 sometimes no_path is not cleared up correctly :-( 2024-10-31 00:53:10 +01:00
kno10
fb86aae449 more new structures 2024-10-31 00:52:41 +01:00
kno10
787457595f do not use voxelmanip anymore, seems to be smoother without 2024-10-29 21:39:40 +01:00
kno10
6ab0b6bdaa vl_terraforming: add non-vm version 2024-10-29 19:41:33 +01:00
kno10
9b6ea60694 Add cherry grove biome, based on MCLA.
Textures from pixel perfection, optimized with zopfipng. C.f., voxelibre#3463 voxelibre#4113
2024-10-29 19:28:43 +01:00
kno10
c726b327be Register only one decoration per grass color for tallgrass. 2024-10-29 19:28:43 +01:00
kno10
7a8b632057 Drop non-persistent tracking of generated chunks. 2024-10-29 19:28:43 +01:00
kno10
38c333981f polishing 2024-10-29 19:28:43 +01:00
kno10
54d1c4f774 template specialization for param2 2024-10-29 19:28:43 +01:00
kno10
c2a1833aeb Split biomes into separate files. 2024-10-29 19:28:43 +01:00
kno10
b2f7c04c85 igloo less slope, more snow, more rare 2024-10-29 19:28:43 +01:00
kno10
30eab42f45 height difference for villages 2024-10-29 19:28:43 +01:00
kno10
182bb9c0d6 better paths, better village layouts 2024-10-29 19:28:43 +01:00
kno10
62bb73539b improve shipwrecks
reduce frequency, trim schematics, disable foundations again
2024-10-29 19:28:43 +01:00
kno10
c6598e1b09 more structures, more to discover. 2024-10-29 19:28:43 +01:00
kno10
ba90d8cb31 hollow fallen trees 2024-10-29 19:28:43 +01:00
kno10
ea2d04609c add command /emerge 512 to emerge an area 2024-10-29 19:28:43 +01:00
kno10
3436e6a545 improvments to mineshaft cart variety + /locate 2024-10-29 19:28:43 +01:00
kno10
9ba0337a36 use swap_node instead of set_node in mapgen, tweaks to end 2024-10-29 19:28:43 +01:00
kno10
faf2408681 eliminate the static_pos kludge except for strongholds for now 2024-10-29 19:28:43 +01:00
kno10
badf041d8c cleanups and fixes 2024-10-29 19:28:43 +01:00
kno10
eaaa2a4dd2 clean up villages code, add biome farming support 2024-10-29 19:28:43 +01:00
kno10
92cffe42b4 More fixes, make shulkers spawn on the floor. 2024-10-29 19:28:43 +01:00
kno10
e2a0afe451 fix, and add small end city from MCLA 2024-10-29 19:28:43 +01:00
kno10
4430d1299e further fixes and improvements. 2024-10-29 19:28:43 +01:00
kno10
99e3aeea4e disable foliage 'fixes' that cause multi-colored trees 2024-10-29 19:28:43 +01:00
kno10
0a8bf42b03 code restructuring and cleanups 2024-10-29 19:28:42 +01:00
kno10
49a90a0dc4 Huge update of new terraforming, structures, and village code 2024-10-29 19:28:42 +01:00
kno10
acb5aef76b Big rewrite of structure spawning using voxel manipulators 2024-10-29 19:28:42 +01:00
kno10
0e98c651f4 fix bamboo biomes, add new schematic 2024-10-29 19:28:42 +01:00
kno10
cfa2780554 allow generating towns on mapblocks emerged with previous versions that did not become full settlements yet 2024-10-29 19:28:42 +01:00
kno10
7eb970e21c fixes and parameter tuning 2024-10-29 19:28:42 +01:00
kno10
347b8b954f more voxelmanipulator, more MCLA 2024-10-29 19:28:42 +01:00
kno10
f9b07adbc2 finetuning 2024-10-29 19:28:42 +01:00
kno10
08b14ecb13 add MCLA schematics 2024-10-29 19:28:42 +01:00
kno10
c1125c7a48 Big villages overhaul 2024-10-29 19:28:42 +01:00
kno10
27802fe2df move structures code from mcl_mapgen_core to mcl_structures 2024-10-29 19:28:42 +01:00
kno10
2a4fe39d5c prioritize map decorations to make the generations more deterministic 2024-10-29 19:28:42 +01:00
kno10
9a305b56a8 Make structure generation more deterministic
Pseudorandom now depends on position hash, not on blockseed + structure table order.
This should make structure generation more deterministic.
2024-10-29 19:28:42 +01:00
kno10
5fe4822f30 Some optimizations for mapgen 2024-10-29 19:28:42 +01:00
kno10
f219e5f4ae Fix structure spawns under water + peaceful spawns (#4607)
- peaceful structure spawns would not run in peaceful mode (e.g., parrots)
- water structure spawns (e.g., guardians) would not run because the code required air above
- small code improvements

Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4607
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
Co-authored-by: kno10 <erich.schubert@gmail.com>
Co-committed-by: kno10 <erich.schubert@gmail.com>
2024-09-15 23:15:30 +02:00
kno10
72c7489976 use vector.new in mcl_dungeons (#4567)
No functional changes, just more vector API, which supposedly is faster?

Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4567
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
Co-authored-by: kno10 <erich.schubert@gmail.com>
Co-committed-by: kno10 <erich.schubert@gmail.com>
2024-09-09 20:08:30 +02:00
kno10
71881154e9 use vector.in_area instead of own code in mapgen (#4562)
`between` and `in_cube` duplicate functionality already in minetest `vector`.

Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4562
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
Co-authored-by: kno10 <erich.schubert@gmail.com>
Co-committed-by: kno10 <erich.schubert@gmail.com>
2024-09-09 20:05:59 +02:00
kno10
dd4898b319 Fix surface pools with deep holes (#4571)
Sometimes, pools would spawn deep underground and then produce deep holes.
I noticed that such pools would be at +48, at the block boundary.
IMHO this may be an error in minetest surface detection.

Nevertheless, here is a workaround: require air above pool spawns.

Also clean up the pool code

Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4571
Reviewed-by: Mikita Wiśniewski <rudzik8@protonmail.com>
Co-authored-by: kno10 <erich.schubert@gmail.com>
Co-committed-by: kno10 <erich.schubert@gmail.com>
2024-09-09 13:25:30 +02:00
kno10
444c491e14 Remove mcl_structures:structblocks (#4619)
As spawning happens via gennotify anyway, we can omit placing a
structblock right away.

This also avoids certain cases of holes in snow cover or water.
Plus, the code is simpler.

Isolated from the big mapgen overhaul, for the main branch.

Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4619
Reviewed-by: Mikita Wiśniewski <rudzik8@protonmail.com>
Co-authored-by: kno10 <erich.schubert@gmail.com>
Co-committed-by: kno10 <erich.schubert@gmail.com>
2024-08-31 21:01:44 +02:00