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The_Cheeki

Vintarian
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  1. My biggest gripe with the current world generation is that it breaks at high heights. It did not use to do this in the .17 version. This is a 1024 height world, but otherwise normal worldgen settings. No mods. This issue is still present but slightly reduced by setting upheaval to 0%. I think this new system needs some more fine tuning for 256 worlds first and foremost, and then made compatible with higher height worlds.
  2. Tried to get a 1:1 perspective on both screenshots for comparison, doesn't really work on a still image though. Also high FOV probably doesn't help heh. The new parameter "landform scale" is a neat addition. I assume it just scales up the noise with which the landforms are generated, I have not checked this yet. Having a hard time with the rc2 build, as it can not stop freezing on world gen/exit. I think the upheaval rate being lower is a bigger influence on world gen.
  3. Figured alphabetic order could have been a solution, not foolproof but it could work. I am not sure if the dependency stuff you talk about also works with patches, since they get loaded and applied on world load it seems. I will keep messing around with it I guess.
  4. I believe the new upheaval system is part of the problem of not finding flat ground. First image is upheaval 0%, second image is upheaval 40% (default). Seed is the same for both of these. 188151880. Coordinates are in the screenshot. I would suggest tuning the upheaval to a lower value or turning it off completely to have a higher chance of finding flat ground.
  5. Hello! In order to make my worldgen mod more compatible I (or rather the ModMaker 3000) made a patch version, instead of replacing the file entirely. However, the patch consists of replacing the entire content of the landforms.json with my own. A couple questions in this regard: Wouldn't another mod that adds landforms be replaced entirely if run before my mod? If so, how can I make my patch load first, so stuff can be added on top? Is there a way for the patch to persist through reloading the patched file? Currently, if I reload the landform.json through /wgen regen command, it reloads the stock unpatched landform.json, causing issues. Not ideal if the player or a server owner has to regenerate a chunk for whatever reason, or the landform file gets reloaded for whatever reason.
  6. I have released a new version with some tuning. The stepped cliff walls are a thing in .17 I decided to keep, most of the time they blend into other landforms making them more traversable but not always. I personally like them.
  7. I have made a modified landform file based on .17 generation settings and some fixes I applied myself. These have been tested mainly on 512 and 1024 height worlds. Overall generation is much smoother (perhaps too flat on 256 worlds) and jaggies are largely not present. Water islands and similar, lakes, and underwater stuff has been touched only briefly and may still present some weirdness. Install by replacing the landforms file in your /assets/survival/worldgen/ Make a backup first! Better used on a brand new world! It will work on old worlds but it will cause seams on new chunks. There may be other bugs that I have not found, as such, absolutely no support is provided! You are on your own! Edit: made a mod version here: https://mods.vintagestory.at/worldgenfix landforms.json
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