Tweaking Caves

Josharias

Conjurer of Grimoires
Contributor
World
SpecOps
Name: Caves
Summary: Adds configurable caves to the world
Current Goal: Better compatibility with other facet plugins
Curator: Josharias
Location: https://github.com/Terasology/Caves
Screenshots:
Compatibility:
Singleplayer, Multiplayer

Ideas:
  • performance improvements
  • smaller cave tendrils
Recent Changes:
Performance improvement (2015-12-15)
Revamped generation algorithm. (2015-12-14)

v0.2.1 (2015-12-15)
  • performance improvement
v0.2.0 (2015-12-14)
  • Revamp caves to be based off of noise as opposed to using CustomOreGen to produce air veins.
  • Ridged noise (possibly even a close to correct implementation) applied to generate caves across chunk boundaries
  • Add the ability to have more caves the deeper you go from the surface.
  • More configuration options
 
Last edited:

Josharias

Conjurer of Grimoires
Contributor
World
SpecOps
It occurs to me that modifying the DensityFacet would produce similar results to rasterizing in air. This would cause the normal SolidRasterizer to not place any blocks in these positions. Also, this would have a side effect of integrating well with other facet providers.
 

Josharias

Conjurer of Grimoires
Contributor
World
SpecOps
v0.2.0
  • Revamp caves to be based off of noise as opposed to using CustomOreGen to produce air veins.
  • Ridged noise (possibly even a close to correct implementation) applied to generate caves across chunk boundaries
  • Add the ability to have more caves the deeper you go from the surface.
  • More configuration options
 
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