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Mad_Defibrilator

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  1. Yes. With these settings it's almost like houses in a city everywhere in the map, but in city areas the pathways are missing between nodes. Dig down a one block size tunnel, crouch in and go all the way there, move camera glitch it past the terrain and you can see underground nodes, or just change to god mode, fly mode and toggle collision, and go down past the terrain to investigate closer. Zombies spawn in nodes once you get closer. In wilderness pathways exist, but entrances to underground still dont generate.
  2. I did some testing with the cave generation system, and it seems like the Sebastian-style generation was an issue, it starts at 1 block below surface level, and can never go deeper. If the terrain drops, the cave will get more shallow. So to bypass this, I changed the generation style to Legacy, it can still generate some issues randomly, but it should no longer sticks to the surface level, it will also generate actual prefabs and spawn points in the caves, no longer just blank caves. Sometimes I noticed that it gets an error where it will not generate pathing between cave cells, this seem to be dependent on the noisetype used but I'm not sure. This still makes interesting cavern nodes underground that will make digging around a lot more interesting and meaningful. With Legacy generation loading times will also be a lot faster compared to the Sebastian, as it took on larger maps up to 15 minutes just to generate the caves (sebastian) and around 1 minute (legacy). I'm still testing on what Noisetype it would generate caves that do not collapse on large scale. So far what I have found that do not work: Perlin, PerlinFractal, Cellular. What does seem to work is Simplex, with around 1h of testing I could not generate a cave system even in desert that would cause a huge cave system collapses or chain reactions. Also it seems like with Simplex it tends to avoid generating pathing between nodes when under poi's. However, entrances to caves don't seem to be generated, so it is up to you to find them by digging around, although they are really common with these settings, cave nodes spread across almost whole map, so anywhere you dig you are not far away from something interesting. Some of them are just single nodes that aren't connected, but some of them are enormous networks that take irl days to discover completely. The settings that I'm using currently for these results, you need to edit the code in Blocks.xml under (game directory)\Mods\0-SCore\Config. --> <property name="Logging" value="false"/> <property name="CaveEnabled" value="true"/> <!-- Legacy is the original style. Sebastian is an alternative, FastNosieSIMD --> <property name="GenerationType" value="Legacy" /> <!-- Generate cave system only in mountains (above terrain height 100, or random through the map. All for every chunk has a cave system ) --> <!-- Deep Mountains will produce up to 100 levels, or until it reaches bedrock. This could cause lag during generation and an FPS drop. --> <property name="CaveType" value="Random" /> <!-- Mountains, Random, All, DeepMountains --> <!-- Default is up to 5 levels, depending on depth of terrain. Note: This value is ignored if DeepMountains is selected --> <property name="MaxCaveLevels" value="5" /> <!-- How many cave clusters to create on a map. This value only takes effect when CaveType is Random --> <property name="CaveCluster" value="50" /> <!-- How many chunks to include per cluster. This value only takes effect when CaveType is Random --> <property name="CavesClusterSize" value="20" /> <!-- RigidMulti, Billow, or FBM--> <!-- Default is RigidMulti--> <property name="FractalType" value="FBM" /> <!-- Cellular, Cubic, CubicFractal, Perlin, PerlinFractal, Simplex, SimplexFractal, Value, ValueFractal, WhiteNoise --> <!-- Default is a SimplexFractal --> <property name="NoiseType" value="Simplex" /> <!-- Determines what level of a noise threshold to drop a cave Block --> <!-- Higher numbers will result in more open caves horizontally --> <property name="CaveThresholdXZ" value="0.30"/> <!-- Determines what level of a noise threshold to drop down a level on the Y axis, making deeper caves. --> <!-- higher numbers will result in more vertical drops. A lower number, less so. --> <property name="CaveThresholdY" value="0.01"/> <!-- CavePOIs are placed where there is an isolated block (only one side of the block has air ), and a random roll between 0 to 100. Adjust this random roll here.--> <property name="POIRandomRoll" value="8" /> <!-- 10% chance --> <!--https://leatherbee.org/index.php/2018/10/24/perlin-and-simplex-noise/#:~:text=Lacunarity%20and%20gain%20measure%20how,amplitude%20of%20the%20previous%20octave. --> <!-- Small adjustments are recommended. Large adjustments are.... inconsistent. --> <property name="Octaves" value="3"/> <property name="Lacunarity" value="1"/> <property name="Gain" value="0.5"/> <property name="Frequency" value="0.04"/> <property name="CavePOIs" value="Chiko_SCcave_01,Chiko_SCcave_02,Chiko_SCcave_03,Chiko_SCcave_04,Chiko_SCcave_05,Chiko_SCcave_06,Chiko_SCcave_07" /> <property name="DeepCavePrefabs" value="Chiko_SCcave_08,Chiko_SCcave_09,Chiko_SCcave_11,Chiko_SCcave_12,Chiko_SCcave_13,Chiko_SCcave_14" /> <!-- removed chiko 10 for investigation --> <property name="MaxPrefabPerChunk" value="1" /> <property name="PrefabSister" value="garage_02,remnant_oldwest_06,cemetery_01,abandoned_house_01,house_burnt_06,vacant_lot_01,mp_waste_bldg_05_grey,oldwest_coal_factory,diner_03" /> </property> </block>
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