Improved worldgen

This commit is contained in:
Anuken 2018-07-23 22:36:39 -04:00
parent f3235ef7e8
commit 572a30a2c5

View File

@ -225,7 +225,7 @@ public class WorldGenerator{
double ridge = rid.getValue(x, y, 1f / 400f);
double iceridge = rid.getValue(x+99999, y, 1f / 300f) + sim3.octaveNoise2D(2, 1f, 1f/14f, x, y)/11f;
double elevation = sim.octaveNoise2D(detailed ? 7 : 2, 0.5, 1f / 500, x, y) * 6.1 - 1 - ridge;
double elevation = sim.octaveNoise2D(detailed ? 7 : 2, 0.62, 1f / 640, x, y) * 6.1 - 1 - ridge;
double temp = vn.noise(x, y, 1f / 300f) * sim3.octaveNoise2D(detailed ? 2 : 1, 1, 1f / 13f, x, y)/13f
+ sim3.octaveNoise2D(detailed ? 12 : 6, 0.6, 1f / 920f, x, y);
@ -237,21 +237,25 @@ public class WorldGenerator{
floor = Blocks.sand;
}else if(temp < 0.55){
floor = Blocks.grass;
}else if(temp < 0.65){
}else if(temp < 0.6){
floor = Blocks.sand;
}else if(temp + ridge/2f < 0.8 || elevation < 1.3){
floor = Blocks.blackstone;
if(iceridge > 0.25){
elevation ++;
}
}else{
floor = Blocks.lava;
}
if(elevation > 3.5){
if(elevation > 3){
floor = Blocks.snow;
}else if(elevation > 3){
}else if(elevation > 2.5){
floor = Blocks.stone;
}
if(elevation > 3.3 && iceridge > 0.25){
if(elevation > 3.3 && iceridge > 0.25 && temp < 0.6f){
elevation ++;
floor = Blocks.ice;
}