![]() ![]() The ABM code is supposed to do this once every second, but perhaps something is causing massive lag on your server that's preventing the ABMs from firing reliably? r/a turn those nodes into full-sized structures whenever a player actually gets near to them. The way this is supposed to work is that mapgen places those nodes in world when the chunk of map first spawns, and then the ABMs in. I guess I'll see if I can reproduce the situation locally. The nodes are in the "not_in_creative_inventory" group, so that's probably not it. Jas wrote:Hmmm, it's not impossible a creative player inserted them but, I _think_I'm finding them in the caverealms. I don't expect to do much more with it myself now that I've got dfcaverns working but if I make any changes to subterrane in the future I'll keep this one up to date with it as well. Moved some settings into the game's built-in settings menu, under Advanced Settings -> ModsĪnyway, figured I should post here to let people know in case anyone wants to do something with this version.Internationalization support, though there are no translations other than English currently.Stone stalagmites and stalactites are horizontally aligned and can form columns when they're close enough together (dripstone features in real caves are like this).The giant mushrooms have variable dimensions, adding a little variety.Duane's lava mitigation is built in, though I've found it a bit unreliable when dealing with default lava blobs (works great with my dfcavern mod's lava veins, though).There's a fill_node parameter so you can fill caverns with something other than default air.This means you can have cavern contents correspond to the surface environment (dry caverns under deserts, icy caverns under glaciers, etc). Cavern types are determined using the game's built-in biome system rather than the mod using its own perlin noise.My version of caverealms is basically identical to the current one but I feel it is a better base to build on if anyone would like to tinker more. In the process I wound up creating a separate mod I dubbed subterrane that handled all the core cavern-generating work, and while doing that I maintained my own fork of caverealms to make sure the core cavern-generating code was robust and versatile enough. Step one of any good project is of course "find some other good project to crib off of", so I started with caverealms as my base. A few weeks back I started working on a mod whose concept is similar to this one's dfcaverns, an attempt to replicate the underground cavern layers of Dwarf Fortress in Minetest. ![]()
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