diff --git a/res/generators/default.lua b/res/generators/default.lua index 4ebbbe6c..1d658b34 100644 --- a/res/generators/default.lua +++ b/res/generators/default.lua @@ -7,8 +7,8 @@ biome_parameters = 2 biomes = { plains = { parameters = { - {value=0.5, weight=0.3}, - {value=0.5, weight=0.3}, + {value=0.5, weight=0.6}, + {value=0.5, weight=0.6}, }, sea_layers = { {block="base:water", height=-1}, @@ -23,6 +23,11 @@ biomes = { plants = { {block="base:grass", weight=1}, {block="base:flower", weight=0.03}, + }, + structure_chance = 0.0001, + structures = { + {name="tree0", weight=1}, + {name="tree1", weight=1}, } }, desert = { @@ -63,6 +68,7 @@ biomes = { {name="tree0", weight=1}, {name="tree1", weight=1}, {name="tree2", weight=1}, + {name="tower", weight=0.002}, } } } @@ -82,20 +88,19 @@ local function _generate_heightmap(x, y, w, h, seed, s) local map = Heightmap(w, h) map.noiseSeed = seed - map:noise({x, y}, 0.8*s, 4, 0.04) - map:cellnoise({x, y}, 0.1*s, 3, 0.5, umap, vmap) - map:add(0.5) + map:noise({x, y}, 0.8*s, 4, 0.02) + map:cellnoise({x, y}, 0.1*s, 3, 0.3, umap, vmap) + map:add(0.4) local rivermap = Heightmap(w, h) rivermap.noiseSeed = seed rivermap:noise({x+21, y+12}, 0.1*s, 4) rivermap:abs() rivermap:mul(2.0) - rivermap:pow(0.2) - rivermap:max(0.6) - map:add(0.4) + rivermap:pow(0.15) + rivermap:max(0.3) + map:add(0.3) map:mul(rivermap) - return map end @@ -117,10 +122,10 @@ end local function _generate_biome_parameters(x, y, w, h, seed, s) local tempmap = Heightmap(w, h) tempmap.noiseSeed = seed + 5324 - tempmap:noise({x, y}, 0.04*s, 5) + tempmap:noise({x, y}, 0.04*s, 6) local hummap = Heightmap(w, h) hummap.noiseSeed = seed + 953 - hummap:noise({x, y}, 0.04*s, 5) + hummap:noise({x, y}, 0.04*s, 6) tempmap:pow(3) hummap:pow(3) return tempmap, hummap diff --git a/src/world/generator/GeneratorDef.hpp b/src/world/generator/GeneratorDef.hpp index c695a5a6..be429173 100644 --- a/src/world/generator/GeneratorDef.hpp +++ b/src/world/generator/GeneratorDef.hpp @@ -65,7 +65,7 @@ struct WeightedEntry { }; struct BiomeElementList { - static inline float MIN_CHANCE = 0.000001f; + static inline float MIN_CHANCE = 1e-6f; /// @brief Entries sorted by weight descending. std::vector entries;