Cut off desert temple #993
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Reference: VoxeLibre/VoxeLibre#993
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Lol what
bug confirmed, pyramid spawning isn't good. I once had 3 pyramids that "grew" into each other. In addition, the light level in the cut pyramids remains like a closed one
Wow, I didn't know there were structures in MC2. I explored quite a bit, but I found no temples, huts, or anything else. Are they supposed to be so rare? In Minecraft it's not unusual to find desert temples.
I often test and play mineclone2 in survival and I actually always find at least 2 desert temples per desert. Besides, I've already found igloos in survival. They are not uncommon. I just found a strange desert temple that stood on a 10-block high platform. Is that normal?
I can (hopefully) fix this by the way I already fixed strongholds:
4c2e28836c
But I have no idea what's wrong with mapgen!
A few days ago I managed to find two temples in the same desert, and this is one of them:
It happened to me again as well
Also:
Why do you think it's a desert temple?
@EliasFleckenstein03 wrong biome?! :) wouldn't you please share seed number and coordinates?
I didn't mean that to sound like it was a bug to find two temples in the same desert. In over a year of playing MC2 I never found one and I assumed they weren't implemented. :) And now that I finally found a temple, go figure - I found another one in the same desert. :))
Yep, I couldn't push that commit, that's why it still happen to you and doesn't happen to me.
If a someone has egough privileges please cherry-pick and push it:
4c2e28836c
I've halfly rewritten it locally but this work still needs testing, while the commit mentioned above tested really well, has minor performance issues but all structures exist where they supposed to be
I've done and learnt many things about on_generated but actually not sure what to do.
Firstly all went fine, I thought I had found a way to
get_far_node(pos)
, it was terrible but worked for me and I even tested it with villages but then found error in the code, LOLI think it's a garbage now, though it is really the first function which can force engine to stop returning annoying "ignore" nodes even if we read voxels, emerge, wait, etc... but villages mod uses really lot of read operations, so we would wait several game years without any success...
But before I found the error I posted this function as an update to minetest issue https://github.com/minetest/minetest/issues/8232 , then explored the subject and created several tests like that:
which continuously prints something like that:
and according the docs it's probably wrong, but I still can't be 100% sure the problem isn't in MineClone 2 itself.
There were too many on_generated callbacks registered. So I've organized them in a queue. And still no success.
When we try to manipulate voxels in these callbacks to build dungeons and strongholds, they often just overwrite by stones. When we set nodes - seems it's fine. But voxels supposed to be processed faster. So at least if I can fix the schematics - it will cause slowing down generation speed....
OMG, so many text so little value... I need more information, probably I will push generation queue but before doing that I'm planning to think twice.
Thanks for reading
Should that be in End dimension under the islands or it's just my new bug?
It's not a new bug.
Really?.. I hadn't seen before. I was sure v6 mapgen works better but I didn't think 'better' is:
I just tried to shrink area sizes to chunk boundaries and turned off some hacks :) before that I hadn't seen this, only seen the cuts, what's the issue about, but cuts don't fix by these changes, at all.
Locally I've found that when I remove ground_content flag it turns off endless engine map generation, but suitable nor for all cases
I've fixed it locally, debugging now.
What do you think, is it okay (screenshot)?
It looks great, from up here. :P Can the cacti be removed from the temple's body? They're only supposed to grow on sand, and the temples are made out of sandstone. That's the only thing looking unusual.
hope i've trimmed leftovers of cacti, thanks
but this screen was made with increased frequency of spawning desert temples...
with normal one there will be no temples at all, so sad:
i willing to push latest changes to master branch but experience merging problems :) and the result of my war with mapgen are some weird holes near the villages, which I should remove still, hope I'll find a way
The problem is - map generation is slow itself. We should place structures, callback fires as if we really can do that! But still lots of 'ignore' nodes in chunk:
! and we wait, wait, wait, but what's next if there are still too many 'ignores'? The picture above is the result when I just replace them by air nodes. Yep, I know, I shouldn't replace "ignore" nodes but I aldo don't know what to do with that. So replacing looks not too bad for me. But still too weird. And the water sources would be weird too:
This minetest issue is more or less about that: https://github.com/minetest/minetest/issues/8232#issuecomment-778869969
This my code just reads the node, as
minetest.get_node(pos)
should do by design, withoud the part which stores number of chunks generated:Thanks for pushing for this. It looks both complicated and messy. I hope the Minetest developers can provide some useful feedback to address the issue.