Playable nether #2836
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Reference: VoxeLibre/VoxeLibre#2836
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Delete Branch "nether_mg_settings"
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I found out it's possible to simply tweak the v7 mapgen settings for the game allowing for a much more open nether.
This is simply achieved by changing the mgv7_cavern_threshold setting to a lower value ( a corresponding setting exists for the mapgens v5, valleys, carpathian and fractal as well )
It also fixes a couple issues with weird looking patches in nether biomes and adds an initial implementation of structures having "secondary" daughter structures, in this case used for a nether bulwark (mini bastion) with randomly interchangable interior (there's 4 different types like with bastions).
Additional changes:
bounces way too much on the lava rn to actually ride itfixed this by making it "snap" to the lava surface for now when a player is attachedThis PR fixes #2180 (without the need for full lua mg)
This PR fixes #2875
This PR fixes #2834 by respawning the relevant mobs if needed
Thank you very much for this. It has always bothered me that the nether in this game just looked like an ordinary cave that was reskinned slightly.
it's a very old much discussed problem and I seem to have solved it with 1 simple command ... i can't believe noone has tried this before ^^
will need a bit of testing but it seems to work very well so far
These larger caves might also come in handy for when the cave biomes, such as the dripstone caves, get added.
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possibly yes - that one might not be as simple though ... we'll see
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WIP: Larger nether cavesto Larger nether caves4e391ce374
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Going to merge this soon. Because of the lava oceans this can cause I have a fixed strider branch prepared to add on top of this.
Is the bedrock roof visible in the new nether? Because they aren't visible at all in MC, and instead have a couple of layers of netherrack covering them.
Well i've figured out a hacky hack to fix that but like I still do not understand you people: one of the prob biggest issues in the history of mcl2 gets fixed and all you think about is "this detail isn't EXACTLY LIKE MC" lol
exactly this kind of attitude is why quite a few things i have made before are not in the game (e.g. lush caves, lower bedrock) because after a bunch of work on it the only thing people have to say "it isn't perfectly like mc" .... and other things i'm not even going to try because i know it's going to be impossible to make them EXACTLY LIKE MC...
I have news for you: the whole world generation isnt EXACTLY LIKE MC - if you want to play something that is exactly like mc ... theres an easy way yk ... it's not that expensive.
I was just trying to help the development team get as close to the experience as possible. Don't take this personally, for I say these nitpicky kind of things for everyone. I was just suggesting for the netherrack roof to be added. I never said that you have to add it or throw it all away otherwise.
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Larger nether cavesto Playable nether0652fd8dc8
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Before I contribute my own whining I'd like to thank you for the great work you have done, on mineclone in general and on the nether in particular. Finally walking around in mineclone's nether you get to experience the awe and beauty it should inspire, perhaps only lacking Dead Voxel playing in the background.
But, in order to get a couple of things right since the generation is getting revamped, I'd like to point out that the lava floor should also be mostly covered by netherrack, since right bellow the lava is the statistically best place to mine ancient debris, and with the current generation it would be much harder to find appropriate spots to mine. Apparently in minecraft there are lava caves that reach to bedrock, but they are the exception, not the rule.
Also, I quite like the new structures, but in regards to the bulwark, as much as I like the soul fire aesthetic, and assuming minecraft's rules are adhered to, piglins are actually scared of all forms of soul fire, so they probably wouldn't want to live there by choice.
This work also exposes other concerns, like the uneven distribution of nether biomes, but that might be outside the scope of this already extensive pull request.
Nothing is getting revamped, i just changed a cavegen option. The actual new nether generation is literally 1 line (well like 5,one for each mapgen). Maybe someone who actually knows what they're doing with this noise stuff might be able to get better floor coverage but for now this is probably as good as it gets. Now i could cover the floor in netherrack just like the ceiling probably but no ores would generate in it + it's just an uneven layer of 5 nodes or so - you probably wouldn't want to mine in that anyways.
That's a good point, well i guess they should be replaced by normal torches or something then - i mean for now i guess it's ok because our piglins aren't afraid of soul stuff (yet) haha
I don't think they're particularly uneven - they just get kind of large - but yeah that would be nice to change some time but probably quite time consuming cause it's just endless trial and error with numbers if you're like me and have no idea what you're even doing lol
To help clarify some, this is one of the many steps towards the evenual rewrite of the mapgen code. Cora wanted to make the nether biomes be better and to take a good look at the mapgen process to see what could be done to do that.
Through the process, more entities have been incorporated, and the structures have been made better. And the biggest thing? when you pop down to the new nether, your not in the itty-bitty little portal area with very little space to move around in (for the entirity of the biome zone). Now you pop in, go out some and see expanses of awesomeness with "life" happening in them.
Just adding in some background. Hope it helps :)
Well we can't actually rewrite the mapgen (unless we'd do it all in lua which will be slow).
The good part about this solution is that it can still use the fast minetest mapgen api.
I found a solution for the bedrock floor anyways - and it even generates ores.
" 7fe75512c8 change bulwark to use soulless fire for piggy comfort" lmfao!!!
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Make our own custom mapgen type for minetest.@cora you messed up the damn pillager outpost wall fixer code again.
uh i don't think i have touched that.
speaking of which: why is it that fences are so nice and walls suck so much ?
Aren't they kind of the same technically ?
No idea, I didnt write the code for either one.
...i'll fix it when i do the great wall rewrite (tm) ^^
i'd say probably walls are just so dumb because thats what some minetest wall mod that was around then did, it was included and has never been touched again^^
i'll try to figure out the pillipost thing though
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