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Mgv7 large pseudorandom caves bright at chunk borders when above water level #3857

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paramat opened this Issue Mar 14, 2016 · 4 comments

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paramat commented Mar 14, 2016

... and when generating chunks upwards.

screenshot_20160313_090230

This is because, when the chunk above has not generated yet there is no way to know if there is light or shadow above, so mapgen assumes light when above water level and darkness when below water level.

I feel these large caves are not really needed above y = 47, they seem more of a 'at or below water level' thing. So i am considering disabling their generation above y = 47 in mgv7. They are already kept below y = -33 in mgv5, mgflat, mgvalleys and mgfractal. They can't be changed in mgv6 because this would break old worlds and mgv6 is 'stable'. We would still have the 3D noise tunnels above y = 47.
Thoughts? Does this seem reasonable?

@paramat paramat added the @ Mapgen label Mar 14, 2016

@paramat paramat added this to the 0.4.14 milestone Mar 14, 2016

@paramat paramat changed the title Large pseudorandom caves bright at chunk borders when above water level Mgv7 large pseudorandom caves bright at chunk borders when above water level Mar 14, 2016

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paramat commented Mar 15, 2016

I'll make a PR.

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4aiman commented Mar 19, 2016

What about multi-layered worlds?

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paramat commented Mar 19, 2016

3862 merged.
Mountains and floatlands will only have 3D noise tunnels.

@paramat paramat closed this Mar 19, 2016

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4aiman commented Mar 21, 2016

Ok, thanks. I have to remember to revert this commit locally.

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