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Add flag to control mgv6 temple generation #14293

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merged 1 commit into from
Jan 30, 2024
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@sfan5 sfan5 commented Jan 21, 2024

fixes #13413

To do

This PR is Ready for Review.

How to test

  1. Take an old mgv6 world and check that mgv6_spflags is updated to contain temples after you join it
  2. Create mgv6 world with notemples. Locate a desert and find a dungeon. Ensure it looks like a normal one (made of cobble, small rooms).

Hint: MTG dungeon_loot can print the positions it has found. If you edit MapgenV6::getBiome you can turn everything into desert.

@sfan5 sfan5 added @ Mapgen Feature ✨ PRs that add or enhance a feature labels Jan 21, 2024
@Zughy Zughy added Concept approved Approved by a core dev: PRs welcomed! Supported by core dev Not on the roadmap, yet some core dev decided to take care of this PR and removed Concept approved Approved by a core dev: PRs welcomed! labels Jan 21, 2024
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Found temples by using an all-desert biome + c_lava_source wall material for highlight
Map seed: 0
Position: -20,-230,380

☑️ Temples are on by default
☑️ Turning them off in map_meta.txt works. Compared the dummy backend world before/after.

The temple in question:

grafik

builtin/mainmenu/dlg_create_world.lua Outdated Show resolved Hide resolved
src/mapgen/mapgen_v6.cpp Outdated Show resolved Hide resolved
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Thanks. The changes look OK.

@sfan5 sfan5 merged commit e10d808 into minetest:master Jan 30, 2024
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@sfan5 sfan5 deleted the mgv6temple branch January 30, 2024 20:52
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More control over dungeons in MapgenV6
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