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Icesheet biome: Add 'default:cave_ice' node to enable caves in land ice #2062

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commented Feb 26, 2018

Icesheet biome: Add 'default:cave_ice' node to enable caves in land ice

Has 'is_ground_content = true'.
Drops 'default:ice'.
/////////////

screenshot_20180226_193429

^ Because ice propagates light you get daylight passing through and creating a beautiful glow in what would otherwise be completely dark caves.

screenshot_20180226_193931

^ The ice tunnels allow access to the stone tunnels below the ice.

For #2029
The ice tunnels turned out very beautiful, excellent suggestion.

@paramat paramat referenced this pull request Feb 26, 2018

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Ice Caves #2029

@paramat paramat added WIP and removed WIP labels Feb 26, 2018

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commented Feb 26, 2018

Added WIP because this needs careful consideration before we add billions of new nodes to worlds.
If it is possible i would prefer to just make ice 'is ground content = true', maybe i can alter engine cave code instead. Will investigate.

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commented Feb 26, 2018

Instead, i could prevent engine tunnel generation from excavating 'node water top' nodes (which are almost only ever used for sea ice). This would be easily reversible whereas a world with billions of dummy ice nodes is not.
For those who set a biome's water nodes to a solid node and want tunnels in it, they can set the depth of 'node water top' to zero and still have tunnels in 'node water'.

Then the only change in MTG is making normal ice ground content.

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commented Feb 26, 2018

Ok this has exposed some stuff in the engine, turns out i have hardcoded tunnel generation to never excavate the node set as 'node water' or 'node water top' (ice) so making ice ground content actually makes no difference (in mapgens other than mgv6). Work is needed in the engine to allow tunnels to excavate 'node water top' if desired because that node may be used elsewhere.
Mgv6 is going to complicate things, again.

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commented Feb 26, 2018

screenshot_20180226_221856

Mgv6 with ice as ground content, ugly holes in sea ice.

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commented Feb 26, 2018

Mgv6 has it's own dedicated cavegen code so we can hardcode that to not remove ice, that will allow us to make ice ground content, then more engine work can progress.

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commented Feb 26, 2018

Ice caves will be nice addition, I'm a bit confused on why we need second ice.

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commented Feb 26, 2018

Hopefully we won't.

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commented Feb 27, 2018

See minetest/minetest#7082 it turns out 2 ice nodes is the best solution, so this PR is ready.

There's still work to do in tunnel generation to allow 'node water top' and 'node water' to be excavated if desired.

@paramat paramat removed the WIP label Feb 27, 2018

@paramat paramat force-pushed the paramat:icecaves branch from 9e8760b to 4e85720 Feb 27, 2018

@paramat paramat changed the title Icesheet biome: Add 'crevasse ice' to enable crevasses Icesheet biome: Add 'default:cave_ice' node to enable caves in land ice Feb 27, 2018

Icesheet biome: Add 'default:cave_ice' node to enable caves in land ice
Has 'is_ground_content = true'.
Drops 'default:ice'.

@paramat paramat force-pushed the paramat:icecaves branch from 4e85720 to 58a693a Feb 27, 2018

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commented Feb 28, 2018

a beautiful glow

heh
It looks quite strange for ice (a solid node, appearance-wise) to emit light.

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commented Feb 28, 2018

to emit light.

IIRC it does not, it is just passing some light through :)

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LGTM

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commented Mar 10, 2018

Adding a 2nd ice node to worlds is quite a big thing to do, so will wait for Ezhh's opinion too.

The new ice is called 'cave ice' to refer to it being 'is ground content = true' such that caves form in it, it seems the most suitable name, but opinions welcome.
It's a dummy ice that drops normal ice so the player will usually not be aware of the 2nd ice node.

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commented Mar 10, 2018

This is fine for me. The caves are good, and I probably consider the extra ice node a much smaller issue than you do. 👍

@Ezhh Ezhh added >= Two approvals and removed One approval labels Mar 10, 2018

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commented Mar 11, 2018

@paramat paramat closed this Mar 11, 2018

@paramat paramat deleted the paramat:icecaves branch Mar 19, 2018

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