I love this! I just bought a minecraft server and am so going to use the map gen on it! Can't wait till its released! Keep up the good work! I will use this when it comes out to make Wind Waker style islands(scattered & small) with the occasional flat land for city's. For know, I am stuck using Primodial Desert to scare the living sh&t out of my friends when a zombie hits a TNT trap. :smile.gif: still entertaining, still torturous. Maybe I should combine it with 5 other map gens, like golden tunnels, and planetoids to create EPICKRAFT.Maybe.
I've just made the generator multi-threaded. If you have a multi-core computer, it will use more than 1 core, so it will be faster.
For example, on my 8-core laptop, a 128x128 chunk map takes 4 min to generate, instead of 20 min. Not bad :biggrin.gif:
I've added ores and vertical pits. I'll put some more sample maps soon.
A new version of the Mountains map has been added.
It now has ores on the stalactites, down in the caves. I'll also add the "classic" ore distribution, because right now, it's annoying to have to go down into the caves just to find coal to make the first torches, particularly because caves tend to get full of mobs.
You could probably just run OreGen to stock up ore-less maps with necessary ores, one type at a time. It will be nice, however, when ore placement is hierarchical and evenly spaced as in the native map generator for MC Beta. Integrate it into the generator so it is done automatically as you have for the newer Mountain map.
As for caverns and lava, I don't know how those are coded, but surely it isn't hard to make hollow tubules and fill some with lava source blocks and others with water source blocks. (Seibai seems to have written a code for perfectly round caverns of a large diameter. The caverns of the baseline game seem smaller and more irregular. You can pick whichever diameter range seems best or most useful.)
As for dungeons, I do not know how dungeons are placed, but apparently sometimes caverns appear to intersect with dungeons, causing the dungeon to have a hole or gap in the wall open to the cavern. So perhaps dungeons are placed first, then caverns, and caverns override dungeon walls wherever they intersect. Any sort of predefined grouping similar to dungeons would be the same, e.g. neutral mob villages, ruins/relics, fossils, etc.
Last question. Certain items on the surface have become more important. Flowers, for instance, are generated randomly on the surface according to specific lighting and placement rules. They are useful in dyes and cannot be grown or created in any other way. Mushrooms are also generated (and sometimes reappear) on blocks according to a specific rule of lighting and materials. How well does your map generator handle these rare surface items?
what im looking for is a wasteland with ruins of building(kinda like fallout 3) and a chest or 2 rare ore(exept coal make coal a huge deposit every time kinda like all ores[well not all] wer burnt and are now just furnace fuel or torch makers XD) and an ocasionaly thr will be a classic dungion(spawner in the middle and a chest or 2) above ground siting on the surface releaceing mob after horible mob into the world!!!!
ps. make a setlment every so often (like a small broken down slightly restored base or something
if u do this i will give support!!!!!!
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my story : i was anialateing the creeper race when poof i was a creeper...at first i was mad then i was very happy cuz boom my brothers buildings wer gone by my mega creeper blast!!!