It's a great tool! I find it intuitive and simple. This, along with MCdungeon, will make my world and Minecraft in general way more fun to explore. And you've hidden the lava rivers easter egg pretty well. I just can't find it! There are a couple of bugs, however. For example, it has a problem rendering my world. I get this error:
Quote from RiverGen 0.3 »
World is too big.
at RiverGen.Data,World.Parse(String folderName, Func'2 should continue_
My world is 31 MBs. It's a bit too big for this, I see. Will this problem be fixed in a future update, in order to accommodate larger worlds, such as mine?
Really, really amazing. I spent an hour just generating worlds and hiking up and down the lenghts of rivers. Here, take a YouTube video. I feel oblidged to make tributes to things this awesome.
Thanks, vid looks cool!
Quote from pyrocord »
It's a great tool! I find it intuitive and simple. This, along with MCdungeon, will make my world and Minecraft in general way more fun to explore. And you've hidden the lava rivers easter egg pretty well. I just can't find it! There are a couple of bugs, however. For example, it has a problem rendering my world. I get this error: <snip>. My world is 31 MBs. It's a bit too big for this, I see. Will this problem be fixed in a future update, in order to accommodate larger worlds, such as mine?
Glad you like it! I actually changed the world loading code a bit yesterday -- so this issue should be fixed in the next release. And a hint to activate the lava mode: you need to type something... ;-)
By the way, I'm still trying out different river generation settings myself now that I added the adjustable settings. If anyone finds values that produce really cool looking rivers, let me know!
Diamonds for you!
One thing I noticed though is that if its a terrain where it dips \_/ <-- something like that with water going into both ends, they both flow into whatever it may be called, lets say a crater or something... It can be solved by filling it up with water though but it only happened once :smile.gif:
Though if you have a world that is 62.12 megabytes it wont open :ohmy.gif: darn for me Dx
Sinkholeish crater thingymabob picture:
Error where it doesn't want to load...:
And the picture of the world size...:
Not major problems but just bits of stuff I found that may urk people :smile.gif:
@alwaysfsx: cool, thanks for the detailed bug reports!
The "river edge" bug is currently on my todo list. I haven't figured out the best way to solve it yet (technically), but this will definitely get fixed at some point. As for the other error, it's a bit strange that you're getting a "world too big" error for a ~62mb world -- this size is usually not a problem. Could you check one thing for me? If you go into your world ingame, and then hit F3, what x,y,z coordinates (roughly, don't need the precise numbers) does Minecraft report for your current position?
I like your suggestions. I think there's a lot of potential for more "dynamic" rivers. As you mentioned, rivers could then be influenced by the weather -- if it rains water levels rise, if it's dry water levels fall or rivers dry up completely. There could even be different seasons in Minecraft that affect the weather as well. Also, it'd be really cool if you could block off rivers (build dams, etc.). Pretty hard to actually implement this, though... (it would at least require some serious modding).
Rapids and whirlpools are definitely possible though! I'm currently thinking about tweaking the river generation a bit, to turn some waterfalls into rapids (not all of them, as waterfalls are pretty cool too). Basically the idea is to smooth out the drops a bit, and have a more gradual downward slope.
Just a suggestion, while gold is "nice" to have, it would arguably be more accurate, and perhaps more useful, to have clay along the river banks and riverbed. That way it might even be possible to collect enough clay to make enough bricks to actually build with!
Do you mean that gold is too abundant right now? The default setting for gold is currently 0.2, which comes down to about 1 block of gold per 100 river bed blocks. I pretty much picked this number at random, so I'm certainly open to changing it. (maybe others can comment on this too?). I agree that RiverGen should not disturb the game's balance too much -- if you want to cheat, you can always use an inventory editor.
I like the clay deposits idea, and will be adding them in the future. As things are looking right now, I might actually combine this with fixing the river edge bug (see alwaysfx's post above). Basically, I'll just let the generator fill up the gaps with clay. This should fix the bug and add clay deposits at the same time!
Cant wait for version 0.4. These kinds of ideas make me angry when I remember Notch never looks at these forums... With this tool you can make caves behind waterfalls! And use rivers as fortifications! And you can fish in them(I think)! Bridges now actually do something! Yay for you. Yay.
Yeah, it'd be great to get more people to use RiverGen (and maybe even for Notch to see it... ;-) so I'd say spread the word! :-)
If you click "generate rivers", RiverGen will actually generate rivers for your whole world, not just the terrain preview that is shown. I agree this may be a little non-obvious, so I might make this clearer in future versions.
This mod looks fantastic. Why stop at just surface rivers though? How about rivers that enter caves, and go down down down! Subterranean channels and oceans in the deep dark. Maybe even expand the magma-rivers at bedrock to go up and down and around as well.
As an above poster noted, integrating this as a mod, to generate rivers with the terrain automatically in-game, would be amazing.