RFTools - Support and Suggestions

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Golrith

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Isn't that simply normal worldgen then if the roof is open?
Nope, as you get multiple levels of caves and very dramatic overhangs in cave worlds. You'd end up with a very "fractured" world.
 

McJty

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I can try something like that but I don't know if that will work. Note that altering how terrain is generated is a bit of black magic. It involves manipulating perlin noise functions and similar stuff like that and modyfing that with the goal of achieving some result is not easy. Usually it is the other way around: modify the functions and see if you like the result you get :)

To make this new cavern terrain type I simply copied the nether terrain generation and altered it to go to 256 (default nether goes only to 128 height).

One thing I really would like to implement is a 'islands' terrain type. The current 'island' terrain type is just a single island but I'd like a terrain type with lots of floating islands.
 
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Golrith

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I can try something like that but I don't know if that will work. Note that altering how terrain is generated is a bit of black magic. It involves manipulating perlin noise functions and similar stuff like that and modyfing that with the goal of achieving some result is not easy. Usually it is the other way around: modify the functions and see if you like the result you get :)

To make this new cavern terrain type I simply copied the nether terrain generation and altered it to go to 256 (default nether goes only to 128 height).

One thing I really would like to implement is a 'islands' terrain type. The current 'island' terrain type is just a single island but I'd like a terrain type with lots of floating islands.
Keep working on that black magic voodoo!
 

McJty

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This terrain is interesting. I might keep it but how should I call this? Chaotic?

m1hTJt0.png
 

Golrith

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This terrain is interesting. I might keep it but how should I call this? Chaotic?

m1hTJt0.png
What that your first multiple island attempt? Even if you think it's wrong, it's still perfect. Chaotic is good.
 

McJty

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It is not exactly what I was hoping for with floating islands but I agree that's a keeper. Perhaps I'll call it chaotic. I'm still playing with other parameters though. This is fun :)
 

Golrith

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Can I throw an idea past you which I think would be perfect for RF Tools (once the dimension magic is done :p).

A RF powered minimap system? You have to craft your sat nav system and charge it up, as long as it's on your hotbar, you'll see a minimap, and if you right click the sat nav system, you enter its GUI for zooming, scrolling, placing markers (no teleporting to markers, yuck), enable/disable entity tracking (at cost of more RF/t).
Just seems weird that in a pack with a mini-map, you start off all knowing, breaks adventuring (no surprises over the hills) and makes vanilla mapping totally obsolete.
 

McJty

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I didn't specifically think about an RF based minimap yet but I did think about various mapping related functionality. For example, I would like to make a machine that allows you to display a map on screen for the location around a matter receiver that you dialed too. Could be used to inspect a dimension before entering for example. Plenty of interesting things that can be done there :)
 

Golrith

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"Squared (or chunky?) Multilevel Island"?

That's also a bit like how I imagine a roofless cave world would be like, with all the twists, turns and overhangs.


With all these floating islands, I notice they are all above voids, is it possible to tell the system to add a ocean?
 

McJty

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"Squared (or chunky?) Multilevel Island"?

That's also a bit like how I imagine a roofless cave world would be like, with all the twists, turns and overhangs.


With all these floating islands, I notice they are all above voids, is it possible to tell the system to add a ocean?

Yes, they are all above voids because this is actually the 'end' generator that I'm (ab)using here. It might be possible to add a floor and ocean on top of that floor below a certain level. I will consider that.
 
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Someone Else 37

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If I remember correctly from reading a post on Notch's blog a couple years ago that he had most likely written years before, Minecraft terrain gen works something like this (or at least worked something like this before the changes in Beta 1.8):

1. First, a 3D perlin noisemap is generated to assign some of the blocks in the world a "density" value between 0 and 1. The distribution is centered around 0.5, so approxamately half of the blocks have density > 0.5, and the other half have density < 0.5.
1a. Actually, the generator only samples the Perlin noisemap for a small fraction of blocks (those whose coordinates are multiples of 4 or 8, or something like that) and does a linear interpolation from there. This both smoothes the terrain some (less random single floating blocks everywhere) and makes it run faster.
2. Then, in the Overworld, a number is added to the density of each block based on the block's height. This number is 0 at y-level 64 and scales linearly with the height from there. I don't know the exact details, but I would guess that it hits +1 somewhere around y-level 32, and -1 somewhere around y-level 96. This step is skipped in the Nether, and in the End, I'm guessing that rather than height, the density skewing is based on distance from (0, 0, 64).
3. At this point, I'm guessing, the generator is further skewed based on biome. Densities are lowered in oceans, raised in mountains, flattened somehow in plains, etc.
4. Now, all blocks with density > 0.5 are turned into stone, and all blocks with density < 0.5 are turned into air. This way, all the blocks at high y-levels due to step 2 are made air, and all the lower blocks are made stone. Y-level 64 is still about half air and half stone. However, since step 2 is skipped in the Nether, it remains relatively uniform throughout. There's probably some extra code in there to make sure that the top and bottom few layers are solid stone/netherrack.
5. Finally, some of the stone is turned into ores, dirt, grass, caves, etc, just as it is now.

An open-roofed caveworld could be as simple as finding the parameter in step 2 of the Overworld code, and modifying it so that it doesn't reach -1 until y-level 256.
 

Golrith

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Perdy, please pass the sick bucket :p

Any way to also get custom grass/foliage colour? Just imagine the horrific/beautiful dimensions of a random dimension once all this is working together!
 

McJty

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Hmm, that would be interesting. Problem is that I think this is tied to the biome and I can't just modify biomes because then they would turn out with that color in other dimensions (overworld) too. But I'll check it out to see if I can find a way.
 
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