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author | paramat <paramat@users.noreply.github.com> | 2017-07-17 17:27:35 +0100 |
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committer | paramat <mat.gregory@virginmedia.com> | 2017-07-17 20:19:43 +0100 |
commit | 5117ce4c901eb6ef07ce87b963a92535b312e659 (patch) | |
tree | 91567a41cab11822d1580e6048d3ab1012eed9f3 /src | |
parent | 20936e1c3e3ccc0bea2fbf212ebfff11f3cda8c3 (diff) | |
download | minetest-5117ce4c901eb6ef07ce87b963a92535b312e659.tar.gz minetest-5117ce4c901eb6ef07ce87b963a92535b312e659.tar.bz2 minetest-5117ce4c901eb6ef07ce87b963a92535b312e659.zip |
Mgfractal: Improve spawning behaviour
Spawn player 1 node higher to avoid spawning waist-deep in a possible
biome 'dust' node, such as tundra snowblock.
Tune default offset to spawn players in a more interesting location on the
mandelbrot sets, on a raised area that looks like a spawn platform.
Tune julia parameters to help avoid spawn search failing, especially for
fractal 6.
Diffstat (limited to 'src')
-rw-r--r-- | src/mapgen_fractal.cpp | 3 | ||||
-rw-r--r-- | src/mapgen_fractal.h | 10 |
2 files changed, 7 insertions, 6 deletions
diff --git a/src/mapgen_fractal.cpp b/src/mapgen_fractal.cpp index 13da2f180..720408dbb 100644 --- a/src/mapgen_fractal.cpp +++ b/src/mapgen_fractal.cpp @@ -156,7 +156,8 @@ int MapgenFractal::getSpawnLevelAtPoint(v2s16 p) air_count = 0; } else if (solid_below) { // Air above solid node air_count++; - if (air_count == 2) + // 3 to account for snowblock dust + if (air_count == 3) return y - 2; } } diff --git a/src/mapgen_fractal.h b/src/mapgen_fractal.h index a14c5c5e1..b3f69cb78 100644 --- a/src/mapgen_fractal.h +++ b/src/mapgen_fractal.h @@ -39,12 +39,12 @@ struct MapgenFractalParams : public MapgenParams u16 fractal = 1; u16 iterations = 11; v3f scale = v3f(4096.0, 1024.0, 4096.0); - v3f offset = v3f(1.79, 0.0, 0.0); + v3f offset = v3f(1.52, 0.0, 0.0); float slice_w = 0.0f; - float julia_x = 0.33f; - float julia_y = 0.33f; - float julia_z = 0.33f; - float julia_w = 0.33f; + float julia_x = 0.267f; + float julia_y = 0.2f; + float julia_z = 0.133f; + float julia_w = 0.067f; NoiseParams np_seabed; NoiseParams np_filler_depth; NoiseParams np_cave1; |