I need a good rivers mod. hint hint....
What do you mean by geo labels? Names are rather subjective, other than mountain, river, bay... ;p
Still, that's a great idea. It'd be nice to allow players, server ops, devs, the ability to start labeling generative features. I gotta admit though, that's probably better suited for all you vmanip guys. I'm still wrapping my head around some stuffing a .csv file with all the possible nodedefs across two rather gigantic mods. Still, it's awesome to run valleys_c, ethereal, moretrees, moreplants, default, cool_trees, darkage, xdecor, technic, aoteara, australia, and some others that never played well together, and without the overhead that moretrees alone can induce. My generate times are around 2 to 3 seconds per chunk, with villages, lakes, your geomoria, and all the nodes, biomes, ores, decorations, and ecosystems that I can throw at it. Aoteara, australia and farming are getting integrated as we speak. This will be a complete Earth like experience. I'm working out what API can be made available, but honestly, with the content depth, I'm not sure it's practical.
I'm also keeping an eye towards yours and Kilarins mapgens. I think we should have an engine based singlenode that at least provides all the mapgen objects, (ie, humidity, temperature, and loadable biome and heightmaps). I get that lua mapgens load after the engine, but it would still be nice to use generate_ores or generate_biomes in an on_generated, much in the same way as update_liquids.
It'd be real nice to use all those mapgens with all these ecosystems.
And thanks for the excuse to post more pics. :)
For geographical reference, this first shot is at origin, looking to the upper left of the map, or top center of the isometric map.
This one is at my preferred scale for this map. Same view, with everything scaled x4 from the above images and maps.
And this one to highlight the lake beneath a lake. Both the water below and the dried mud above are spawned by my lakes code. Bug or feature, you decide...