[Mod] Duane's Experimental Mapgen [mapgen]

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duane
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Corridors

by duane » Sun Aug 25, 2019 02:06

I've added a complex of interconnected passages under dflat. It serves the same purpose as caves, but it's much more mob-friendly, since it's all wide, level corridors with no obstructions. There's usually one pit leading down on each level, in each chunk, which allows you access to deeper caves and geomorphs. (In fact, it deliberately connects to stair geomorphs when they occur.)

+ Spoiler


The passages won't generally break the surface. They're fairly easy to find by digging, but you can specify "passages_entrances = n" in your realms.conf to create entrances at that altitude. These can mess up your scenery, so use with caution.

My realms.conf now looks like this:

Code: Select all
RMG Name         :min x :min y :min z :max x : max y: max z:sealevel:biome func          :other parms
-----------------:------:------:------:------:------:------:--------:--------------------:----------

tg_floaters | -33000 | 300 | -33000 | 33000 | 500 | 33000 | 330 | bm_default_biomes | biome_height_offset = 45

#tg_watershed | -33000 | -80 | -33000 | 33000 | 200 | 33000 | 0 | bm_default_biomes | spawn | geographic_heat

tg_dflat | -33000 | -80 | -33000 | 33000 | 200 | 33000 | 0 | bm_default_biomes | spawn | geographic_heat | passages_entrances = 25

tg_moria | -33000 | -160 | -33000 | 33000 | -80 | 33000 | 0 |  |

tg_flat_caves | -33000 | -2400 | -33000 | 33000 | -160 | 33000 | 0 | bm_fun_caves_biomes |
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duane
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Joined: Wed Aug 19, 2015 19:11
Location: Oklahoma City
GitHub: duane-r

Re: [Mod] Duane's Experimental Mapgen [mapgen]

by duane » Tue Sep 03, 2019 05:32

I've added random treasure chests to flats' corridors. However, you have to be using the dungeon_loot mod I posted in match_three, or you'll just get empty chests.
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User avatar
duane
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Posts: 1510
Joined: Wed Aug 19, 2015 19:11
Location: Oklahoma City
GitHub: duane-r

Re: [Mod] Duane's Experimental Mapgen [mapgen]

by duane » Mon Sep 09, 2019 03:05

I've added treasure chests to geomoria, and fixed a problem with geomorph linings and hollows. Again, the chests will be empty unless you're using the dungeon_loot mod above.

I'm also merging the realms compatibility branch with master, since I think it's a major improvement. I'm updating the main post appropriately.
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