
Wanna hear a secret? I'm 25. So only my boss can impose smth on me. Boy, how I'm glad his work starts right when my is finished and the only evidence of his existence I can see anytime are his notes.
I think he would very much appreciate that, paramat.paramat wrote:... but then, seeing as your computer time is limited i might convert this to perlin maps myself.
Yes, your generation made it faster, but the speed is still at 30s per chunk.paramat wrote:Converted everything i could to use perlin maps, so the initial mapgen loop only takes 2-3 seconds per chunk, but the oregen and treegen is still slow, perhaps due to number of trees and complexity of the code, so in total 10 seconds to a minute per chunk.
I had forgotten this one ! My code is very untidy. There are remnents of my old codes, and experimental programs like it I have forgotten to delete. You can remove it. I've deleted most of these stuffs when I published my mod, but I retains the original, with all of these codes, disabled or not. I'm going to clean it.paramat wrote:I found an abm on water source
Yes, it removes floating trees. But it is not very important.paramat wrote:I found an abm on group:tree with interval 10 chance 1, not sure what this did, possibly removing floating trees?
Hmm... it should be very well possible to implement a fast find_nodes_in_area and find_node_near to VoxelManipulator. If someone can do a prototype and test its performance for eg. this mod, that would be useful.Gael de Sailly wrote:So I have to write voxelmanip to the map 3 times :
- After the base map generation, because ores uses find_nodes_in_area()
- After the ore generation, because for the water proximity trees uses find_node_near() to detect the sea, and also the mud or water holes, which are generated as ores.
- And finally after the trees.
Celeron55, it is so wonderful to see you giving helpful advice for this mod.celeron55 wrote:Hmm... it should be very well possible to implement a fast find_nodes_in_area and find_node_near to VoxelManipulator. If someone can do a prototype and test its performance for eg. this mod, that would be useful.Gael de Sailly wrote:So I have to write voxelmanip to the map 3 times :
- After the base map generation, because ores uses find_nodes_in_area()
- After the ore generation, because for the water proximity trees uses find_node_near() to detect the sea, and also the mud or water holes, which are generated as ores.
- And finally after the trees.
I think that a lot of mods get attention, but the kinda shall I say stupid (not to be offensive, but really) mods get more attention and posts because it is bizarre. These still get attention. Whenever I see a new post, I almost always click on itInocudom wrote:I think it might be a good idea to change the name of this mod. People are pretty much ignoring it, considering how much attention the bacon mod is getting.
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