I've spent so much time on this. My aim was to create vast flat areas with rolling hills and mountains with a maximum height of around 225.Wuzzy wrote:Gives good result for a lot of regions. But some of the hills can be very steep and long. If rivers appear there, it looks even weirder. Sorry, no coordinates and seed for you, I may post one if I find such a hill again.
But it's better than my settings. My mapgen settings were just a quick and dirty first try.
Some mountains can get a bit weird at the top, with the occasional floatland (a pet hate of mine). But the noise there creates ridges and bluffs that I think add some gameplay in making some mountains difficult to navigate.
I actually have a really good idea for a separate subgame that involves purely that... mountaineering.
It's a balancing act: rivers that are wide enough, land that is flat like australia, but still has some hills and mountains. But not too high or 'alp-like'. Australia has an alpine region, but by name only. It's not alps like in Europe, Asia or the Americas.
For the moment I've kept the default game nodes in, but not using them. My reasoning is that those items could be found in a sunken boat and used by the player. Think of all the species of flora that are introduced by settlers.Wuzzy wrote:Some generic remarks: For your upcoming Outback subgame, I think it will be totally OK to break with Minetest Game conventions. Some of the Minetest Game stuff won't even make sense there, like the awfully generic Tree (default:tree) or the 6 flowers.
I agree, making grass is probably hard and maybe a bit overcomplex.
I agree that transition is hard. I can see a use for a dirt-with-dryish-greenish-grass but how to blend that between two biomes? I don't want to create more biomes. I originally had planned about six more, but it was getting difficult to make each one unique.Wuzzy wrote:Maybe a simpler way would be to simply add new dirt-with-grass nodes. I think this will be a simple way to add to the variety of the mod/subgame, especially with those many biomes. It will also make it easier to create smooth biome transitions. I suggest to add at least a dirt-with-grass which goes between the dry grass and the normal grass (in color). I feel the transition between dirt-with-grass and dirt-with-dry-grass is pretty "hard".
Perhaps using the voxelmanipulator to find the biome transition area and place the new grass between the two. The same would be good between river and muddy water.
That was intentional. There is still an alpine biome with dirt-with-snow and snowblock. But, I also used the Victoria, Tasmania and Eastern Coasts biomes to have snow dotted on grass from y=140+ to have a transition to the alps. Sometimes the mountains don't get high/cold enough so you just have some patchy snow.Wuzzy wrote:Oh, I noticed that in snowy regions, you don't use dirt with snow but dirt with grass instead. This should be fixed. Unless you want to remove the snow later, of course.