The goal of this experiment is to create non crazy, possibly realistic, familiar looking terrain, mundane yet varied and memorable.
Currently there are three distinct terrain features - beaches, cliffs and mountains.
At this stage, this experiment doesn't concern itself with ores, caves, item availability etc., decorations are few and makeshift just to spice things up a bit.
adjusted for reasonable view range:
Even the most beautiful terrain is worth nothing, if it's features are so large that they can't be appreciated during normal gameplay on reasonable view settings.
I'm testing it with view range of around 300, which is a reasonable tradeoff, performs well on most systems, but you'll often get to see terrain generate in front of you. (hint: max_block_distance and max_block_generate_distance can both be set to view_range/16 rounded if the system can handle it)
simplicity and performance:
2d noise only, because I feel the capabilities of 2d noise haven't been fully explored, and because I've yet to see anything good come out of using 3d noise for terrain. The result is relatively fast for a lua mapgen.
known problems:
- distances between islands can be vast sometimes, this is necessary to keep the world sailable, otherwise islands tend to connect and create large inland lakes.
- singlenode mapgen has to be selected when creating new world - set_mapgen_setting override doesn't seem to work. solved
License: MIT
Depends: default
Download: https://github.com/TheTermos/islands/archive/master.zip
Some compatible mods to spice up exploration:
1. zombiestrd + mobkit - now sharks spawn in the sea, so swimming to another island becomes not such a good idea.
2. If not swim, then why not to use Eran's sailory to sail across dangerous waters.
3. ...or mine: Sailing Kit