sorcerykid wrote:Assuming you are in minetest_game, you need to edit default/mapgen.lua. Look for the "Register Ores" section.
The depth of each ore can be specified as range of y_min to y_max and the probability as clust_scarcity. Add multiple registrations for every ore (three to four for better results) and overlap the depths for a more realistic distribution.
twoelk wrote:psssst
and suddenly underground biomes!
Wuzzy wrote:The thing is, the underground in almost all subgames so far gets boring fast. First, >90% is the generic stone (there are no other stone types except near surface), then there are a few ores from time to time and that's basically it.
The rule is almost always “the deeper you dig, the more you find”.
That won't be a problem if there would be at least some sort of meaningful progress.
Digging for the most valuable ores is basically just a question in how much time you spend digging down. It does not really get more difficult as you progress, you just take a bit longer. The stone does not become harder and the digging does not become more difficult or dangerous. Just a question of time.
The only real danger is lava, but it's easy to avoid. Okay, since v7 another danger exists now: Huge caves: If you violate the “never dig down” rule, these caves will punish you with fall damage. Those caves can be tricky to handle. But IMO it's not enough.
Some subgames and mods added new stones but they are generated like ores, not as real sheets. BFD has 3 different stone sheets but the sheets are perfectly flat, so it's not very sophisticated either.
I'm still waiting for a mod or subgame which generates various LARGE stone (different types) formations of different 3-dimensional (!) overlapping shapes. That would be awesome and a major breakthrough.
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