While the new v7 mapgen has some pretty amazing features, the ridges flag seems to be giving me problems when it comes to grass and plants... I dont know exactly how it works but it seems that once an area ia generated it places decoration then ridges slices an area from the map leaving behind grass and flowers floating in mid air:
Would it be possible to generate map, slice the area then call for decorations to be placed to save this problem ? Also some flags to disable mountains and ridges would be nice
Last edited by TenPlus1 on Sun Apr 13, 2014 08:11, edited 1 time in total.
Saw your chat on IRC, thats a cave which is cut out after biomes, ideally it should cut out those plants too, check the plant node definitions for 'is_ground_content = false', it should be 'true'. That setting controls whether cavegen will eat the node or not.
EDIT Perhaps decorations are added after cavegen, but placed according to the chunk heightmap, which is the original surface before caves are cut.
I use my swamps mod with mg v6 and, even with an abm or minetest.after(), I wasn't able to fix my swampwater (it looks arround itself if it touches air then no water should be set because of flooding). Maybe the map somehow becomes changed after mapgen and after the player joins/loads the generated chunks.
Paramat: yes, each grass and plant item has "is_ground_content = true" set and the floating vegetation still persists... That's what I originally thought about decoration placement too although it would have to be fixed within minetest itself so that decoration happens after the chunk has been generated and cut up properly (fingers crossed for 0.4.10)...
On the plus side, digging one of the floating plants results in all the others floating nearby dropping to the ground for easy collection or ttl timeout...
Really ? I had mgv7 pegged as the next best thing for minetest, I had no idea it was so buggy... No wonder you make your own mapgen routines inside the mod...