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In this example at maximum world height the density is 0, so there will always be air blocks. In the middle we have a jump where the y-position changes, but not the density, so this will create cliffs in the mountain. On the lower end the opposite happens. The Y-Position changes very little but it's density increases a lot. If that position happens to be at the sealevel we would get flat beaches. The default sealevel y-position is 0.43 | In this example at maximum world height the density is 0, so there will always be air blocks. In the middle we have a jump where the y-position changes, but not the density, so this will create cliffs in the mountain. On the lower end the opposite happens. The Y-Position changes very little but it's density increases a lot. If that position happens to be at the sealevel we would get flat beaches. The default sealevel y-position is 0.43 | ||
And below a certain y-position the density is always 1. If we would set that to a lower value, we would get very deep lakes. | And below a certain y-position the density is always 1. If we would set that to a lower value, we would get very deep lakes. | ||
=== Testing Landforms === | |||
You can trial&error landforms very quickly without the need to restart the game every time you made changes to the landforms.json | |||
<ol> | |||
<li><code>/wgen autogen 0</code> - disables automatic generation of chunks</li> | |||
<li><code>/wgen del 10</code> - delete all chunks with a radius 10 chunks (Warning: Cannot be undone!)</li> | |||
<li><code>/wgen regen 5</code> - Reloads the landforms.json then deletes and regenerates all chunks with a radius of 5 chunks</li> |