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Discussion in 'Resource Discussion' started by minelazz, Jun 11, 2015.

  1. minelazz

    Supporter

    It is not something I can fix on my end, but in the next update, the plugin can give you more information on how you can solve the issue, like where the file is located.
     
  2. Awesome. ETA?
     

  3. not a problem, i can generate terrain fine in the mean time if i turn on opensimplexnoise and dont regenerate any new world than the one i have currently.
     
  4. minelazz

    Supporter

    Umm, you need to regenerate if you switch noise type, but it is just a small different between simplex noise and perlin, some prefer perlin and some prefer perlin.

    Tomorrow.
     
    • Like Like x 1
  5. minelazz

    Supporter

    What I mean, is that you should not change to perlin if you need to regnerate your map for that, it is not worth it.
     
  6. Thank you for the reply, it would be nice to have, but don't bother wasting time with it. You have enough work to do atm. and I did find a solution to my problem :)
     
  7. Awesome! Looking forward to it because I can't use my server with EWG right now hehe
     
  8. when are you releasing the version that has the heat separated zones?

    Also can we have the Vulcan Biome back? in say the "hot" areas
    Or can you post the biome config so i can add it as a custom biome?
    I tried to grab the config for your tundra biome on the new site for discussion but the drop downs are blank as well.
     
    #3148 avtario, Jul 5, 2016
    Last edited: Jul 5, 2016
    • Agree Agree x 1
  9. Any idea when ENG will be accept and released? Was waiting on that before I launched my server but if it's going to take a while, I can just launch without it.
     
  10. i know, but i do actually enjoy perlin over the opensimplexnoise, the terrain just seems to look better. ive been regenerating my map when modifying biomes anyway so not a big issue. ive been testing it first before putting it on our servers main map, i wont be doing so until im fully happy with the terrain and biomes.

    speaking of which, i want this biome :D

     
  11. @minelazz do you think your going to improve your custom terrain function, to be easier or more comprehensible ? i have test about 50 map and none look like a real island, there is always a biome transition somewhere and its always look weird

    wouldn't it be possible to had a EWG "shape" we could use and act like an island ? like here

    Code (Text):
      "terrainSettings": {
        "subTerrains": [
          {
            "provider": "EWG",
            "name": "Island",
            "xModifier": 4.0,
            "yModifer": 1.0,
            "zModifer": 1.0,
            "yOffset": 0
          }
        ]
      },
     
  12. Any idea how I would make a totally flat biome?
     
    #3152 Angercraft, Jul 6, 2016
    Last edited: Jul 6, 2016
  13. @minelazz do we have to remove this part when we are using custom terrains ?

    Code (Text):
      "terrainSettings": {
        "subTerrains": [
          {
            "provider": "EWG",
            "name": "Pine Forest",
            "xModifier": 1.0,
            "yModifer": 1.0,
            "zModifer": 1.0,
            "yOffset": 0
          }
        ]
      },
    because i tried removing it, and it add a new terrainSettings with the name of the json file

    Code (Text):
      "terrainSettings": {
        "subTerrains": [
          {
            "provider": "EWG",
            "name": "mushroom-ok",
            "xModifier": 1.0,
            "yModifer": 1.0,
            "zModifer": 1.0,
            "yOffset": 0
          }
        ]
      },
    and it looks more like an island, or its just luck xD
     
  14. its really seems better like that, but the problem is that most of my biome is under water (its 1000 block biome and its the only part we see)

    how to level up a bit the island ??


    Code (Text):
      "customTerrain": {
        "noiseLayers": [
          {
            "xDensity": 150.0,
            "yDensity": 150.0,
            "multiplier": {
              "baseMultiplier": 70.0,
              "biomeModifier": 1.0,
              "riverModifier": 1.0,
              "baseModifiers": [
                {
                  "referenceLayer": -1,
                  "start": 1.0E-9,
                  "stop": 0.0,
                  "finalCoefficient": 0.5
                }
              ]
            }
          },
          {
            "xDensity": 20.0,
            "yDensity": 20.0,
            "multiplier": {
              "baseMultiplier": 5.0,
              "biomeModifier": 0.0,
              "riverModifier": 0.0,
              "baseModifiers": [
                {
                  "referenceLayer": -1,
                  "start": 35.0,
                  "stop": 0.0,
                  "finalCoefficient": 0.2
                }
              ]
            }
          },
          {
            "xDensity": 12.0,
            "yDensity": 12.0,
            "multiplier": {
              "baseMultiplier": 3.0,
              "biomeModifier": 0.0,
              "riverModifier": 0.0,
              "baseModifiers": [
                {
                  "referenceLayer": -1,
                  "start": 35.0,
                  "stop": 0.0,
                  "finalCoefficient": 0.2
                }
              ]
            }
          },
          {
            "xDensity": 5.0,
            "yDensity": 5.0,
            "multiplier": {
              "baseMultiplier": 1.5,
              "biomeModifier": 0.0,
              "riverModifier": 0.0,
              "baseModifiers": [
                {
                  "referenceLayer": -1,
                  "start": 35.0,
                  "stop": 0.0,
                  "finalCoefficient": 0.1
                }
              ]
            }
          }
        ]
      },
      "terrainSettings": {
        "subTerrains": [
          {
            "provider": "EWG",
            "name": "mushroom-ok",
            "xModifier": 1.0,
            "yModifer": 1.0,
            "zModifer": 1.0,
            "yOffset": 0
          }
        ]
      },
    [​IMG]

    edit: its better here... but i think its luck

    [​IMG]
     
    #3154 scabbed, Jul 6, 2016
    Last edited: Jul 6, 2016
    • Like Like x 3
  15. minelazz

    Supporter

    The current release version contains a few issues with custom noise feature that will be fixed in next update. Btw, the biome looks sick.


    Custom noise, but the feature need a update first as it is buggy right now.

    Might another time, currently there is plent of other issues with the plugin.

    Alright. I am sorry, but I could not make it today. Hopefully, I will get some time tomorrow. The biome got removed due to a lack of interest and development on it stopped therefor. The biome require a 3D noise system that can fade two biomes. Due to the lack of interest will this not be implemented and the biome can therefornot be added to the plugin.
     
  16. minelazz

    Supporter

    No clue. I will let you know if it is getting denied.
     
  17. @minelazz Will there be a release today to figure out what's wrong with the config like you mentioned?
     
    • Like Like x 1
  18. Awesome, I'd love to get a copy when you are finished, nothing I do looks as good as that.
     
    • Agree Agree x 1
  19. Interested for the info as well.
     
    • Like Like x 1
  20. [​IMG]

    The custom biome options in v7 are pretty awesome, though the learning curve is intense. I'm just barely starting to get the hang of it.
    The left 2 are adapted from other user's creations. The right 2 are my own messes.
     
    #3160 rustyshakelford, Jul 7, 2016
    Last edited: Jul 7, 2016
    • Like Like x 4