From 7452d5399b9c7516abfc9f97bf5db70aff2ce0fa Mon Sep 17 00:00:00 2001 From: paramat Date: Wed, 31 Dec 2014 00:19:05 +0000 Subject: MgV5/6/7: Generate dungeons above water level Use/add stone_surface_max_y to speed-optimise/guide dungeon generation MgV7: Don't let mountain terrain chop dungeons at mapchunk borders Make mountain terrain update stone_surface_max_y for caves in mountains --- src/dungeongen.cpp | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) (limited to 'src/dungeongen.cpp') diff --git a/src/dungeongen.cpp b/src/dungeongen.cpp index 7462c275e..eb452a196 100644 --- a/src/dungeongen.cpp +++ b/src/dungeongen.cpp @@ -70,10 +70,7 @@ DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) { void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) { //TimeTaker t("gen dungeons"); - int approx_groundlevel = 10 + mg->water_level; - - if ((nmin.Y + nmax.Y) / 2 >= approx_groundlevel || - NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2) + if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2) return; this->blockseed = bseed; -- cgit v1.2.3