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Re: Worldpainter Collaboration

PostPosted: February 23rd, 2014, 11:13 am
by Oranjui
No, I'm pretty sure the normal deposits will be there. Maybe a little reduced, but it shouldn't be a big problem to find them. There'd be bigger deposits of the region-specific minerals, though. So if you were in the water region, you'd have normal everything, but extra diamonds. You're not going to be left with JUST diamonds in your territory.

Speaking of ores, playing TPPI got me thinking. Could we do some sort of layered ore thing, like iron/coal in the upper layers, lapis/redstone/gold in the middle layers, diamond/emerald in the lower layers? I think it might be interesting. People would have to make mines at multiple levels, not just dig down to 11/12/whatever and run into each other.

Re: Worldpainter Collaboration

PostPosted: February 23rd, 2014, 11:10 pm
by Venexis
That would be wildly cool, but the only way I know of doing it is with a worldgen plugin. Remember that floating island map? Yeah, like that. It's a ♥♥♥♥♥ to set up, and it would likely overwrite the custom map you guys are working on (as WorldPainter appears to have its own ore generation algorithms).

Re: Worldpainter Collaboration

PostPosted: February 24th, 2014, 7:41 am
by Karyete
If we did that you'd have to work a little harder to get coal. As far as I know coal is the only mineral that doesn't have to spawn underground. (It can be found anywhere with stone)

But Water (which I assume Purity is) would seemingly have an advantage in the fact that they got extra diamonds. So to prevent overpowered mineral amounts, why not reduce the amount of minerals found from the opposite element?

I'll give you an example. Water and Fire are opposites, correct? Well, diamond, gold AND emeralds are all rather rare. Therefore, Fire would get an abundance of gold and emerald whilst lacking the regular amount of diamond. Water would get quite a few extra diamonds but would have to work hard to find gold or emerald. I'm not sure if this can be achieved though.

Re: Worldpainter Collaboration

PostPosted: February 24th, 2014, 8:27 am
by Raz
Karyete wrote:If we did that you'd have to work a little harder to get coal. As far as I know coal is the only mineral that doesn't have to spawn underground. (It can be found anywhere with stone)

Iron can do this too.

Re: Worldpainter Collaboration

PostPosted: February 24th, 2014, 11:45 am
by Karyete
I thought iron was level-specific, it was just really high up. :p

Re: Worldpainter Collaboration

PostPosted: April 12th, 2014, 9:07 pm
by Kimonio
Image

I played with brushes today, for the hell of it. Dunno if you guys will ever wnat it, but the dimensions are 1000 in diameter.

Re: Worldpainter Collaboration

PostPosted: April 13th, 2014, 2:49 pm
by Oranjui
Would it be 1.6-compatible? We might want to try it for the whole vanilla+ thing we have going on.

Re: Worldpainter Collaboration

PostPosted: April 13th, 2014, 4:44 pm
by Kimonio
It uses 1.7 biomes, but the terrain itself should be 1.6 compatible, yeah.

We ran it in our server to explore it, and found that some of the mountains generated hollow, including the volcano, and at one point it somehow managed to crash the whole server. This could have been with the amount of processes going on across worlds, but I'm trying to figure out what exactly went wrong. I can also upload the file itself to let you guys tinker with and add if you'd like.

Re: Worldpainter Collaboration

PostPosted: April 15th, 2014, 1:29 pm
by Venexis
So, uh, I hear this is extremely close to being done, but none of the files make any sense to me, so can someone confirm that? If it's like, 1-2 days from being finished there's no point to getting started on a map, since nobody wants to play only to have it all destroyed tomorrow. Can we get some kind of deadline?

Re: Worldpainter Collaboration

PostPosted: April 15th, 2014, 3:25 pm
by nin10mode
Help out deciding where rivers go. Just edit the first image with basic paths.
For height
For biomes