Fix for thin crust layers

Magic no., but it works
master
qwertymine3 2015-11-24 00:52:38 +00:00
parent 507063dec4
commit 222f0e771f
2 changed files with 9 additions and 8 deletions

View File

@ -90,7 +90,9 @@ local find_node = function(pos,points,dist_func,perlin)
local noise = perlin - norm_dist
if noise > planetoids.settings.threshold then
if point.ptype.crust_thickness then
if noise - point.ptype.crust_thickness/point.radius > planetoids.settings.threshold then
--3 is used rather than correct correction of 2 to counter the cumulative effect of
--noise values dropping and distance increaseing at the same time
if noise - (point.ptype.crust_thickness*3)/point.radius > planetoids.settings.threshold then
return point.ptype.filling_material
else
if point.ptype.crust_top_material and pos.y >= point.pos.y then

View File

@ -25,10 +25,10 @@ planetoids.settings = {
[4] = 40,
},
planet_size = {
minimum = 5,
maximum = 15,
minimum = 15,
maximum = 30,
--size of sector as multiple of maximum, must be > 2
sector_scale = 3,
sector_scale = 2,
},
planet_types = {
planets.stone,planets.soft,planets.tree,planets.glass,
@ -44,11 +44,10 @@ planetoids.settings = {
--changes he shape of generated biomes
geometry = "euclidean",
perlin_map = {
flags = nil,
lacunarity = 2,
octaves = 3,
lacunarity = 1.4,
octaves = 2,
persistence = 0.5,
scale = 1,
scale = 0.6,
seeddiff = 5349,
spread = {x=10,y=10,z=10},
},