projects:dwarfcraft
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projects:dwarfcraft [2021/04/23 01:57] – created Owen Mellema | projects:dwarfcraft [2021/04/25 18:16] (current) – Owen Mellema | ||
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====== DwarfCraft: A Tragedy ====== | ====== DwarfCraft: A Tragedy ====== | ||
- | If you have read about my [[misc: | + | // See DwarfCraft on [[https:// |
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+ | {{: | ||
The classic option of using MCEdit filters wasn't going to cut it. For one thing, they lack the fidelity that I wanted. For another thing, MCEdit hasn't been developed since 2016, and doesn' | The classic option of using MCEdit filters wasn't going to cut it. For one thing, they lack the fidelity that I wanted. For another thing, MCEdit hasn't been developed since 2016, and doesn' | ||
- | [[https:// | + | [[https:// |
The rationale for DwarfCraft was that caves in Minecraft are boring. You go down into the cave, there are some monsters, but there are only monsters because it is dark. The only thing to see is stone, gravel, and occasionally ore (( andesite, granite and diorite are given a seat on the council but **not** granted the rank of master )). I wanted more interesting caves. | The rationale for DwarfCraft was that caves in Minecraft are boring. You go down into the cave, there are some monsters, but there are only monsters because it is dark. The only thing to see is stone, gravel, and occasionally ore (( andesite, granite and diorite are given a seat on the council but **not** granted the rank of master )). I wanted more interesting caves. | ||
- | DwarfCraft added: | + | DwarfCraft added:{{ : |
* Ore difficulties. More valuable ore tended to spawn deeper in the map than, say, iron. This is significant because the danger of the world also increases the deeper you go. | * Ore difficulties. More valuable ore tended to spawn deeper in the map than, say, iron. This is significant because the danger of the world also increases the deeper you go. | ||
* Lots of cave generation " | * Lots of cave generation " | ||
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* Water Pools. Spawn with sand, sugarcane, etc. | * Water Pools. Spawn with sand, sugarcane, etc. | ||
+ | DwarfCraft also boasted an impressive command line interface. Almost every aspect of the world generation could be configured from the command line. Running " | ||
+ | < | ||
+ | usage: main.py [-h] [--full_reset] [--skip_ores] [--ore_pockets_per_chunk ORE_POCKETS_PER_CHUNK] | ||
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+ | </ | ||
+ | All of these options were documented. Here is the section that described cave generation options: | ||
+ | < | ||
+ | CAVES: | ||
+ | --skip_caves | ||
+ | --cave_fill_cube N One cave should be located in each NxNxN area. | ||
+ | --cave_length CAVE_LENGTH | ||
+ | The length of a cave. | ||
+ | --cave_max_size CAVE_MAX_SIZE | ||
+ | Maximum size of a cave. | ||
+ | --cave_min_size CAVE_MIN_SIZE | ||
+ | Minimum size of a cave. | ||
+ | </ | ||
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+ | {{: | ||
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+ | To top it all off, Mojang released plans for their [[https:// | ||
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+ | So, was it all a waste of time? I guess that is a matter of perspective. I had a lot of fun creating it, although tinkering and experimenting was a bit maddening at times. Sure, procedural generation won't help me in my career, but learning the importance of dependency management might. Overall, I don't regret the time I spent developing this. | ||
+ | If you still want to play on a DwarfCraft map, even if the program doesn' | ||
projects/dwarfcraft.1619143074.txt.gz · Last modified: 2021/04/23 01:57 by Owen Mellema