Terasology is an open source project started by Benjamin "begla" Glatzel to research procedural terrain generation and efficient rendering techniques in Java using the LWJGL. The engine uses a block-based voxel-like approach as seen in Minecraft. After proving itself as a solid tech demo begla was joined at first by Anton "small-jeeper" Kireev and Rasmus "Cervator" Praestholm and a full-fledged game concept was born. Our goal is a game that pays ample tribute to Minecraft in initial look and origin, but stakes out its own niche by adopting the NPC-helper and caretaker feel from such games as Dwarf Fortress and Dungeon Keeper, while striving for added depth and sophistication in the foundation systems akin to DF.
Se observó en el juego que hay edificios con solo un bloque de separación, por lo que para avanzar al siguiente paso (colocar una capa de bloques exterior a los edificios) hay que separarlos a una distancia que lo permita.
Para esto, hay que entrar en el código donde se generan los edificios y modificarlo.
Minimum Separation was not found, so search was expanded to include terms like place, position, and such. After performing a text search on position, the most relevant result is the following:
Se observó en el juego que hay edificios con solo un bloque de separación, por lo que para avanzar al siguiente paso (colocar una capa de bloques exterior a los edificios) hay que separarlos a una distancia que lo permita. Para esto, hay que entrar en el código donde se generan los edificios y modificarlo.