Open UserXXX opened 9 years ago
Thanks for the info! I found the types in brackets by looking at the blocktypes generated by tgen. I'm sure some of the solid types are used for e.g. ice/snow, so if you could figure that out, that would be great!
I'll try my best, but it may take a while ;)
I have had a look at the tgen output and found the following: Constant | Usage 5 | Fields near cities and cliffs (the border of the plateaus found in e.g. "normal" lands) except in lava lands 6 | Rocks / Buildings (in cities and for quest buildings e.g. castles) / Cliffs in lava lands 7 | trunks and limbs (everything that is "wood") of trees 8 | leafs of trees, this includes the snow on the "leafes" of trees in snowy lands 9 | Sand 10 | Snow 11 | Paths between cities and streets in cities 12 | Floor in lava lands 13 | Not found 14 | Roofs of houses in cities, but only on normal houses, special buildings like the training buildings use 6 15 | Not found
All these blocks are solid and accept colors (even the "Not found" ones).
There also seems to be an at least one block high layer above the terrain that's values are not always 0, i.e. in lava lands it is a layer with value 2 which normally is water, but in this case it is rendered as air (=empty). Maybe one of the unknown 2 upper bits specifies another usage of the value than using it in the mesh renderer, I will have a closer look at this soon.
After having a closer look at it, I figured out that it was a bug within my code (reading over array bounds -.-), sorry for that. So there is no mysterious invisible layer above the world.
I've committed the new block types - let me know if you disagree with the naming! Otherwise, I'll close the issue :-) Thanks for the RE!
The names are good, except the LAVA_TYPE, even if it is explained in the comments, it is a little misleading. When I would be reading this, I would think of liquid lava that burns you if you get in contact with it. Something like LAVA_ROCK_TYPE would be more clear.
I've seen another interesting point when exploring the world a little, you maybe know it already: Cube World seems to have a sea level that ranges from 0 (including) down. If terrain is generated that starts below or at level 0, the empty blocks are filled with water. This water is not contained in the data arrays from tgen. You can see this in the mapviewer with seed 26880 in the chunk (32500, 32800). Around some structures, i.e. rocks breaking through the water surface, there is air generated around them.
I've got still a little question: Could you add me to the special thanks list please? :-)
I don't see any differences in any of the "Solid" lines, maybe they all do the same? The types in brackets are taken from cuwo.tgen.pyx
PS: Sorry for the table layout, for some reason markdown doesn't work