In Celebrationmk10 worlds, the first scanning zone is different from other worlds. Range is set to X1 = 200, X2 = mX × 0.2 or X1 = mX × 0.8, X2 = mX - 200, depending on the side of the world.If those attempts all failed, then the game will continue to select random tiles in another zone (Zone C), until a valid tile is found: If it failed to pass the check mentioned above, then the game will make 20000 attempts to find a valid tile inside another zone (Zone B): Then, randomly selects a tile inside Zone A. This effectively makes the selected tile in the outer 11% of the world, and at least 200 tiles away from the world's borders.The range is X1 = 200, X2 = mX × 0.11 or X1 = mX × 0.89, X2 = mX - 200, depending on the side of the world.If Y2 is more than mY - 460, then Y2 is set to mY - 460.Minimum depth is Y1 = (S + C) ÷ 2 + 50, and the maximum depth is Y2 = ÷ 3.The size of the first zone is determined as following: When selecting a random tile (X,Y), the respective coordinate will be a random number between these values: X = [X1, X2) Y = [Y1, Y2).Similarly, the height of the border between Underground and Cavern layers is C (Y = C).The height of the border between Surface and Underground layers is S (Y = S).the positive direction of X and Y axis is "left to right" and "top to bottom", respectively). The coordinates of the top-left tile in the world is (0,0), while the coordinates of the bottom-right tile is ( mX, mY), where mX is the world width and mY is the world height (i.e.To better describe the size of the zone, we first set a coordinate system to describe tile location in a world: (all values below are calculated in tiles) Internally, the Aether biome will be considered a 200×200 rectangular area centered on the valid tile (the bottom-right tile of the four center tiles is the center), and no other structures will overlap with it. If the area passes the check, then the tile is considered valid, and the Aether biome will be generated centered on the tile. There must be no Ebonstone or Crimstone Blocks in the area (unless in a Don't dig up world).The borders of the area must be at least 50 tiles away from the world's borders. The game will generate the Aether by randomly selecting a tile in a zone (see below for technical info about this zone's size) then check a 211×211 to 249×249 (size is determined randomly) rectangular area centered on the chosen tile for the following: The Aether always generates on the same side of the world as the Jungle. The green area will try to generate first, then the Yellow area if that fails Large world areas where the Aether can generate.
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