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terrarium's Issues

OSM retrieval scheduling

The Overpass API has harsh rate-limiting (?), so this mod needs to check the rate-limit state and wait appropriately. This relates to #8 and #3, as they would help these requests not being required quickly as often.

Environment Map

Similar to how water tiles are set out, an environment map should be created with types such as FOREST, WATER, ROCK. All cover types would be associated with an environment type. This is useful because OpenStreetMap polygons can specify forest, but not a type of forest. When the environment map is merged, the mismatching areas can be flood-filled to match the nearest appropriate cover type.

Cubic Chunks support

It would be ideal if this mod supported Cubic Chunks, allowing 1:1 scale worlds without much of the world being "chopped off" at 256 blocks above the ocean.

Inconsistent Ocean Depth

Ocean depth seems to be inconsistent from when it is set through coastline floodfill, or is at a low height in the data.

Customization rework

Ideally as much as possible should be customizable through JSON. Presets could define all of this, which could then be shared.

Geofencing

Terrarium should support geofencing so that when you enter/exit a new area a status could optionally appear with the place name. This could be done through toasts or the status bar.

Generation + decoration tweaks

A few tweaks I've had in mind to improve the look of the Terrarium world:

  • Places with high slope should use a stone ground variant. (E.g: Sand -> Sandstone)
  • Boulders should spawn in some biomes, possibly more frequently on slopes
  • Large GenLayer to create clearings in forests

Strange height artifacts

Sometimes jagged borders or indents into the terrain are visible, especially at higher scales.

World tearing

Especially at larger scales, the world seams to "tear" on a grid. This could be on the edges of generation regions, or possibly on the edge of height tiles.

Example of issue

Water flattening across region borders

Sometimes creates noticeable borders:

Issue visible here

This is due to the water height being set to the average of neighboring heights. When water goes of multiple regions, this average changes.

Damavand Mountain Inconsistency

so yeah the mod have some things that should've been other things (if you know what i mean :mr_bean:)

for example i used locations of a distiguished volcano
it should have a lot of snow and a hole on top but it has "trees" instead (u wot)
i mean just look at this reee https://imgur.com/PDh71JC
also there should be a config options for generating caves from user-given datas

k thx bye

Earth toolbox

The Earth toolbox, accessed through /geotool, will bring up a menu with various tools relating to the Earth map. This issue is tracking those tools and their implementation.

Example: https://streamable.com/w2aer

  • Locate (Vanilla)
  • Locate (Modded)
  • Street View (Modded)

Finish Customization GUI

The GUI currently only displays a preview, however it does not actually allow customization, and the settings are not applied to the generated world.

  • Setting buttons
  • Scrollable list
  • Large preview
  • Presets
  • Set Spawnpoint

Broken data scaling

Could be caused by the recent scaleRatio changes. Possibly was there before and scale should be worked out from the local data rather.

World pre-generate GUI

A GUI providing functionality to pre-generate the world & load data based on a selected area. This area could be selected based on a min/max coordinate on a map.

Remote data updates

All files should use XZ instead of GZIP. Although CPU time is higher, it greatly reduces file size and therefore, IO time.

When the data is being retrieved from the internet, it's greatly beneficial for the file to be smaller, because that will (mostly) be the slowest task. This also applies to hard-drives, where loading from the cache is slow.

The height source should also encode slope into the values with the upper 2 bits, allowing 4 "slope types".

Coastline optimization

The coastline glob adapter currently uses a flood-fill to create ocean and land based on OSM data. However, due to inaccuracies, this can lead to points being flood-filled more than once, or wrongly, which has a huge performance impact.

Instead of using flood-fill, this should rather create polygon(s) where the ocean would be, and directly fill that. All coastlines that have shared nodes should be joined to a single line for this process.

Build failure

I tried building on Fedora 22 and the latest Ubuntu and get the same error each time:

$ ./gradlew clean build
...
Applying SpecialSource...
:deobfMcMCP FAILED

FAILURE: Build failed with an exception.

  • What went wrong:
    Execution failed for task ':deobfMcMCP'.

java.util.zip.ZipException: duplicate entry: net/minecraft/command/AdvancementCommand$Mode.class

  • Try:
    Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.

BUILD FAILED

Water tile system

Precomputed tiles with water polygons

  • Filter out water from planetfile
  • Split into tiles
  • Make polygon tiles
  • Calculate water body height
  • Utilise

Idle GenerationRegion streaming

If regions nearby to players have unloaded data, they should be prepared asynchronously at times of low traffic. If the region is then requested while generating on another thread, the main thread blocks until it has completed.

Localized time and weather

Although it might not be possible to have the server use localized time without heavy ASM, it could be created on the client by changing the time and weather sent to clients. It could also be possible to asynchronously query OpenWeatherMap to get real current weather in player areas. (To reduce server stress, could this be queried on the client?)

If this were to be implemented, it'd definitely have to be a config option / world setting.

Extended OSM generation

The mod should feature extended generation from OSM data, allowing buildings and highways to be generated in detail.

geolocate command

A /geolocate that could provide you with your latitude/longitude along with a place description.

Confirmation for remote data retrieval

The mod should warn users when using the world type for the first time, asking for confirmation if they are prepared to download remote data (which could potentially be large).

Extended natural OSM features

Will update with more features as this progresses

  • Quarry
  • Volcano (natural:volcano, specifically the opening)
  • Heath
  • Glacier
  • Scree
  • Shingle
  • Bare Rock
  • Wetland
  • Scrub
  • Meadow

Survival playability

The Terrarium world needs to be playable in survival. There are a few things that need to be considered:

  • Biomes. Currently, players won't get the full range of biomes, meaning ocelots could never spawn because the world has no jungle biomes.
  • Random caves + resources. These would be optional. Resource generation may be tricky, because it'd require also invoking modded generators, which may or may not work well with the mod. Maybe mod compatibility could be an option of its own?
  • Flowers, sugar cane, cactus, pumpkins, melons and mushrooms need to be generated. (Modded generators apply here too)
  • All types of wood! Currently only a few types of trees generate, limiting wood choice.

Failed chunk cache

If chunk generation fails due to lack of internet connection, it could be stored to be regenerated when that region can be successfully loaded.

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