Generation minor improvements / Added debug map view
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@@ -217,8 +217,8 @@ public class WorldGenerator{
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Block floor = Blocks.stone;
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Block wall = Blocks.air;
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double elevation = sim.octaveNoise2D(detailed ? 7 : 2, 0.5, 1f / 500, x, y) * 4.1 - 1;
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double temp = vn.noise(x, y, 1f/200f)/2f + sim3.octaveNoise2D(detailed ? 12 : 6, 0.6, 1f / 620f, x, y);
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double elevation = sim.octaveNoise2D(detailed ? 7 : 2, 0.5, 1f / 500, x, y) * 5.1 - 1;
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double temp = vn.noise(x, y, 1f/400f)/2f + sim3.octaveNoise2D(detailed ? 12 : 6, 0.6, 1f / 620f, x, y);
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double r = sim2.octaveNoise2D(1, 0.6, 1f / 70, x, y);
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double edgeDist = Math.max(sectorSize / 2, sectorSize / 2) - Math.max(Math.abs(x - sectorSize / 2), Math.abs(y - sectorSize / 2));
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@@ -257,6 +257,10 @@ public class WorldGenerator{
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}
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}
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if(((Floor)floor).liquidDrop != null){
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elevation = 0;
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}
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if(detailed && wall == Blocks.air && decoration.containsKey(floor) && random.chance(0.03)){
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wall = decoration.get(floor);
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}
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