-SUGG: Erosion simulation at map generation time\r
- - Simulate water flows, which would carve out dirt fast and\r
- then turn stone into gravel and sand and relocate it.\r
- - How about relocating minerals, too? Coal and gold in\r
- downstream sand and gravel would be kind of cool\r
- - This would need a better way of handling minerals, mainly\r
- to have mineral content as a separate field. the first\r
- parameter field is free for this.\r
- - Simulate rock falling from cliffs when water has removed\r
- enough solid rock from the bottom\r
-\r
-SUGG: Try out the notch way of generating maps, that is, make bunches\r
- of low-res 3d noise and interpolate linearly.\r
-\r
-Mapgen v2 (the current one):\r
-* Possibly add some kind of erosion and other stuff\r
-* Better water generation (spread it to underwater caverns but don't\r
- fill dungeons that don't touch big water masses)\r
-* When generating a chunk and the neighboring chunk doesn't have mud\r
- and stuff yet and the ground is fairly flat, the mud will flow to\r
- the other chunk making nasty straight walls when the other chunk\r
- is generated. Fix it. Maybe just a special case if the ground is\r
- flat?\r
-* Consider not updating this one and make a good mainly block-based\r
- generator\r
-\r
-SUGG: Make two "modified states", one that forces the block to be saved at\r
- the next save event, and one that makes the block to be saved at exit\r
- time.\r
-\r
-TODO: Add a not_fully_generated flag to MapBlock, which would be set for\r
- blocks that contain eg. trees from neighboring generations but haven't\r
- been generated itself. This is required for the future generator.\r