Version 0.2.0
Now tunnels have been moved to noisegrid, this mod is currently an experiment (also an example and a mapgen framework) in roads that climb hills and place halfslabs to create walkable and drivable slopes (gradient is limited though). Map in first post.
Search found 3311 matches
- Sat Jun 21, 2014 06:00
- Forum: Mod Releases
- Topic: [Mod] Generative road, path network [0.3.2] [path]
- Replies: 22
- Views: 7102
- Sat Jun 21, 2014 05:49
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11114
- Views: 2065728
Re: Post your screenshots!
Another simple test using a single 8x5x8 module. The real challenge will be to create connected internal spaces.
- Fri Jun 20, 2014 23:53
- Forum: Mod Releases
- Topic: [mod] Underground Realms [0.8] [caverealms]
- Replies: 156
- Views: 72703
Re: [mod] Underground Realms [0.2] [caverealms]
I tried v0.2 which has no lava and noticed the light seemed to be spread properly at generation, can't work out why it works here and not in some of my mods. In v0.2, if the player travels through the caves for a while, then places a torch, there's a huge lagspike (up to 10 sec), i'm thinking perhap...
- Fri Jun 20, 2014 06:13
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11114
- Views: 2065728
Re: Post your screenshots!
First test of generative architecture.
- Fri Jun 20, 2014 02:47
- Forum: Mod Releases
- Topic: [mod] Underground Realms [0.8] [caverealms]
- Replies: 156
- Views: 72703
Re: [mod] Underground Realms [0.2] [caverealms]
This looks good, i'll try it soon. How do you spread the light of the light sources since voxelmanip doesn't do this? i have to either 'nodeupdate(pos)' or if that doesn't work 'remove node' then 'place node'.
- Wed Jun 18, 2014 23:34
- Forum: Old Mods
- Topic: [Mod] CUTE CUBIC MOBS [v0.1] [ccmobs]
- Replies: 14
- Views: 8998
Re: [Mod] CUTE CUBIC MOBS [v0.1] [ccmobs]
Excellent approach to mobs.
- Wed Jun 18, 2014 04:53
- Forum: Mod Releases
- Topic: [Mod] Unlimited floatland layer realm [0.3.0] [floatindev]
- Replies: 10
- Views: 7060
- Wed Jun 18, 2014 04:50
- Forum: Mod Releases
- Topic: [Mod] City grid, roads, paths mapgen [0.4.0] [noisegrid]
- Replies: 55
- Views: 18989
Re: [Mod] City grid, roads, paths mapgen [0.3.8] [noisegrid]
Version 0.3.8 Added tunnel network from 'intersecting' mod, now 2 tunnel systems plus the existing fissures. Since this is my cute and pretty mapgen i added a little lux ore in the fissures and tunnels, this can be crafted with glass to make the lights found in road tunnel ceilings. Tree height vari...
- Wed Jun 18, 2014 03:26
- Forum: WIP Mods
- Topic: [game] Some game ideas I currently have in development [tba]
- Replies: 8
- Views: 2666
Re: [game] Some game ideas I currently have in development [
Deimos, but then i would pick the sci-fi one. moonrealm mod v0.8.0 shows how to use custom skybox and override light ratio.
- Wed Jun 18, 2014 03:05
- Forum: Game Releases
- Topic: [Game] Voxelgarden [5.6.0]
- Replies: 166
- Views: 159931
Re: [game] nodetest
indev mapgen will probably be removed or completely changed in the next few months, just so you know.
- Wed Jun 18, 2014 02:39
- Forum: Problems
- Topic: Falling deep is awkward
- Replies: 12
- Views: 2471
Re: Falling deep is awkward
A player cannot be allowed to fall into ungenerated chunks, because the chunk may be solid, then you end up buried. Minetest mapgen can't keep up with human terminal velocity. I'm not sure it's possible to keep track of how far a player has fallen, or if it is, it may not be worth the extra processi...
- Mon Jun 16, 2014 05:20
- Forum: Mod Releases
- Topic: [Mod] Moon realm [0.11.0] [moonrealm]
- Replies: 240
- Views: 79772
Re: [Mod] Moon realm [0.7.1] [moonrealm]
Version 0.8.0 This is for Minetest 0.4.9 dev after the custom skybox commit. Auto setting of skybox and light ratio in both singlenode and stacked realm modes. Overridng the light ratio keeps the surface bright independant of server time, essential for the stacked realm mode. The airglow around the ...
- Mon Jun 16, 2014 02:04
- Forum: Mod Releases
- Topic: [Mod] River / mountain range mapgen [0.7.2] [watershed]
- Replies: 156
- Views: 64126
Re: [Mod] River / mountain range mapgen [0.4.1] [watershed]
Yes good idea, stairs and slabs are registered in the latest version at github, it was easy too.
- Mon Jun 16, 2014 00:45
- Forum: Mod Releases
- Topic: [Mod] City grid, roads, paths mapgen [0.4.0] [noisegrid]
- Replies: 55
- Views: 18989
Re: [Mod] City grid, roads, paths mapgen [0.3.7] [noisegrid]
spootonium, i do intend to use apartment module schematics and stack those, schematics can also 'replace' nodes for each apartment placed, for differing colours, curtains, carpets :) Also considering using perlin noise for more organic shapes. My aim is massive unlimited architecture, so modules wil...
- Mon Jun 16, 2014 00:33
- Forum: Mod Releases
- Topic: [Mod] Unlimited floatland layer realm [0.3.0] [floatindev]
- Replies: 10
- Views: 7060
Re: [Mod] The floatin' dev mod [0.3.0] [floatindev]
Yes the layers are 640 nodes apart so can be hard to find, i should state the altitude of the first layer centre in the first post, it's at y = 288, then 928 and every 640n above. The first layer can actually occasionally reach ground level, creating a route up. If you prefer them to start higher, s...
- Sun Jun 15, 2014 05:58
- Forum: Mod Releases
- Topic: [Mod] Unlimited floatland layer realm [0.3.0] [floatindev]
- Replies: 10
- Views: 7060
Re: [Mod] The floatin' dev mod [0.3.0] [floatindev]
Version 0.3.0
Unlimited size layers stacked 640 nodes apart.
No more biomes, nodes imported from original flolands mod.
Tunnels (from intersect mod) replace the previous caves and create access to the large central voids in the larger float islands.
Unlimited size layers stacked 640 nodes apart.
No more biomes, nodes imported from original flolands mod.
Tunnels (from intersect mod) replace the previous caves and create access to the large central voids in the larger float islands.
- Sat Jun 14, 2014 22:52
- Forum: Mod Releases
- Topic: [mod] Underground Realms [0.8] [caverealms]
- Replies: 156
- Views: 72703
Re: [mod] Underground Realms [0.1] [caverealms]
^ That may be code copied from my lazy code that assumes 5x5x5 mapblock chunks. Sometimes i can't be bothered with the extra code. Good to see a mod like this, we need it because indev mapgen may be removed or changed soon, so we need a replacement for the big flat-sided caves. Perhaps fungus biomes...
- Sat Jun 14, 2014 22:46
- Forum: WIP Mods
- Topic: S: village (and mob) name generator
- Replies: 4
- Views: 1738
Re: S: village (and mob) name generator
Good idea, worldwide there are many cute 'sub'-words that are found in city names, as a simple experiment could just randomly select one and add a generated nonsense word before of after it.
- Sat Jun 14, 2014 22:38
- Forum: Mod Releases
- Topic: [Mod] City grid, roads, paths mapgen [0.4.0] [noisegrid]
- Replies: 55
- Views: 18989
Re: [Mod] City grid, roads, paths mapgen [0.3.7] [noisegrid]
No idea, it's mysterious, it works for me in latest 0.4.9dev and 0.4.8 stable. Perhaps there's something broken in 0.4.9 stable, i assume you're using that, it was apparently a slightly broken release. Thanks for the bug report.
- Sat Jun 14, 2014 04:04
- Forum: Mod Releases
- Topic: [Mod] Tunnel and magma networks [0.4.0] [intersecting]
- Replies: 13
- Views: 7915
[Mod] Tunnel and magma networks [0.4.0] [intersecting]
http://i.imgur.com/Ll91OGO.png Download https://github.com/paramat/intersecting/archive/master.zip and rename folder to 'intersecting' Code https://github.com/paramat/intersecting intersecting 0.4.0 by paramat For Minetest 0.4.12 and later Depends default Licenses: Code WTFPL, textures CC BY-SA 3.0...
- Fri Jun 13, 2014 21:36
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11114
- Views: 2065728
Re: Post your screenshots!
An idea came to me suddenly last night, i realised how to make unlimited tunnels using 2 3D noises. Mapgen v6 tunnels tend to be short and get cut off at chunk borders. By adding a third 3D noise i can create tunnel intersections.
- Fri Jun 13, 2014 21:17
- Forum: Mod Releases
- Topic: [Mod] 3-biome mapgen [noisetest]
- Replies: 20
- Views: 9818
Re: [Mod] An other lua mapgen [v4.4] [noisetest]
I like the look of those new caves, interesting they were created by 2D noise, i will be looking at your code to see how this is done. Simple, fast generation that creates less realistic, more abstract shapes has appeal and character and is a nice change from highly detailed 3D noise, it is also ver...
- Fri Jun 13, 2014 00:51
- Forum: General Discussion
- Topic: Post your screenshots!
- Replies: 11114
- Views: 2065728
Re: Post your screenshots!
I've been experimenting with a size-unlimited version of flolands / indev core floatlands / floatindev
- Fri Jun 13, 2014 00:47
- Forum: Mod Releases
- Topic: [Mod] Skylands [4.2.1] [skylands]
- Replies: 73
- Views: 30799
Re: [Mod] Skylands [3.0] [skylands]
Another tip, HISCAL and LOSCAL are the 'theoretical' vertical scales, the terrain will extend much further, i'm trying SCALs of 128 and getting structures extending 250 nodes from 'flomid'. I'm also trying exponents (HIEXP. LOEXP) of 0.33, creates flatter, wider flanges around the floatland, with sp...
- Thu Jun 12, 2014 21:15
- Forum: Mod Releases
- Topic: [Mod] Skylands [4.2.1] [skylands]
- Replies: 73
- Views: 30799
Re: [Mod] Skylands [3.0] [skylands]
Yes nixz :) that error is because in my own code i have changed the wave noise to 3D noise, the 2D noise makes the wave shape identical on each level, which i don't like visually. Also the cavegen is embarrasingly bad, these days i would use math.abs(3D noise) < TFIS for fissures. Yes when 2 layers ...