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[Mod] Another Mapgen for Minetest [0.7] [amgmt]

Posted: Wed Sep 03, 2014 13:29
by srifqi
Hi!
This mod will create a world that consist of many biomes!

Features:
  • 18 biomes
  • Biomes, Trees, Nodes, Ores, etc. are modifyable
  • Experimental water lakes!
  • Experimental mineshaft!
  • 'moreores' mod support
  • 'bakedclay' mod support
  • New caving system!
  • Using 14 perlin noise
See README

Github: https://github.com/srifqi/amgmt

Downloads: License: CC 1.0 Universal
Dependencies: default, flowers, bakedclay?

You can use this mod for another "theme"!

Screenshots (or this (old)).
Spoiler
Image
Image
Please report any bug, or suggest new biome!

Re: [Mod] Another Mapgen for Minetest [0.1] [amgmt]

Posted: Wed Sep 03, 2014 19:18
by Inocudom
Image
Image
These 8 screenshots are of the amgmt mapgen. It looks like you look up to paramat, considering the fissures that I saw.

The screenshots were taken in cg72's fork of Minetest (MineTime.) It can be found on GitHub.

Have you considered adding support for the following mods to your amgmt mapgen?
moreores
technic
darkage
moretrees
plantlife
They won't generate anything in the worlds created by the mapgen if they are not supported. By the way, have you ever used those mods?

Re: [Mod] Another Mapgen for Minetest [0.1] [amgmt]

Posted: Thu Sep 04, 2014 11:30
by srifqi
Inocudom wrote:--screenshot--
These 8 screenshots are of the amgmt mapgen.
Nice screenshot, Thanks!
Inocudom wrote: It looks like you look up to paramat, considering the fissures that I saw.
Yes, many kind of code I use for this mod. Thanks paramat!
Inocudom wrote: The screenshots were taken in cg72's fork of Minetest (MineTime.) It can be found on GitHub.
I don't know about that. But, thanks to tell me.
Inocudom wrote: Have you considered adding support for the following mods to your amgmt mapgen?
moreores
technic
darkage
moretrees
plantlife
They won't generate anything in the worlds created by the mapgen if they are not supported. By the way, have you ever used those mods?
I will try. By the way, I never use that mods. :D

Re: [Mod] Another Mapgen for Minetest [0.1] [amgmt]

Posted: Sat Sep 06, 2014 15:20
by Josh04
Thats like a Biomes-Mod! Here is the Biomes-Mod: viewtopic.php?f=11&t=9331&hilit=biomes#p142510

Re: [Mod] Another Mapgen for Minetest [0.1] [amgmt]

Posted: Sat Sep 06, 2014 17:50
by Krock
Josh04 wrote:Here is the Biomes-Mod:
That's a complete Lua mapgen - biomes are almost a must-have.
---

Why do you generate bedrock two times?
Also, I found some parts in the codes which have potential to become better:
Spoiler
https://github.com/srifqi/amgmt/blob/master/init.lua#L1

Code: Select all

amgmt = amgmt or {}
amgmt is not defined before, so simply set it to {}, instead of checking

https://github.com/srifqi/amgmt/blob/ma ... it.lua#L29

Code: Select all

local sidelen = maxp.x - minp.x +1
better add a side length param in the function instead of calculating it every time.

https://github.com/srifqi/amgmt/blob/ma ... t.lua#L151

Code: Select all

data[vi] = c_air
It is air by default in singlenode, no needs to set it again to air.

https://github.com/srifqi/amgmt/blob/ma ... t.lua#L215

Code: Select all

local nizx = cz*chulen*16 + cx*16
nizx is already defined above, an easier readable soulation would be

Code: Select all

nizx = (cz * chulen + cx) * 16

Little changes - but they make the codes better readable
It contains some very interesting terraforming functions, I like it.

Re: [Mod] Another Mapgen for Minetest [0.1] [amgmt]

Posted: Sun Sep 07, 2014 07:32
by srifqi
Josh04 wrote:Thats like a Biomes-Mod!
Really? I just try to create a lua mapgen like Experimental mapgen[mg]
Krock wrote:biomes are almost a must-have.
Agreed.
Krock wrote:Why do you generate bedrock two times?
Compability for nether mod.
EDIT: It never get compatible.

Nothing. See last update.
Krock wrote:Also, I found some parts in the codes which have potential to become better:
Little changes - but they make the codes better readable
Thanks, for suggestion!
Krock wrote:It contains some very interesting terraforming functions, I like it.
Thanks! I will add some space near river that cut through terrain.

UPDATE: [Mod] Another Mapgen for Minetest [0.2] [amgmt]

Posted: Sun Sep 07, 2014 10:16
by srifqi
UPDATE 0.2!
Changes:
  • A better cave. Rename old 'cave' to fissure.
  • Make just only one global variable: 'amgmt'
  • Fix caving system (new shape!)
  • Terraforming update (1): Better cave generation. 2 cave system. More common lakes.
  • Terraforming update (2): Add some space near river that cut through terrain. Applying Krock's suggestion.
Spoiler

Re: [Mod] Another Mapgen for Minetest [0.2] [amgmt]

Posted: Sun Sep 21, 2014 04:27
by srifqi
UPDATE 0.3! (Decoration update)
Changes:
  • Change num_ore_per_clust param to ore_per_clust. Add moreores compability. Bugfix.
  • Big update (1):
    • Add 'Swampland' biome.
    • More common cave.
    • 'Cutted tree' bugfix.
    • Add 'amgmt_regenerate' to regenerate map chunk.
    • Add 'amgmt_fixlight' to fix lighting.
    • Add Savanna and Pine sapling, tree, leaves, and wood.
    • Experimenting with minetest.register_ore.
EDIT:
Spoiler

UPDATE: [Mod] Another Mapgen for Minetest [0.3.1] [amgmt]

Posted: Sun Oct 05, 2014 03:47
by srifqi
UPDATE 0.3.1! (Performance Update)
Changes:
  • Fissure changed to minetest.get_perlin_map from minetest.get_perlin.
  • Less cave (from 10 to 5).
  • 200% faster.

Re: [Mod] Another Mapgen for Minetest [0.3.1] [amgmt]

Posted: Sun Oct 05, 2014 09:20
by Calinou
Image

Re: [Mod] Another Mapgen for Minetest [0.3.1] [amgmt]

Posted: Sun Oct 05, 2014 09:41
by Krock
Three bad things I found:
- Map generation takes too long (actually, no wonder with 16 perlin noises)
- Console/log gets spammed
- The group "leafdecay" removes the leaves of all trees in the subgame "base_game". This would solve it:

Code: Select all

		description = tree_add[i][2].." Leaves",
+		trunk = "amgmt:"..tree_add[i][1].."_tree",
		drawtype = "allfaces_optional",
But else - the terrain looks nice.

What's that?
Image

Re: [Mod] Another Mapgen for Minetest [0.3.1] [amgmt]

Posted: Sun Oct 05, 2014 18:31
by srifqi
Calinou wrote:--img--
What's that?
Krock wrote:Three bad things I found:
- Map generation takes too long (actually, no wonder with 16 perlin noises)
What should I remove?
2 noise for height
1 noise for fissure
2 noise for temperature and humidity
1 noise for experimental water lake
5 noise for caves
5 noise for cave deepness

I think, you will remove 8 noise for caves and it's deepness.
Krock wrote:- Console/log gets spammed
Set DEBUG param to false. I shall change the default to false.
Krock wrote:- The group "leafdecay" removes the leaves of all trees in the subgame "base_game". This would solve it:

Code: Select all

		description = tree_add[i][2].." Leaves",
+		trunk = "amgmt:"..tree_add[i][1].."_tree",
		drawtype = "allfaces_optional",
Will be changed in next update. Thanks!
Krock wrote:But else - the terrain looks nice.
Thanks! I'm experimenting with plateau.
Krock wrote: What's that?
--img--
Experimental water lakes! (I should update this. Maybe i'll used paramat's highlandpools' code)

Re: [Mod] Another Mapgen for Minetest [0.3.1] [amgmt]

Posted: Sun Oct 05, 2014 21:54
by paramat
Highlandpools is very slow, and designed to add to core mapgens. With a lua mapgen it's much faster to use a different method.

Re: [Mod] Another Mapgen for Minetest [0.3.1] [amgmt]

Posted: Mon Oct 06, 2014 06:53
by srifqi
paramat wrote:Highlandpools is very slow, and designed to add to core mapgens. With a lua mapgen it's much faster to use a different method.
Then, how? Any ideas?

Re: [Mod] Another Mapgen for Minetest [0.3.1] [amgmt]

Posted: Wed Oct 08, 2014 04:36
by paramat
I'm thinking ... instead of searching for a natural depression in the terrain, create one with 2D noise, then fill with water but only up to a level that doesn't overflow, should be fast. I need to dot this in 'fracture' mod so we can have water pools in floatlands.

Re: [Mod] Another Mapgen for Minetest [0.3.1] [amgmt]

Posted: Wed Oct 08, 2014 06:07
by srifqi
paramat wrote:instead of searching for a natural depression in the terrain, create one with 2D noise,
This mod has 2d noise for lake already.
paramat wrote:then fill with water but only up to a level that doesn't overflow, should be fast.
How? A code example?
paramat wrote:I need to dot this in 'fracture' mod so we can have water pools in floatlands.
Cool!

UPDATE: [Mod] Another Mapgen for Minetest [0.4] [amgmt]

Posted: Sat Oct 18, 2014 10:33
by srifqi
UPDATE 0.4! (Terraforming update (2))
Changes:
  • Biome temperature and humidity update.
  • Simplified height calculations
  • Remove fissure
  • Add plateau.
  • Less noise.
  • Leafdecay bugfix.
  • Better ore generation.
Sorry, no screenshot for now!

UPDATE: [Mod] Another Mapgen for Minetest [0.4] [amgmt]

Posted: Sat Oct 18, 2014 10:33
by srifqi
UPDATE 0.4! (Terraforming update (2))
Changes:
  • Biome temperature and humidity update.
  • Simplified height calculations
  • Remove fissure
  • Add plateau.
  • Less noise.
  • Leafdecay bugfix.
  • Better ore generation.
Sorry, no screenshot for now!

Re: [Mod] Another Mapgen for Minetest [0.4] [amgmt]

Posted: Sat Oct 18, 2014 13:42
by Krock
Nice. (Generation time: 2600ms)
Image

And the fake (reproduced within 10 minutes) canyon in my mapgen: (Generation time: 800ms)
Image

Does your mapgen support minetest.register_ore() or is a special function needed?

Re: [Mod] Another Mapgen for Minetest [0.4] [amgmt]

Posted: Sat Oct 18, 2014 14:49
by srifqi
Krock wrote:Nice. (Generation time: 2600ms)
--img--
Thanks!
Krock wrote: And the fake (reproduced within 10 minutes) canyon in my mapgen: (Generation time: 800ms)
--img--
Nice.
Krock wrote: Does your mapgen support minetest.register_ore() or is a special function needed?
I'm still experimenting with it.

Re: [Mod] Another Mapgen for Minetest [0.3.1] [amgmt]

Posted: Sat Oct 18, 2014 22:30
by paramat
srifqi wrote:
paramat wrote:then fill with water but only up to a level that doesn't overflow, should be fast.
How? A code example?
I'm still thinking how to do this.

Re: [Mod] Another Mapgen for Minetest [0.4] [amgmt]

Posted: Fri Nov 07, 2014 18:39
by SAMIAMNOT
So what biomes are there? Is there a snow and ice biome?
I love the idea of canyons.

Re: [Mod] Another Mapgen for Minetest [0.4] [amgmt]

Posted: Sat Nov 08, 2014 10:35
by srifqi
SAMIAMNOT wrote:So what biomes are there? Is there a snow and ice biome?

See README
SAMIAMNOT wrote:I love the idea of canyons.
Thanks!

Re: [Mod] Another Mapgen for Minetest [0.4] [amgmt]

Posted: Sun Jan 04, 2015 22:40
by Baggypants
I love this mod. More of this sort of thing. Although the small lakes appear on the land, underwater and floating in the sky.

UPDATE: [Mod] Another Mapgen for Minetest [0.5] [amgmt]

Posted: Mon Mar 02, 2015 10:01
by srifqi
UPDATE 0.5! (Mineshaft update)
Changes:
  • Add new biome: Cold Mesa and Mesa
  • Add .clear() method to amgmt.biome, amgmt.tree, amgmt.ore
  • Add bakedclay support (Thanks, TenPlus1!)
  • Mineshaft feature added
  • Better lake spawn algorithm
Spoiler
Image
Image
Image