[Mod] Path, bridge, tunnel network [0.3.1] [pathv6alt]

User avatar
paramat
Developer
Posts: 3699
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat
IRC: paramat
Location: UK

Re: [Mod] Path, bridge, tunnel network [0.2.6] [pathv6alt]

by paramat » Post

0.2.6
Paths generate 2 nodes beyond chunk edges, this erases most mudflow griefing.
Compatible with custom mapgen v6 noise parameters, by default will generate paths up to y = 207, raise parameter YMAXMINP for a higher limit, you will need to tune HSAMP to avoid paths becoming too steep.

User avatar
paramat
Developer
Posts: 3699
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat
IRC: paramat
Location: UK

Re: [Mod] Path, bridge, tunnel network [0.2.7] [pathv6alt]

by paramat » Post

0.2.7
Bugfix floating wide dirt paths.
Bridges now have a 2 node deep wood structure currently made from mod junglewood (doesn't look too good perhaps i will swap the uses of wood and junglewood).
Paths by default will generate up to y = 127, edit parameter YMAXMINP for higher terrains.

To make this mod unlimited vertically i added (in 0.2.6) another 2D perlin noise to locate columns non-randomly.
Last edited by paramat on Sat Sep 27, 2014 10:49, edited 3 times in total.

Sokomine
Member
Posts: 4159
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine

Re: [Mod] Path, bridge, tunnel network [0.2.7] [pathv6alt]

by Sokomine » Post

You ought to rename it to Rollercoasterparadise :-)

Looks very good!
A list of my mods can be found here.

User avatar
paramat
Developer
Posts: 3699
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat
IRC: paramat
Location: UK

Re: [Mod] Path, bridge, tunnel network [0.2.7] [pathv6alt]

by paramat » Post

LOL

0.2.8
New dark bridge wood node that drops default:wood.
Mod's stair nodes drop stairs:stair_wood or default:dirt.
Last edited by paramat on Sat Sep 27, 2014 10:49, edited 1 time in total.

User avatar
ExeterDad
Member
Posts: 1717
Joined: Sun Jun 01, 2014 20:00
In-game: ExeterDad
Location: New Hampshire U.S.A

Re: [Mod] Path, bridge, tunnel network [0.2.8] [pathv6alt]

by ExeterDad » Post

*gasp* That looks so good!

User avatar
paramat
Developer
Posts: 3699
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat
IRC: paramat
Location: UK

Re: [Mod] Path, bridge, tunnel network [0.2.9] [pathv6alt]

by paramat » Post

0.2.9
Bridge boards use junglewood texture.
Tunnel roofs are stabilised: dirt and sand are replaced by stone.

This mod is compatible with 'canyon' mod if you set dependancies to load/run canyon first.

User avatar
Hybrid Dog
Member
Posts: 2771
Joined: Thu Nov 01, 2012 12:46
GitHub: HybridDog

Re: [Mod] Path, bridge, tunnel network [0.2.9] [pathv6alt]

by Hybrid Dog » Post

Image
Image
Image

ls pathv6alt faster than pathv6?

it doesn't look like pathv6alt really need stairs as dependency
Attachments
screenshot_2565239526.png
(564.65 KiB) Not downloaded yet
screenshot_2565243457.png
(1.11 MiB) Not downloaded yet
patbridg.png
(563.11 KiB) Not downloaded yet

‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪

User avatar
paramat
Developer
Posts: 3699
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat
IRC: paramat
Location: UK

Re: [Mod] Path, bridge, tunnel network [0.2.9] [pathv6alt]

by paramat » Post

Not sure. pathv6alt is much more developed, i recommend people don't use pathv6, i should delete it.

User avatar
Hybrid Dog
Member
Posts: 2771
Joined: Thu Nov 01, 2012 12:46
GitHub: HybridDog

Re: [Mod] Path, bridge, tunnel network [0.2.9] [pathv6alt]

by Hybrid Dog » Post

Image

What do the prongs on the left and right side of the path mean?
Attachments
screenshot_2015-04-07T22.png
(648.73 KiB) Not downloaded yet

‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪

User avatar
paramat
Developer
Posts: 3699
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat
IRC: paramat
Location: UK

Re: [Mod] Path, bridge, tunnel network [0.2.9] [pathv6alt]

by paramat » Post

They are just a result of how the paths are generated using stair and corner-stair nodeboxes, they are difficult to avoid so i decided to keep them and keep generation fast and simple. I like the carved, decorated look, looks a little exotic.

User avatar
Hybrid Dog
Member
Posts: 2771
Joined: Thu Nov 01, 2012 12:46
GitHub: HybridDog

Re: [Mod] Path, bridge, tunnel network [0.2.9] [pathv6alt]

by Hybrid Dog » Post

paramat wrote:I like the carved, decorated look, looks a little exotic.
me too

‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪

User avatar
paramat
Developer
Posts: 3699
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat
IRC: paramat
Location: UK

Re: [Mod] Path, bridge, tunnel network [0.3.0] [pathv6alt]

by paramat » Post

Version 0.3.0
Optimise use of noise and lighting. Fix code style issues. New LGPL license. Add info to readme

A problem with excessive memory use was reported, hopefully now fixed.

User avatar
swordpaint12
Member
Posts: 191
Joined: Sat Aug 22, 2015 00:50
In-game: [swordpaint12][Belching_Balladeer]
Location: Foobass, isle of Atlantis, castle of Bardvendelle

Re: [Mod] Path, bridge, tunnel network [0.3.0] [pathv6alt]

by swordpaint12 » Post

Cool mod, paramat. The hardest part when starting up a new world seems to be making paths to go between places. WIth this mod, I can buil stuff according to the auto paths! So cool, I can hardly wait to try it out!
God's not dead; remember that!
Yay for MT! No MC here!
I am a human. I'm younger than 100 years old.
I've been playing Minetest since December 2014.

I'm amazed that I haven't been on here in so long! My latest minetest accomplishment was mining by hand (well, as close as you can get in a computer game) a circle 30 blocks in diameter. It took forever but it's pretty cool.

User avatar
paramat
Developer
Posts: 3699
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat
IRC: paramat
Location: UK

Re: [Mod] Path, bridge, tunnel network [0.3.0] [pathv6alt]

by paramat » Post

Hang on, there's a lighting bug, fix coming soon.

User avatar
paramat
Developer
Posts: 3699
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat
IRC: paramat
Location: UK

Re: [Mod] Path, bridge, tunnel network [0.3.1] [pathv6alt]

by paramat » Post

Now fixed. Sorry. If anyone has started a new world with version 0.3.0 of this mod lighting will be broken in high-altitude mapchunks. You may want to start a new world. Or you could edit your world's map-meta.txt file and remove 'nolight' from 'mg_flags', otherwise lighting calculations will be disabled above and below the surface chunks.
Last edited by paramat on Mon Aug 24, 2015 18:36, edited 2 times in total.

User avatar
maikerumine
Member
Posts: 1391
Joined: Mon Aug 04, 2014 14:27
GitHub: maikerumine
In-game: maikerumine

Re: [Mod] Path, bridge, tunnel network [0.3.1] [pathv6alt]

by maikerumine » Post

Confirmed, the newest version the lighting is fixed. Thank you for the fixes.
Extreme Survival Minetest-->viewtopic.php?f=10&t=12959

User avatar
texmex
Member
Posts: 1752
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: tacotexmex

Re: [Mod] Path, bridge, tunnel network [0.3.1] [pathv6alt]

by texmex » Post

@paramat, is there a v7 version of this in existance?
Mods | Support Mesehub: bc1qluuests9rxmlnvpjrhsnyjg9ucwy6z3r0y3srw

Post Reply

Who is online

Users browsing this forum: Merak and 10 guests