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

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

by paramat » Mon Sep 15, 2014 03:13

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.
 

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

by paramat » Tue Sep 16, 2014 01:45

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.
 

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

by Sokomine » Tue Sep 16, 2014 01:55

You ought to rename it to Rollercoasterparadise :-)

Looks very good!
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Re: [Mod] Path, bridge, tunnel network [0.2.7] [pathv6alt]

by paramat » Tue Sep 16, 2014 03:00

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.
 

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

by paramat » Sat Sep 27, 2014 10:55

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.
 

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

by Hybrid Dog » Tue Mar 10, 2015 19:06

Image
Image
Image

ls pathv6alt faster than pathv6?

it doesn't look like pathv6alt really need stairs as dependency
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Re: [Mod] Path, bridge, tunnel network [0.2.9] [pathv6alt]

by paramat » Wed Mar 11, 2015 08:39

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

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

by Hybrid Dog » Fri Jun 05, 2015 14:10

Image

What do the prongs on the left and right side of the path mean?
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Re: [Mod] Path, bridge, tunnel network [0.2.9] [pathv6alt]

by paramat » Fri Jun 05, 2015 22:21

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.
 

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

by Hybrid Dog » Sat Jun 06, 2015 09:08

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

me too

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

by paramat » Fri Aug 21, 2015 22:29

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.
 

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

by swordpaint12 » Mon Aug 24, 2015 00:34

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

by paramat » Mon Aug 24, 2015 02:27

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.
 

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