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Re: [WIP][MOD] Moon mapgen

PostPosted: Tue Oct 20, 2015 08:43
by twoelk
??
I'm impressed
and baffled
how on earth did you do that?

oh - you didn't

you did it on the moon!

cool

Re: [WIP][MOD] Moon mapgen

PostPosted: Tue Oct 20, 2015 15:21
by arpruss
twoelk wrote:??
I'm impressed
and baffled
how on earth did you do that?

oh - you didn't

you did it on the moon!


:-)

Seriously, there is a ton of free public domain data available from NASA and USGS that makes it possible to do these things. My daughter suggests I do something like this for earth.

Re: [WIP][MOD] Moon mapgen

PostPosted: Tue Oct 20, 2015 15:36
by Ferk
arpruss wrote:My daughter suggests I do something like this for earth.


That would be pretty cool! if accurate enough it could give a pretty illustrative idea of the size of each continent, etc. since each node would have a determined scale.. the moon is 0.273 earths in size.. so if you had a 150m/node resolution for the Moon, that would be about 550m/node for the Earth. That's a pretty amazing scale for the whole planet, less than 1 km! It would be possible to even pinpoint the location of a city. That's pretty amazing.

You can make a non-flowing non-renewable liquid so that it stays in place in the globe.

Re: [WIP][MOD] Moon mapgen

PostPosted: Tue Oct 20, 2015 17:21
by GJH105775
That would also be quite a project hahaha.

Re: [WIP][MOD] Moon mapgen

PostPosted: Wed Oct 21, 2015 14:47
by Dorje
Sorry ... viewtopic.php?f=3&t=13458
im leaving the server so I can't see this mod at full state D:

Re: [WIP][MOD] Moon mapgen

PostPosted: Sat Oct 24, 2015 20:35
by GJH105775
Eh, you can't just leave hahaha. I have been long gone and keep coming back just to look around.

Re: [WIP][MOD] Moon mapgen

PostPosted: Sun Oct 25, 2015 05:56
by arpruss
Just released 0.16: I reduced the number of moon:moonstoneXXX blocks in order to speed up initial media downloads if you want to run this on a server. Instead, I now dither the blocks. Hard to say what looks better.

Image

Re: [WIP][MOD] Moon mapgen

PostPosted: Sun Oct 25, 2015 07:42
by Dorje
GJH105775 wrote:Eh, you can't just leave hahaha. I have been long gone and keep coming back just to look around.


I will be looking around but not testing much.
Or playing.

Re: [Mod] Moon mapgen [0.17] [moon]

PostPosted: Tue Dec 08, 2015 15:05
by arpruss
0.17: Fix for /goto on Linux (and maybe Windows).

Re: [Mod] Moon mapgen [0.17] [moon]

PostPosted: Tue Nov 29, 2016 13:47
by Andrey01
First version of mod looks like stone world what was default in old versions

Re: [Mod] Moon mapgen [0.17] [moon]

PostPosted: Wed Oct 25, 2017 18:49
by salahzar
Can the author or any other assist me in understanding how to make it work this mod (?) with 0.4.16?
I unsuccessfully tried but had big problems in having it working :(
Can you please teach me how should I install it and the steps to be able to run the mapgen correctly and to experience it? I need to make a demo to some teachers as a very interesting way to teach moon structure with minetest.

Re: [Mod] Moon mapgen [0.17] [moon]

PostPosted: Fri Oct 27, 2017 09:17
by salahzar
actually I was helped via the IRC channel from @sfan5:

[20:53] <sfan5> you will need to install it as a new mod, create a new world (DON'T JOIN), enable the mod and only then join the world

Re: [Mod] Moon mapgen [0.17] [moon]

PostPosted: Mon Jan 15, 2018 09:54
by AndroBuilder
Maybe this will help, making it "round" :)

https://www.youtube.com/watch?v=joFWr3JzBOI

Re: [Mod] Moon mapgen [0.17] [moon]

PostPosted: Mon Jan 15, 2018 19:44
by parasite
Hi!
The idea of this mod is awesome, brilliant, great, and fantastic. I love it!
salahzar wrote:Can the author or any other assist me in understanding how to make it work this mod (?) with 0.4.16?

I also had problems with newest stable minetest. The game did not even start, all what I get was this log:

Code: Select all
2018-01-15 18:38:32: ERROR[Main]: ModError: Failed to load and run script from ..\mods\moon\init.lua:
2018-01-15 18:38:32: ERROR[Main]: ..\mods\moon\init.lua:42: attempt to index global 'ie' (a nil value)
2018-01-15 18:38:32: ERROR[Main]: stack traceback:
2018-01-15 18:38:32: ERROR[Main]: ..\mods\moon\init.lua:42: in main chunk
2018-01-15 18:38:32: ERROR[Main]: Check debug.txt for details.


But noticed, that this mod still works well with 2015 minetest 0.4.13 version. It seems that this mod is abbadoned, and its author no longer read the forums. Since 2015 minetest engine changed a lot, so the code of this mod probably do not fit those new changes. That is my hypothesis. I can not fix this mod, but maybe someone smarter than me might have any clue what changes this code requires to fit new minetest lua api standards (if my 'diagnosis' is correct). Until then, however, you can visit the moon flying there in a rocket made in the older technology...

Re: [Mod] Moon mapgen [0.17] [moon]

PostPosted: Fri Nov 16, 2018 08:13
by HoerMirAuf
Because i got the same problem with the moon-mod on minetest > 0.4.13 i got a look on the init.lua file:

i changed the lines 27 - 31:
Code: Select all
if minetest.request_insecure_environment then
   ie = minetest.request_insecure_environment()
else
   ie = _G
end


to:
Code: Select all
local ie = _G

if minetest.request_insecure_environment then
   local ie = minetest.request_insecure_environment()
end


that will make the mod runable again ... but how courios: with clouds on Moon ! ^^

To disable this change follow lines 617 - 632
Code: Select all
minetest.register_on_joinplayer(function(player)
   local override = player:get_physics_override()
   override['gravity'] = gravity
   player:set_physics_override(override)
    -- texture order: up,down,east,west,south,north
   if sky == "black" then
      player:set_sky({r=0,g=0,b=0},'plain')
   elseif sky == "fancy" then
      player:set_sky({r=0,g=0,b=0},'skybox',
         {'sky_pos_y.png','sky_neg_y.png','sky_neg_z.png','sky_pos_z.png','sky_neg_x.png','sky_pos_x.png'})
   end
   local name = player:get_player_name()
   local p = minetest.get_player_privs(name)
   p['fly'] = true
   minetest.set_player_privs(name, p)
end)


to

Code: Select all
minetest.register_on_joinplayer(function(player)
   minetest.setting_set("enable_clouds",0)
   local override = player:get_physics_override()
   override['gravity'] = gravity
   player:set_physics_override(override)
    -- texture order: up,down,east,west,south,north
   if sky == "black" then
      player:set_sky({r=0,g=0,b=0},'plain')
   elseif sky == "fancy" then
      player:set_sky({r=0,g=0,b=0},'skybox',
         {'sky_pos_y.png','sky_neg_y.png','sky_neg_z.png','sky_pos_z.png','sky_neg_x.png','sky_pos_x.png'})
   end
   local name = player:get_player_name()
   local p = minetest.get_player_privs(name)
   p['fly'] = true
   minetest.set_player_privs(name, p)
end)

minetest.register_on_shutdown(function(player)
   minetest.setting_set("enable_clouds",1)
end)


Now the moon mod is working again. Hope this workaround will help some others ...