[Mod] Planetoids [planetoids]

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qwertymine3
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[Mod] Planetoids [planetoids]

by qwertymine3 » Fri Nov 20, 2015 22:38

Planetoids map generator for minetest

Image
Image
+ Screenshots

Use
Create new single node world and add the planetoids mod before loading

Config
More planet types can be added in settings.lua
Planet size and density can also be controlled here
There are also geometry settings (see spoiler)

Downloads
Download - rename to planetoids
https://github.com/Qwertymine/Planetoids/archive/master.zip
Github Page
https://github.com/Qwertymine/Planetoids

Depends
Default
Flowers
If nodes from other mods are added, these must be added to the depends file

License
This is licensed under the MIT license
+ License
Last edited by qwertymine3 on Sun Nov 29, 2015 08:04, edited 3 times in total.
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Re: [Mod] Planetoids [planetoids]

by lightonflux » Sat Nov 21, 2015 01:51

With low gravity and jet pack this seems like a lot of fun.
 

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Re: [Mod] Planetoids [planetoids]

by qwertymine3 » Sat Nov 21, 2015 12:49

prof-turbo wrote:It doesn't need worldedit ?


Nope, this mod is completely stand-alone. :D

It only depends on the mods containing the nodes that the planetoids generate from. By default this is only the default mod.
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Re: [Mod] Planetoids [planetoids]

by rubberduck » Sat Nov 21, 2015 16:54

and very very funny too.
My game (not minetest): http://forum.freegamedev.net/viewtopic.php?f=22&t=6800

my mods: gold_and_gem, meseconductors

a penguin throws an apple through a window

sometimes i change my "forum location" via user control panel
 

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Re: [Mod] Planetoids [planetoids]

by qwertymine3 » Sat Nov 21, 2015 21:35

Update!

Added some more planet-types
Added some basic surface population for non-solid nodes - e.g. flowers
Added new dependency flowers

P.S. no-one seems to have noticed the extra geometry settings, guess I'll have to post screenshots :(
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Re: [Mod] Planetoids [planetoids]

by prof-turbo » Sun Nov 22, 2015 11:40

Is there a parameter to increase or dicrease space between planets?
I think this wold make a cool kind of skyblock server :D
 

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Re: [Mod] Planetoids [planetoids]

by Xanthin » Sun Nov 22, 2015 11:42

Oh, I have to try that as soon as possible. With the Dragon Hunters world back in my mind. :)
 

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Re: [Mod] Planetoids [planetoids]

by qwertymine3 » Sun Nov 22, 2015 12:26

prof-turbo wrote:Is there a parameter to increase or dicrease space between planets?
I think this wold make a cool kind of skyblock server :D


Increase the value of planet_size.scale in settings.lua - default is 3

+ Long Version
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Re: [Mod] Planetoids [planetoids]

by qwertymine3 » Sun Nov 22, 2015 12:42

Update!

Re-organised settings.lua into 3 files.
settings.lua for main settings
planets.lua for planet definitions
populator.lua for basic populator definitions
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Re: [Mod] Planetoids [planetoids]

by Hybrid Dog » Sun Nov 22, 2015 13:11

nice, you could add perlin noise planets (see https://github.com/HybridDog/vector_ext ... #L406-L488), the only problem is that it may take too much memory because all the values need to be stored because minetest's perlin noise is a bit buggy (values exceeding [-1;1])
you would also reduce the maximum planet's radians at the mapchunk corners to 16

maybe you can help me with a mistake l don't find
l tried to make a "net noise", but somehow the points outside the chunk corners differ in each chunk
https://github.com/HybridDog/miscellane ... _noise.lua

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Re: [Mod] Planetoids [planetoids]

by qwertymine3 » Sun Nov 22, 2015 14:35

Hybrid Dog wrote:nice, you could add perlin noise planets (see https://github.com/HybridDog/vector_ext ... #L406-L488), the only problem is that it may take too much memory because all the values need to be stored because minetest's perlin noise is a bit buggy (values exceeding [-1;1])
you would also reduce the maximum planet's radians at the mapchunk corners to 16


I'm not sure if I will do that in this mod - maybe in a separate but similar mod.
It shouldn't use much more memory than a single perlin mapgen though.

Can you explain why I would have to limit the radius to 16 though?
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Re: [Mod] Planetoids [planetoids]

by Hybrid Dog » Sun Nov 22, 2015 15:12

If you use that code, perlin noise values are calculated for a sphere, then those values get normalized. Normalization only works if every value is known. You can of course use bigger radians at chunk corners, but the code l linked to doesn't support it without editing it because that currently uses math.random.

You add it and make it configurable with a setting.

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Re: [Mod] Planetoids [planetoids]

by qwertymine3 » Sun Nov 22, 2015 15:57

Hybrid Dog wrote:maybe you can help me with a mistake l don't find
l tried to make a "net noise", but somehow the points outside the chunk corners differ in each chunk
https://github.com/HybridDog/miscellane ... _noise.lua


The only thing (other than the undefined output order from using pairs - but that shouldn't matter), that I could see that could change with the chunk is the seed, if you've accidentally used the chunk seed rather than the map seed.

You're also not guaranteed to generate any points below minp, but IDK if that would affect the test you were doing
Last edited by qwertymine3 on Sun Nov 22, 2015 19:16, edited 2 times in total.
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Re: [Mod] Planetoids [planetoids]

by qwertymine3 » Sun Nov 22, 2015 16:26

Hotfix!

Fixed occasional glitches/collisions in mapgen at sector boundries
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Re: [Mod] Planetoids [planetoids]

by kaadmy » Sun Nov 22, 2015 18:33

This might be very interesting in multiplayer with the planetoids close enough together so you can jump between them, and low gravity ;)
Never paint white stripes on roads near Zebra crossings.

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Re: [Mod] Planetoids [planetoids]

by Hybrid Dog » Sun Nov 22, 2015 19:06

qwertymine3 wrote:The only thing (other than the undefined output order from using pairs - but that shouldn't matter), that I could see that could change with the chunk is the seed, if you've accidentally used the chunk seed rather than the map seed.

thanks a lot, the lines seem to at least direct to the joints everywhere
to make it work right l guess l also need to add that number to a specific s…
https://github.com/HybridDog/small_path ... b68840b3de
Image
l thought about using the "net" as frame for buildings, which become generated there.
l would need to add a new sort of building because l used the hut ones already as swamp huts.
Attachments
screenshot_20151122_195951.png
(854.45 KiB) Not downloaded yet

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Re: [Mod] Planetoids [planetoids]

by Don » Sun Nov 22, 2015 22:21

This looks awesome. Great work!
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

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Re: [Mod] Planetoids [planetoids]

by qwertymine3 » Sun Nov 29, 2015 08:06

Update!

Added Perlin noise planetoid generation mode.
Added documentation to settings.
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Re: [Mod] Planetoids [planetoids]

by qwertymine3 » Sat Feb 18, 2017 22:21

Update!

Nothing much, just added a mod.conf and made the mapgen automatically set the mapgen to singlenode.
Not yet added the new minetest 0.4.15 content, but will do at some point.
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