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[mod] Start-a-Node [startanode]

Posted: Mon May 01, 2017 19:24
by bell07
This mod provides the KiSS version for a singlenode mapgen. No extended features, no goals, no survival elements, just build your own world in creative from scratch. Of course the mod can be combined with other mods to get some survival elements. It is like the already known "origin" Mod (viewtopic.php?f=11&t=11156) but with the difference each player get own origin node at first join.
Highly recommended permissions: fly, home, give, creative

Image
Highly not recommended: destroy the node you stand on

Features
At first login of a new player:
- get a random position for the players singlenode in area +-500/+-30/+-500
- spawn the node ("mapgen_stone" alias)
- spawn the player above the node
At respawn: if sethome mod is found
- set players home above the node
- teleport the player to the home position each respawn
- except teleporting if the beds mod is stores the respawn position

Dependencies
sethome - optional but recommended. Is used to store the respawn position.
beds - soft-dependency. Skip teleporting to sethome position at respawn if the player have a beds spawn position

Anti-Dependendy: nyancats and tac_nayn destroys the epic void of the singlenode world. Mods like geomoria are not the best idea too for the singlenode world oO.

Developer Info: A small interface allow working together with other mods

Code: Select all

startanode = {
	min_pos = {x = -500, y = -30, z = -500 },
	max_pos = {x =  500, y =  30, z =  500 },
	node_name = "mapgen_stone", -- "default:stone"
	after_place_func = nil, -- function(player, pos) called after the node is placed
	singlenode_mode = true, -- no effect from other mods. Change is too late
	enable_bed_respawn = minetest.setting_getbool("enable_bed_respawn") -- disable respawn handling if bed respawn is set
}
unternull modpack does have optional support for startanode using this interface. The give_initial_stuff chest is managed per player trough startanode in this case.


License: LGPL-3
Source/Download: https://github.com/bell07/minetest-startanode

Re: [mod] Singlenode [singlenode]

Posted: Tue May 02, 2017 11:02
by azekill_DIABLO
bell07 wrote: Highly not recommended: destroy the node you stand on
I'm confused. Singlenode is still possible to have in minetest by hacking a bit and the origin mod adds a special node like your mod... but why not!

Re: [mod] Singlenode [singlenode]

Posted: Tue May 02, 2017 12:30
by bell07
In fact I did not found the origin mod. Previous I seen them but as I decided to try it out I was not able to find it :-/.
Anyway I found it now and compared the implementation. My mod does have an other multiplayer behaviour. Each player get an own singlenode in defined range at the first login. That is the main difference.

Re: [mod] Singlenode [singlenode]

Posted: Tue May 02, 2017 13:17
by Desour
bell07 wrote:Dependencies:
default - if "default:stone" is used - can be changed in code
Use "mapgen_stone":
https://github.com/minetest/minetest_ga ... gen.lua#L5

Re: [mod] Singlenode [singlenode]

Posted: Tue May 02, 2017 13:28
by bell07
Thanks for the hit! Done, now the "default" dependency is gone.

Re: [mod] Singlenode [singlenode]

Posted: Tue May 02, 2017 15:18
by azekill_DIABLO
bell07 wrote:Thanks for the hit! Done, now the "default" dependency is gone.
nice!

EDIT: here is the origin mod viewtopic.php?f=11&t=11156&hilit=origin

Re: [mod] Singlenode [singlenode]

Posted: Wed May 03, 2017 23:05
by paramat
'Singlenode' in 'singlenode mapgen' means "the world is composed of a single node", by default air. It does not mean air with a single floating non-air node like a 'skyblock' world. Your mod is therefore 'Doublenode' :)

Re: [mod] Singlenode [singlenode]

Posted: Thu May 04, 2017 17:34
by azekill_DIABLO
or it means there is one single node and everything else is void!

Re: [mod] Singlenode [singlenode]

Posted: Fri May 05, 2017 08:30
by bell07
I will rename the mod soon to cover the difference to the "origin" mod. homenode? playernode?
Because of each player get an own "origin" node with my mod instead of a central one in origin. Name proposals welcome.

By the way: my current task list for this mod is
- find the right mod name
- remove undernull support since it is not complatible to the last changes
- implement optional "??node" support to undernull mod to be able to get an origin (now chest) for each player using this mod
- Additional check if the position can be used to avoid spawning of origin stone in building of other user
- Any other missed important features? The "protect"-mods support will be nice but I cannot add them because of I do not use any protections mods.

Re: [mod] Singlenode [singlenode]

Posted: Fri May 05, 2017 11:15
by azekill_DIABLO
Mononode

Re: [mod] Singlenode [singlenode]

Posted: Fri May 05, 2017 14:39
by bell07
hm, "Mono" is like "single" that assumes just one node exists (that is valid only for singleplayer). I search for a name that reflects each new player gets his own start position and his own "origin" node. So the players are not enforced to collaborate at beginning together.
A site note, the first consideration was to set the random starting range to -65535 / 65535; -65535 / 65535; -65535 / 65535, but my childs like to visit each other so I set the range to -500 / 500; -30 / 30; -500 / 500 by default. But maybe it could be an interesting game if the full range is enabled on a big server. So multiple players can play "origin" in the same world but independently each other because of big distance to other players.

Back to the name proposals:
players_origin? multi_origin? random_origin?
birthnode? cradlenode? firststep?

Re: [mod] Singlenode [singlenode]

Posted: Fri May 05, 2017 16:29
by azekill_DIABLO
start_a_node

Re: [mod] Singlenode [singlenode]

Posted: Fri May 05, 2017 21:02
by bell07
"startanode" :-)

Re: [mod] Start-a-Node [startanode]

Posted: Sat May 06, 2017 10:23
by azekill_DIABLO
cool to see you chosed my name :)

Re: [mod] Start-a-Node [startanode]

Posted: Sat May 06, 2017 16:35
by Andrey01
This mod is done for free creative mode?Although will be need much build!

Re: [mod] Start-a-Node [startanode]

Posted: Sat May 06, 2017 17:09
by azekill_DIABLO
that not stupid.

Re: [mod] Start-a-Node [startanode]

Posted: Wed May 31, 2017 19:00
by bell07
I like to follow the Unix philosophy: Each tool should do one task right instead of multiple tasks incomplete. This mod manages the the "singlenode" setting once if a world is created, then the players spawn positions and initial node. Ok: 3 tasks, not a perfect unix world also :-/

Basically it is an other game experience if you know exploring the world does not sense, if you have not to search for suitable building places, just stay at place of bird and build from scratch.

The game can be combined with other mods to get survival experience. Basically the special mods are needed which provide items/nodes usually provided by mapgen. I think about to start an own modpack for such mods. At the time I use the unternull modpack (with and without water enabled) and some additional mods like my compost fork or frozenenergy mod.

The last two days I did some adjustments on players respawn and the startanode is ready to be moved to the release section.

Re: [mod] Start-a-Node [startanode]

Posted: Thu Jun 01, 2017 15:49
by azekill_DIABLO
ok cool.

Re: [mod] Start-a-Node [startanode]

Posted: Thu Jan 10, 2019 10:25
by taikedz
Funny. I was pondering just last night about doing a creative starter-node server for fun - let players literally create the world collaboratively... :-p
(and then I remembered how skyblocks tends to be played....)