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[Mod] The Lower Road [thelowerroad]

PostPosted: Thu Sep 21, 2017 17:56
by Deadlock
The lower Road
============

Adds a long road from -Z to +Z to the world, during world-generation.
The road partially follows the terrain and tunnels through higher ground otherwise.
The road materials depend on the environment.
Small amounts of loot can be found in little buildings beside the road.(per dafault the buildings only appear underground. that can be changed in the settings.),
A rare non-craftable deco-block (the roadworkers-trophy) can by found in these roadside-buildings(since v1.2), chance 1/50.
Per default the road will be generated at around x = 100.

You can change the base x-position, the curviness of the road, the rarerity of the roadside buildings, the base height of the road and if excessive forest clearing is done
in the settings: adv. settings/Mods/thelowerroad

Image

Version: 1.2.1
License: The MIT License (MIT)
Dependencies: default, stairs, farming
Optional Dependencies: lualandmg?

Compatibility with Mapgens: generally works with all mapgens which provide a heightmap via minetest.get_mapgen_object works better when a heatmap is provided as well.

Fully compatible with : v5, v7, flat, fractal, valleys, lualandmg

Compatible with slightly different behaviour with: v6

Not compatible with singlenode unless you provide at least a heightmap in the corresponding lua-mapgenerator, see https://github.com/SmallJoker/lualandmg ... a#L97-L109 for an example on how to provide heightmap and heatmap properly.

Git: https://github.com/Distributed-DeadLock/thelowerroad

Download: https://github.com/Distributed-DeadLock/thelowerroad/archive/master.zip

Note: there is an issue with settingtypes.txt in all versions prior 1.2.1 that prevented changing settings in the menu on linux. This is fixed in 1.2.1

Edit: Updated to v1.2.1

Re: [Mod]The Lower Road [thelowerroad]

PostPosted: Fri Sep 22, 2017 22:13
by Otter
Image

I love this Mod. The road is nicely made. Mostly straight but constantly curved. Lots of ups and downs. Look around in the tunnels, there will often be a passage with a chest. A sort of travelers aid care package.

Image

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Re: [Mod]The Lower Road [thelowerroad]

PostPosted: Sat Sep 23, 2017 00:02
by Deadlock
thanks, glad you like it.

Re: [Mod]The Lower Road [thelowerroad]

PostPosted: Sat Sep 23, 2017 01:18
by BBmine
This reminds me of paths v6, but with treasure chests, and nicer tunnels. Nice work!

Singlenode

PostPosted: Sat Sep 23, 2017 09:27
by Krock
They said it doesn't work on singlenode. I have another opinion.
Works perfectly with a little glue in the Lua mapgen. Well done! This looks amazing :)
Image
Image

EDIT: In the code I spotted a few lines that should generate a house next to the road: they seem to be quite rare, as I haven't seen any yet. Is there an easy way to increase the chance to generate one?

Re: Singlenode

PostPosted: Sat Sep 23, 2017 19:00
by Deadlock
Krock wrote:They said it doesn't work on singlenode. I have another opinion.
Works perfectly with a little glue in the Lua mapgen. Well done! This looks amazing :)

Thanks.
What is the "little glue"? I`m interested in making it compatible with all mapgens. Compatiblety with v6 is already planned, but i'm a bit clueless with singlenode. So your insight would be quite helpful.

Krock wrote:EDIT: In the code I spotted a few lines that should generate a house next to the road: they seem to be quite rare, as I haven't seen any yet. Is there an easy way to increase the chance to generate one?

The commonness of the roadside-"houses" depends on the hilliness of the map.
There is maximum one house per mapchunk. It is placed 3 nodes before the border of the mapchunk (with the higher z-value), if the road is underground and straight at that position.
If you travel towards higher z-values, the doorways will be in tunnels (that generally go down but are locally straight) on the right-side of the road.

You could slightly increase the chance if you change line 809 (of init.lua) from:
Code: Select all
if ( (slices_left == 3) and ((y - hmap[hm_i]) < -4) and

to:
Code: Select all
if ( (slices_left == 3) and ((y - hmap[hm_i]) < 1) and


Houses can now appear overground, but might be a bit damaged.

Re: [Mod]The Lower Road [thelowerroad]

PostPosted: Sat Sep 23, 2017 19:50
by Krock
@Deadlock
Thanks for this little insight. I spotted a few houses now next to the roads while walking around. They're only damaged rarely, so keeping this modification definitely improves the fascination of exploring.

The "glue" I used is mapgen-specific, as I had to implement the own height- and heat map in order to get this mod running. The height map should be available in mgv6, but the temperature/humidity isn't, as it uses a different system.

Re: [Mod]The Lower Road [thelowerroad]

PostPosted: Sat Sep 23, 2017 20:17
by Deadlock
thanks, Krock
nice mapgen of yours, btw.
"exporting" your own heightmap and heatmap like this, is a nice idea. i'm shure it enhances compatibilty with other mod in general.
i will link to your solution in the readme of the mod, if you don't mind.

also, i will make the "house rareness" adjustable.

Re: [Mod]The Lower Road [thelowerroad]

PostPosted: Sat Sep 23, 2017 20:19
by ManElevation
+10

Re: [Mod]The Lower Road [thelowerroad]

PostPosted: Sun Sep 24, 2017 12:18
by SB66
Thats a nice one
Image



Image







some gap......
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Re: [Mod]The Lower Road [thelowerroad]

PostPosted: Sun Sep 24, 2017 12:54
by Deadlock
those are really nice,
but the gap is unexpected.
SB66, can you share mapgen-version, seed, and coordinates for the gap? I'd like to inspect that.

Re: [Mod]The Lower Road [thelowerroad]

PostPosted: Sun Sep 24, 2017 13:53
by SB66
Deadlock wrote:those are really nice,
but the gap is unexpected.
SB66, can you share mapgen-version, seed, and coordinates for the gap? I'd like to inspect that.


I use : sfan5's : minetest-0.5.0-5a3b8e3-win64

Mapgen Version = V7
seed = 608196624092017
Coordinates = between 58,1.5,3408 and 79,1.5, 3487
Image

Btw. its the only gap in the road i found so far. :)

Maybe its a failure in the Landscape generation , the vertical cut's here looking quite strange...
Image

Image

Re: [Mod]The Lower Road [thelowerroad]

PostPosted: Sun Sep 24, 2017 13:54
by SB66
Overview of the section

Image

Re: [Mod]The Lower Road [thelowerroad]

PostPosted: Sun Sep 24, 2017 15:54
by Deadlock
thank you for the infos and the nice overview.
i will try to reproduce it.

Edit:
Found the area, but
i can't reproduce it (currently on 0.4.16).
Quite glad about that actually.

But i will test with the newer version later.

Re: [Mod]The Lower Road [thelowerroad]

PostPosted: Sun Sep 24, 2017 17:08
by SB66
Deadlock wrote:thank you for the infos and the nice overview.
i will try to reproduce it.

Edit:
Found the area, but
i can't reproduce it (currently on 0.4.16).
Quite glad about that actually.

But i will test with the newer version later.



Hi,

Tested it by myself if I could reproduce it :
I deleted the "map.sqlite" form the world directory and started the world again an now the section is ok without the gap.

Btw. in the first try I walked from z: 8900 too -20160 and found no other problems.

Re: [Mod]The Lower Road [thelowerroad]

PostPosted: Sun Sep 24, 2017 18:44
by Deadlock
SB66 wrote: now the section is ok without the gap.

Btw. in the first try I walked from z: 8900 too -20160 and found no other problems.

nice to hear

Re: [Mod]The Lower Road [thelowerroad]

PostPosted: Sun Sep 24, 2017 19:59
by Otter
As a silly option, can you add a minecart track to one side? The latest versions of MineTest allow for settings to be controlled on mods so it would be a fun option. My idea is that I get in a minecart get started and watch the scenery change as I go to the end of the world!

Re: [Mod]The Lower Road [thelowerroad]

PostPosted: Sun Sep 24, 2017 20:41
by Deadlock
Otter wrote:As a silly option, can you add a minecart track to one side? The latest versions of MineTest allow for settings to be controlled on mods so it would be a fun option. My idea is that I get in a minecart get started and watch the scenery change as I go to the end of the world!

I'm not shure if this is possible, but i'll give it a try.

Re: [Mod] The Lower Road [thelowerroad]

PostPosted: Sat Oct 07, 2017 14:41
by azekill_DIABLO
how could i miss this amazing mod? +1 that the path in the dark forest!

Re: [Mod] The Lower Road [thelowerroad]

PostPosted: Mon Oct 09, 2017 19:05
by voxelproof
I've tried it out. Works perfect and provides many very interesting screenshot opportunities. Thanks a lot!

Re: [Mod] The Lower Road [thelowerroad]

PostPosted: Sat Oct 28, 2017 13:34
by Nathan.S
I've noticed that when the path goes underground that the trees above ground directly above the path are removed.
Image

Re: [Mod] The Lower Road [thelowerroad]

PostPosted: Sun Oct 29, 2017 01:09
by Deadlock
Thanks for mentioning it.
I liked it that way. Especially because it made it easy to find the road during testing.
So it's not a bug but a feature ;-)
But i can see that it might be disturbing.
I'll rework it, and make it an option you can toggle on or off.

Re: [Mod] The Lower Road [thelowerroad]

PostPosted: Sun Oct 29, 2017 08:17
by Deadlock
V1.2 is out:
Trees are no longer removed when road is underground.
An option is added to the settings that re-enables the excessive tree-clearing.
Roadside buildings now appear overground per default.
A rare non-craftable loot-object can now be found in the roadside buildings: the roadworkers-trophy (chance 1/50).

Re: [Mod] The Lower Road [thelowerroad]

PostPosted: Sun Oct 29, 2017 12:19
by azekill_DIABLO
awesome! +1 will merge it to voxellar.

Re: [Mod] The Lower Road [thelowerroad]

PostPosted: Mon Oct 30, 2017 00:10
by Deadlock
azekill_DIABLO wrote:awesome! +1 will merge it to voxellar.

Nice!