[Mod] Tectonic Map Generator 0.3.2 [mg_tectonic]
- csirolli
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Re: [Mod] Tectonic Map Generator [mg_tectonic]
For the volcanoes, take a look at these mods: [magma_conduits] & [volcano]. I imagine you can do much better than these, but they are some neat ideas.
I was playing around with it and found this: I don't know about cacti in snow.
I was playing around with it and found this: I don't know about cacti in snow.
Re: [Mod] Tectonic Map Generator [mg_tectonic]
Hmmm... something strange is going on there. That shouldn't exist. At all. Are you running other plant mods, weird settings, anything??csirolli wrote:I don't know about cacti in snow.
mg_tectonic has it's own plant generation... my cactus looks nothing like that.
I haven't properly tested this in 0.4.17... maybe default is kicking in... which will make a mess of it... arghh!
Have you seen scattered ores (like in default), or other default trees?
I'm going to have to test this.
Re: [Mod] Tectonic Map Generator [mg_tectonic]
Okay... I have investigated.
It seems the fix sometimes works... and sometimes produces strange effects (possibly: turning 2d noise into 3d? Adding default veg. Allowing strata combos that should never happen... But not everywhere!)
I have no idea what is going on with that so...
I have undone this "fix".
I'm not sure what the longterm solution to the issue is, but there is an easier way to get it to work in 0.4.17 (it works fine as far as I can tell):
settings>server/singleplayer>game>advanced>deprecated LUA api handling = legacy.
(This appears to be the default so most people don't need to worry. I will need to do further testing to make sure it really is working in 0.4.17... but it looks okay)
It seems the fix sometimes works... and sometimes produces strange effects (possibly: turning 2d noise into 3d? Adding default veg. Allowing strata combos that should never happen... But not everywhere!)
I have no idea what is going on with that so...
I have undone this "fix".
I'm not sure what the longterm solution to the issue is, but there is an easier way to get it to work in 0.4.17 (it works fine as far as I can tell):
settings>server/singleplayer>game>advanced>deprecated LUA api handling = legacy.
(This appears to be the default so most people don't need to worry. I will need to do further testing to make sure it really is working in 0.4.17... but it looks okay)
- csirolli
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Re: [Mod] Tectonic Map Generator [mg_tectonic]
I wonder if there is a way to detect the version. If it is 0.4.17 then use the fix; if not, then use the original line. I have seen the default trees throughout, not sure about the ores. So far the only thing I have found is mese and coal (mese being in that one starting island and coal being found underneath the surface in the stone layer above the water). As far as I am aware, I don't have any plant mods except the MineTest game mods enabled.
Re: [Mod] Tectonic Map Generator [mg_tectonic]
Sadly this was happening to me in 0.4.17!csirolli wrote:I wonder if there is a way to detect the version. If it is 0.4.17 then use the fix; if not, then use the original line.
The fix mangles it for both versions of Minetest.
The issue is bizarre though. On the same map, some places are perfect, others are slightly warped, and some... got put through a blender.
Regarding trees and ores etc, you probably need to know the map like I do to be able to tell when things are going horrendously wrong!
Fortunately mg_tectonic can be made to run in 0.4.17 (via the settings, which are correct by default). Still need to test it fully... but it does look okay.
- csirolli
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Re: [Mod] Tectonic Map Generator [mg_tectonic]
FYI, rubenwardy said that there will be a 0.4.17.1 that addresses this issue and fixes it. So shouldn't have to worry about supporting 0.4.17, just 0.4.17.1. I think it will only have that one fix, I don't know of any other bugs that are fixed in that supposed version. Hopefully this is really going to happen.
Re: [Mod] Tectonic Map Generator [mg_tectonic]
This screenshot was taken in Minetest 0.4.17. I've given it a better test. Everything appears to be working fine, as long as the settings mentioned previously haven't been fiddled with.
To be honest this whole bug has got me confused. But it works! And as long as I don't have to overhaul everything at some point I'm happy. :-)
To be honest this whole bug has got me confused. But it works! And as long as I don't have to overhaul everything at some point I'm happy. :-)
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Re: [Mod] Tectonic Map Generator [mg_tectonic]
The question of how you would turn mg_tectonic into one giant mountain has come up on another thread. I think it should be possible... (but we wont know until we try!).
I'm not planning to do this myself, I provide the information for anyone who wants to try.
I'm not planning to do this myself, I provide the information for anyone who wants to try.
Spoiler
The underlying terrain is created by a combination of noise and a sine wave. This sine wave currently gives the rolling mountain ranges.
You could swap this sine wave out for any mathematical function. e.g. for megamountain you'd probably use the equation for a cone.
You'll find the sine wave in the init. file under Base Layer Waves.
Next you'll need to make many small adjustments to adapt it to the new shape.
1) The densities. Soft rocks etc are layered on top of the base layer you adjusted. You'll need to change their thresholds etc to suit. You'll see these sections under Soft Rock etc
2) Climate. This function is near the top of the init file. This controls where soils, plants end up. You could change this to anything, but you'll probably want to get rid of the East-vs-West thing, and adjust the altitude cooling to an appropriate height.
3) Others: caves, rivers, ocean basins, and player start (and possible some other minor things?) may also need adjusting. This can be done suit personal tastes.
You could swap this sine wave out for any mathematical function. e.g. for megamountain you'd probably use the equation for a cone.
You'll find the sine wave in the init. file under Base Layer Waves.
Next you'll need to make many small adjustments to adapt it to the new shape.
1) The densities. Soft rocks etc are layered on top of the base layer you adjusted. You'll need to change their thresholds etc to suit. You'll see these sections under Soft Rock etc
2) Climate. This function is near the top of the init file. This controls where soils, plants end up. You could change this to anything, but you'll probably want to get rid of the East-vs-West thing, and adjust the altitude cooling to an appropriate height.
3) Others: caves, rivers, ocean basins, and player start (and possible some other minor things?) may also need adjusting. This can be done suit personal tastes.
- Hume2
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Re: [Mod] Tectonic Map Generator [mg_tectonic]
Nice mapgen. I like your idea of generating ores in huge clusters. It's quite realistic. Have you considered changing the Minetest's source to run faster? Can there be any options those reduce the quality and increase the speed?
I found that lighting is glitchy in some areas. Look at my screenshot. Also are these caves intended behaviour? They don't look bad though.
I found that lighting is glitchy in some areas. Look at my screenshot. Also are these caves intended behaviour? They don't look bad though.
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If you lack the reality, go on a trip or find a job.
Re: [Mod] Tectonic Map Generator [mg_tectonic]
Thank youHume2 wrote:Nice mapgen...
I'm not sure what you mean???Hume2 wrote:Have you considered changing the Minetest's source to run faster? Can there be any options those reduce the quality and increase the speed?
As far as any technical questions go remember:
1) this is my first mapgen!
2) I taught myself how to code by making Minetest mods. This is already at the limits of my abilities!
(On that note: If people want this map to reach it's full potential it should probably be taken over by someone with better coding skills than I!)
If you mean occassional dark spots on the ground, or sunlight inside caves, then... yeah... those are known minor bugs that I don't know how to fix.Hume2 wrote: I found that lighting is glitchy in some areas.
I've never found any that extreme! But... I guess that's normal. You shouldn't be getting this everywhere though... I see you are by the river, that would cut into the landscape and expose things like that.Hume2 wrote: Look at my screenshot. Also are these caves intended behaviour? They don't look bad though.
- Hume2
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Re: [Mod] Tectonic Map Generator [mg_tectonic]
You are doing well. I quickly analysed your code and I found that there's not much to change in order to increase speed. Only if I wanted faster generation, I could reduce octaves in perlin noises. Each mod can have its options those can be configured in Minetest. This might be one option. I thought that modifying the Minetest source might increase the speed. It could be an option among v5, v6, v7, flat…. Now I don't know how much would this be possible. I'm not telling you to do anything of what I've just said, I'm just saying what are the possibilities.Dokimi wrote: I'm not sure what you mean???
As far as any technical questions go remember:
1) this is my first mapgen!
2) I taught myself how to code by making Minetest mods. This is already at the limits of my abilities!
If you lack the reality, go on a trip or find a job.
Re: [Mod] Tectonic Map Generator [mg_tectonic]
Why does this game always spawn on a snowy island? Every single time, even why making a new world.
I test mines.
Re: [Mod] Tectonic Map Generator [mg_tectonic]
Great! Now we just need farmap.
- texmex
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Re: [Mod] Tectonic Map Generator [mg_tectonic]
Have you considered porting this to C++ for greater performance?
- texmex
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Re: [Mod] Tectonic Map Generator [mg_tectonic]
Btw, your mapgen is beautiful and much appreciated.
I have a question though. Are nodes associated with hot biomes supposed to mix with "cold" nodes? Take this screenshot for example. It's taken in the far SW corner of the map. You can see that snow nodes mix with rainforest littered dirt.
I have a question though. Are nodes associated with hot biomes supposed to mix with "cold" nodes? Take this screenshot for example. It's taken in the far SW corner of the map. You can see that snow nodes mix with rainforest littered dirt.
Spoiler
Re: [Mod] Tectonic Map Generator [mg_tectonic]
...from memory... I more or less ignored what they are "supposed" to be in default, and went by appearance. I was trying to keep it within the limits of the default set of nodes, but still have the variety this map needs (perhaps that's a limit that should be relaxed? It probably needs double the number of types of dirt etc).texmex wrote:Are nodes associated with hot biomes supposed to mix with "cold" nodes?
Way beyond my abilities!texmex wrote:Have you considered porting this to C++ for greater performance?
On that note...
I am looking for someone (or a team) to take over the development of mg_tectonic. There is a large pull request open on github (adding random lakes and things). Clearly people are interested in seeing this get taken further, and willing to do the work. But this has reached the limits of my abilities. Someone else needs to step up and take the challenge on!
Re: [Mod] Tectonic Map Generator [mg_tectonic]
I've noticed that in 0.4.16 and 0.4.17 that the plant API isn't being accessed properly, and is being seen as a nil value. Does anyone have a solution for this?
Re: [Mod] Tectonic Map Generator [mg_tectonic]
Oho, this looks right up my alley. I've mostly been focusing my mapgen efforts on the below-ground half of the world (I'm a few days away from releasing a massive rewrite of [dfcaverns] and some related mods) but a surface world like this to go along with it would be pretty awesome.
A little while back I found an old mod called "realtest" and pulled out all the mineral types from it for eventual reuse, creating the real_minerals repository. Since realtest used GLP 3.0 and I prefer the MIT license I plan to make "real minerals" into a very basic "here's a big pile of node types" library and do any real mapgen work with it in a different mod to prevent license cross-contamination, but I figured it might be useful to mg_tectonic as well. Since the eventual plans I have for real_minerals haven't really been started yet the mod is still a bit junky but if you're interested I can whip it into a more useful shape.
One idea I had in mind for real_minerals ores that would be simple to implement in mg_tectonic and perhaps improve on the need for genuinely mine-like mining operations was that I'd make ores drop an ore lump only a fraction of the time. If copper ore only drops a copper lump 1 out of 10 times, you can multiply the volume of a copper ore body by ten and not change game balance much. It'd perhaps make the player less likely to just mine everything out the moment they found it, leaving them with a billion copper bars and a depleted mine they'll never go back to, and instead mine out only as much as they need for whatever project they want and make a note to return to that location if they need more copper in the future.
A little while back I found an old mod called "realtest" and pulled out all the mineral types from it for eventual reuse, creating the real_minerals repository. Since realtest used GLP 3.0 and I prefer the MIT license I plan to make "real minerals" into a very basic "here's a big pile of node types" library and do any real mapgen work with it in a different mod to prevent license cross-contamination, but I figured it might be useful to mg_tectonic as well. Since the eventual plans I have for real_minerals haven't really been started yet the mod is still a bit junky but if you're interested I can whip it into a more useful shape.
One idea I had in mind for real_minerals ores that would be simple to implement in mg_tectonic and perhaps improve on the need for genuinely mine-like mining operations was that I'd make ores drop an ore lump only a fraction of the time. If copper ore only drops a copper lump 1 out of 10 times, you can multiply the volume of a copper ore body by ten and not change game balance much. It'd perhaps make the player less likely to just mine everything out the moment they found it, leaving them with a billion copper bars and a depleted mine they'll never go back to, and instead mine out only as much as they need for whatever project they want and make a note to return to that location if they need more copper in the future.
- markthesmeagol
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Re: [Mod] Tectonic Map Generator [mg_tectonic]
I have tried this, and I would like to ask why there are small fountains of water next to the river (visible here
Also, might it be possible to rewrite this in c++ (like valleys was) in order to be faster? At the moment, it is [it]realy[/it] slow (ok, I do have a bunch of other mods on at the same time, but still).
Excellent river by the way:
and here ). Also, might it be possible to rewrite this in c++ (like valleys was) in order to be faster? At the moment, it is [it]realy[/it] slow (ok, I do have a bunch of other mods on at the same time, but still).
Excellent river by the way:
I am not very good at lua. I am learning though.
- voxelproof
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Re: [Mod] Tectonic Map Generator [mg_tectonic]
River maybe is excellent, but the screenshot is annoyingly awful - imho you should try taking the same shot in daylight cause now it is not only frustratingly obscure, but doesn't show referenced feature as well.markthesmeagol wrote: Excellent river by the way:
To miss the joy is to miss all. Robert Louis Stevenson
Re: [Mod] Tectonic Map Generator [mg_tectonic]
A 0.2 development version is available (link in main post)
I finally got around to looking at the work thorn0906 done, and ending up doing some fiddling of my own.
0.2:
- Random lakes and rivers (major contributions by thorn0906)
- Random start position (major contributions by thorn0906)
- Improved compatibility with mods by making climate more accesible (by thorn0906)
- Third biome factor (disturbance regime) for greater regional variety
- Adjusted landscape shape (larger mountains etc)
- various minor changes and additions (e.g. coral, sea ice)
This will be the biggest update mg_tectonic has had. It is a much better map, but...needs testing.
(note: bigger mountains. Disturbance factor divides areas into forests, grasslands, ....)
Future development:
- It now has enough regional variety to be interesting (more so once Minetest 0.5 content is included). It can stay within the limits of default.
- Main issues now:
1) balance
2) bug fixing, and compatibility
3) performance (C++)
I am only really able to do 1) and some of 2). Once again it will take someone else to have a go at this to keep it moving forward.
0.2 should be playable. Just needs testing. I'll release it properly... one day!
Enjoy ;-)
I finally got around to looking at the work thorn0906 done, and ending up doing some fiddling of my own.
0.2:
- Random lakes and rivers (major contributions by thorn0906)
- Random start position (major contributions by thorn0906)
- Improved compatibility with mods by making climate more accesible (by thorn0906)
- Third biome factor (disturbance regime) for greater regional variety
- Adjusted landscape shape (larger mountains etc)
- various minor changes and additions (e.g. coral, sea ice)
This will be the biggest update mg_tectonic has had. It is a much better map, but...needs testing.
(note: bigger mountains. Disturbance factor divides areas into forests, grasslands, ....)
Future development:
- It now has enough regional variety to be interesting (more so once Minetest 0.5 content is included). It can stay within the limits of default.
- Main issues now:
1) balance
2) bug fixing, and compatibility
3) performance (C++)
I am only really able to do 1) and some of 2). Once again it will take someone else to have a go at this to keep it moving forward.
0.2 should be playable. Just needs testing. I'll release it properly... one day!
Enjoy ;-)
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- voxelproof
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Re: [Mod] Tectonic Map Generator [mg_tectonic]
The screenshot is fantastic, looks so promising. I hope you'll continue your work and maybe your mapgen will be merged with the engine someday.
To miss the joy is to miss all. Robert Louis Stevenson
Re: [Mod] Tectonic Map Generator [mg_tectonic]
Very interesting mod! Any possibilities of generating very deep ocean? Like Mariana Trench.
Blend 3d models https://www.dropbox.com/sh/eocmx6axullc ... aI9sa?dl=0
Corals mod(WIP) viewtopic.php?f=9&t=13425
Corals mod(WIP) viewtopic.php?f=9&t=13425
Re: [Mod] Tectonic Map Generator [mg_tectonic]
Interesting idea. I was actually just fiddling with the ocean basins. The map has deep oceans around the edge. I have now made their max depth deeper than the Mariana Trench!Kevin Tee wrote:...Any possibilities of generating very deep ocean? Like Mariana Trench.
- texmex
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Re: [Mod] Tectonic Map Generator [mg_tectonic]
I’ve been contemplating building a game around this mapgen many times, it could be a lot of fun. What stops me is that I also want biome heat to influence the player and with the mix of hot and cold nodes and schematics that seems hard to do. Am I correct in assuming this?
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