[Mod] Mount Meru, 2 km tower/mountain [0.3.1] [meru]

User avatar
paramat
Developer
 
Posts: 3176
Joined: Sun Oct 28, 2012 00:05
Location: UK
GitHub: paramat
IRC: paramat

[Mod] Mount Meru, 2 km tower/mountain [0.3.1] [meru]

by paramat » Mon Mar 18, 2013 23:59

Image


Download https://github.com/paramat/meru/archive/master.zip rename mod folder to 'meru'
On github https://github.com/paramat/meru

meru 0.3.1 by paramat
For Minetest 0.4.12 and later
Depends default
License WTFPL

Meru mod is a vertical 1 dimensional realm, 1D referring to large scale structure, and can act as a vertical connector between horizontal realms, such as the ground and the floatlands.
A single spike shaped mountain is created in newly generated chunks, at a random location within a chosen area; by default this area is +/-1024 for use in a new world, to add a mountain to an existing world you need to edit these area parameters to a completely ungenerated part of your world.
For testing this mod or for cheating edit parameter COORD = true, the co-ordinates of the mountain will be printed to terminal while within the generation area.
The mountain is a hollow cone made of stone and desert stone, with a smooth transition across biome boundaries. By default the height is 2km. There are a few cave entrances on the surface, these 'fissure system' caves expand under the surface helping the creation of a path upwards. If the mountain generates over water you can use the central conical void to jump down the last few hundred metres.
There are many parameters for fine tuning the structure, some parameters change smoothly with height or distance from the center. Reducing noise to zero at the center creates a perfect spike as a summit. Constant noise throughout often creates floating islands at the summit. Choosing zero noise throughout creates a smooth geometric conical shape. There is a parameter CONVEX to control whether the basic conical structure bulges outwards or is pinched inwards in the middle.


Image
Last edited by paramat on Mon Aug 24, 2015 00:06, edited 11 times in total.
 

User avatar
Traxie21
Member
 
Posts: 753
Joined: Mon Dec 31, 2012 10:48
Location: McKinney, Texas U.S.A.

by Traxie21 » Tue Mar 19, 2013 00:33

+infinity^2


ZOMG
PLEASE.

Sheet. Now I have to clean the drool off my kindle.
 

User avatar
Menche
Member
 
Posts: 994
Joined: Sat Jul 02, 2011 00:43
Location: An island in a lava lake.

by Menche » Tue Mar 19, 2013 03:09

Awesome! Found a patch of jungle on the side of one:
Image
An innocent kitten dies every time you top-post.
I am on the Voxelands Forums more often than here.
Try Voxelands (forked from Minetest 0.3) by darkrose
 

User avatar
jojoa1997
Member
 
Posts: 2890
Joined: Thu Dec 13, 2012 05:11
Location: Earth

by jojoa1997 » Tue Mar 19, 2013 03:18

Does it affect lag a lot?
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

User avatar
Menche
Member
 
Posts: 994
Joined: Sat Jul 02, 2011 00:43
Location: An island in a lava lake.

by Menche » Tue Mar 19, 2013 03:27

jojoa1997 wrote:Does it affect lag a lot?

Yes. The blocks that contain the mountain take a long time to generate.
Last edited by Menche on Tue Mar 19, 2013 03:27, edited 1 time in total.
An innocent kitten dies every time you top-post.
I am on the Voxelands Forums more often than here.
Try Voxelands (forked from Minetest 0.3) by darkrose
 

User avatar
Mihobre
Member
 
Posts: 101
Joined: Tue Oct 30, 2012 08:45
Location: In your mouth

by Mihobre » Sat Apr 13, 2013 07:01

SO COOL but im not downloading
I wanna fly!!!
I wanna have feathery wings of silver, blue, and white!!!
I wanna soar high and touch the sky!!!
I wanna fly!!!
 

J-Block
Member
 
Posts: 39
Joined: Sun Dec 23, 2012 20:04

by J-Block » Sun Apr 14, 2013 21:10

This. Is. Amazing.

The mountain is amazingly high, and it was really fun creating a hiking trail to the very top. I also like the idea of the mountain being hollow.
 

jolo10
New member
 
Posts: 1
Joined: Sat Mar 16, 2013 22:28

by jolo10 » Mon Apr 15, 2013 14:45

how do I get the lag from my minetest?
 

User avatar
paramat
Developer
 
Posts: 3176
Joined: Sun Oct 28, 2012 00:05
Location: UK
GitHub: paramat
IRC: paramat

by paramat » Tue Apr 16, 2013 23:24

Install all my mods then you'll get the lag big time ;)
 

User avatar
Zeg9
Member
 
Posts: 608
Joined: Fri Sep 21, 2012 11:02
Location: France

by Zeg9 » Wed Apr 17, 2013 06:33

I don't understand why all your mods are so laggy... Is it the perlin noise that takes time, or env:add_node ?
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

User avatar
paramat
Developer
 
Posts: 3176
Joined: Sun Oct 28, 2012 00:05
Location: UK
GitHub: paramat
IRC: paramat

by paramat » Wed Apr 17, 2013 23:28

It's because my mods generate huge structures and LUA is slow, lag is unavoidable, ... I need a faster computer.
 

User avatar
khonkhortisan
Member
 
Posts: 30
Joined: Fri Jun 29, 2012 17:30

by khonkhortisan » Fri Apr 19, 2013 03:41

Shouldn't you have a link to the original flolands mod?
 

User avatar
paramat
Developer
 
Posts: 3176
Joined: Sun Oct 28, 2012 00:05
Location: UK
GitHub: paramat
IRC: paramat
 

User avatar
Zeg9
Member
 
Posts: 608
Joined: Fri Sep 21, 2012 11:02
Location: France

by Zeg9 » Sat Apr 20, 2013 09:35

Just tried this. It seems to be not that laggy with luaJIT.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

User avatar
BrandonReese
Member
 
Posts: 839
Joined: Wed Sep 12, 2012 00:44
Location: USA
GitHub: bremaweb
IRC: BrandonReese
In-game: BrandonReese

by BrandonReese » Sat Apr 20, 2013 15:20

I just installed this last night and scaled the mountain. I concur it wasn't too laggy with luaJIT.
 

User avatar
GJH105775
Member
 
Posts: 106
Joined: Thu Sep 27, 2012 16:11
Location: Ohio, USA

by GJH105775 » Thu May 23, 2013 03:05

paramat wrote:It's because my mods generate huge structures and LUA is slow, lag is unavoidable, ... I need a faster computer.


Lua is one of the fastes Launguages.
Check out my mod xtrablocks, has some different types of marble that you can build with or mine at different depths

I am not here regularly as I just kind of pop in and out. If you want to find me I'll be on quadcopterforum.com helping with multirotor builds and spending other's money haha.

http://i10.photobucket.com/albums/a119/ ... hicons.jpg
 

User avatar
Linxx
Member
 
Posts: 401
Joined: Wed May 16, 2012 00:37

by Linxx » Thu May 23, 2013 05:11

it looks like an island from SAO i'm so excited about it o.o
 

ch98
Member
 
Posts: 463
Joined: Wed Jan 02, 2013 06:14

by ch98 » Thu May 23, 2013 14:50

maybe make placement random and create ones with lava in hollow core.
I have stopped playing minetest, and may not come back to it again. I would like to thank everyone that made the amazing time I had playing it. This account is not in use anymore, and the email has been linked to a unused account. If any administrator reading this has time, feel free to delete my account. Thank you very much for the great experience.
 

User avatar
paramat
Developer
 
Posts: 3176
Joined: Sun Oct 28, 2012 00:05
Location: UK
GitHub: paramat
IRC: paramat

by paramat » Fri May 31, 2013 01:26

I've been playing with this, hoping to make the spawn random.
I found a way to control the noisyness of the structure, to enable smoother tower like shapes. The cave system will be the new fissure system which provide occasional paths upwards. This mod needed much attention i will release a new version soon.
Last edited by paramat on Wed Jun 19, 2013 07:18, edited 1 time in total.
 

User avatar
Inocudom
Member
 
Posts: 3009
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Fri May 31, 2013 02:23

I like the fissure system, so your next release will be an interesting one.
My whole legacy is an abomination.
 

User avatar
paramat
Developer
 
Posts: 3176
Joined: Sun Oct 28, 2012 00:05
Location: UK
GitHub: paramat
IRC: paramat

by paramat » Fri May 31, 2013 05:09

So here is my current problem, how to generate one tower at a random location (within x z +-1000). A solution i saw in the 'modding questions' thread will not work because a meru tower occupies hundreds of chunks and may take more than one session to generate.

So i thought of deriving a co-ordinate from the world seed, but that seed seems to be not easily or quickly accessible from within a LUA mod.

Any better ideas? I need one random x z co-ordinate per world for the tower that can be quickly checked against the current chunk by an on-generated function.
Last edited by paramat on Fri May 31, 2013 05:12, edited 1 time in total.
 

User avatar
Jordach
Member
 
Posts: 4506
Joined: Mon Oct 03, 2011 17:58
Location: Blender Scene
GitHub: Jordach
IRC: Jordach
In-game: Jordach

by Jordach » Fri May 31, 2013 13:32

You could use your perlin maps for three random places on the map.
viewtopic.php?f=10&t=19056 Solar Plains Dev Server
 

Nore
Developer
 
Posts: 492
Joined: Wed Nov 28, 2012 11:35
GitHub: Ekdohibs

by Nore » Fri May 31, 2013 14:02

Did you try using

Code: Select all
local pr = PseudoRandom(seed)
local x = pr.next(-1000,1000)
local z = pr.next(-1000,1000)
?
Last edited by Nore on Fri May 31, 2013 14:02, edited 1 time in total.
 

User avatar
paramat
Developer
 
Posts: 3176
Joined: Sun Oct 28, 2012 00:05
Location: UK
GitHub: paramat
IRC: paramat

by paramat » Fri May 31, 2013 20:25

Thanks for the suggestions, with kaeza's help i am now able to load the worldseed from map_meta.txt and will try using that to define a co-ordinate.
 

User avatar
paramat
Developer
 
Posts: 3176
Joined: Sun Oct 28, 2012 00:05
Location: UK
GitHub: paramat
IRC: paramat

by paramat » Fri May 31, 2013 22:43

Thanks Jordach ... just realised it can be done with perlin noise :)

EDIT
It works.
Last edited by paramat on Sat Jun 01, 2013 00:12, edited 1 time in total.
 

Next

Return to Mod Releases



Who is online

Users browsing this forum: No registered users and 7 guests