[Mod] Moon realm [0.11.0] [moonrealm]
I'm slightly confused, I'm trying to learn and understand the code here, mauvebic, did your code create air inside the structures only?
I ask because I'm inspired to possibly try my hand at recreating the planet 'Diamond' where the sunlight is toxic, and people must be protected by thick sheets of glass. is it possible to have the toxic atmosphere flow downward, and have air generator blocks that would allow the building of structures in a toxic environment?
I ask because I'm inspired to possibly try my hand at recreating the planet 'Diamond' where the sunlight is toxic, and people must be protected by thick sheets of glass. is it possible to have the toxic atmosphere flow downward, and have air generator blocks that would allow the building of structures in a toxic environment?
Im just building though. Considering ive been waiting two years for a genuine space map, it's hardly surprising this mod piqued my interest As for development, that requires more patience for rudeness and politics than what i got lolInocudom wrote: Good to see you back with us again, Mauvebic.
I'lll keep posting shots of my base as it progresses (unless paramat asks me to move them) :-)
Last edited by mauvebic on Sat Jun 29, 2013 14:49, edited 1 time in total.
Naw it doesn't matter where the leaves are (indoor or outdoors), they just create air by replacing neighbouring voids. The other abm' moves the air nodes towards (neighbouring) void. So a dome is only there to keep the air in. Without a dome, the air nodes would scatter in every direction.BadWolf wrote:I'm slightly confused, I'm trying to learn and understand the code here, mauvebic, did your code create air inside the structures only?
- paramat
- Developer
- Posts: 3700
- Joined: Sun Oct 28, 2012 00:05
- GitHub: paramat
- IRC: paramat
- Location: UK
Version 0.3.0 was released with some experimental parameters:
Now i'm not sure i like the terrain, so, if you want the classic moonrealm terrain from versions 0.1.0 and 0.2.0 (screens below) you should edit these to:
These are the 'crazyness' parameters for the higher and lower terrain, and define the cliffs ... set to 1 results in standard 3D perlin noise landscape, 2 and above for cliffs, overhangs, 'floaty bits', tunnels, spikes. Remember this can be set to fractional values and below 1 ... it should be fine tuned to your taste.
Code: Select all
local HEXP = 1.5
local LEXP = 3
Code: Select all
local HEXP = 2
local LEXP = 2
Last edited by paramat on Mon Jul 01, 2013 11:29, edited 1 time in total.
- paramat
- Developer
- Posts: 3700
- Joined: Sun Oct 28, 2012 00:05
- GitHub: paramat
- IRC: paramat
- Location: UK
I was inspired by mauvebic's use of air generation to experiment ... managed to clear a small room in about 2 minutes. Its funny i hadn't thought of trees duh ...
First time i tried i managed to get an air leak through a diagonal corner situation ... its scary once my air gets out it spreads quick ... the game quickly headed for abm meltdown.
So yeah this'll be in 0.4.0.
Also, the dust colours were not carefully chosen i assumed most of you would change the textures to your taste?
Anyways code.
First time i tried i managed to get an air leak through a diagonal corner situation ... its scary once my air gets out it spreads quick ... the game quickly headed for abm meltdown.
So yeah this'll be in 0.4.0.
Also, the dust colours were not carefully chosen i assumed most of you would change the textures to your taste?
Anyways code.
Code: Select all
minetest.register_node("moonrealm:airgen", {
description = "Air Generator",
tiles = {"moonrealm_airgen.png"},
groups = {dig_immediate=1},
sounds = default.node_sound_stone_defaults(),
on_construct = function(pos)
local env = minetest.env
local x = pos.x
local y = pos.y
local z = pos.z
for i = -1,1 do
for j = -1,1 do
for k = -1,1 do
if not (i == 0 and j == 0 and k == 0) then
local nodename = env:get_node({x=x+i,y=y+j,z=z+k}).name
if nodename == "moonrealm:atmos" then
env:add_node({x=x+i,y=y+j,z=z+k},{name="moonrealm:air"})
end
end
end
end
end
end
})
-- On dignode. Atmosphere flows into a dug hole.
if ATMOS then
minetest.register_on_dignode(function(pos, oldnode, digger)
local env = minetest.env
local x = pos.x
local y = pos.y
local z = pos.z
for i = -1,1 do
for j = -1,1 do
for k = -1,1 do
if not (i == 0 and j == 0 and k == 0) then
local nodename = env:get_node({x=x+i,y=y+j,z=z+k}).name
if nodename == "moonrealm:atmos" then
env:add_node({x=x,y=y,z=z},{name="moonrealm:atmos"})
return
end
end
end
end
end
end)
end
-- Abm.
if ATMOS then
minetest.register_abm({
nodenames = {"moonrealm:air"},
neighbors = {"moonrealm:atmos"},
interval = AIRINT,
chance = 9,
action = function(pos, node, active_object_count, active_object_count_wider)
local env = minetest.env
local x = pos.x
local y = pos.y
local z = pos.z
for i = -1,1 do
for j = -1,1 do
for k = -1,1 do
if not (i == 0 and j == 0 and k == 0) then
local nodename = env:get_node({x=x+i,y=y+j,z=z+k}).name
if nodename == "moonrealm:atmos" then
env:add_node({x=x+i,y=y+j,z=z+k},{name="moonrealm:air"})
print ("[moonrealm] Air spreads ("..i.." "..j.." "..k..")")
end
end
end
end
end
end
})
end
Last edited by paramat on Mon Jul 01, 2013 11:29, edited 1 time in total.
- paramat
- Developer
- Posts: 3700
- Joined: Sun Oct 28, 2012 00:05
- GitHub: paramat
- IRC: paramat
- Location: UK
Indev stuff for 0.4.0:
Added iron ore and considering ore / ores for oxygen / nitrogen extraction needed for the air generator.
Water ice spawns in dust at high altitudes, can be crafted to a bucket of water, this then could be crafted to a hydroponic liquid which makes only one of the dusts suitable for growing.
Added iron ore and considering ore / ores for oxygen / nitrogen extraction needed for the air generator.
Water ice spawns in dust at high altitudes, can be crafted to a bucket of water, this then could be crafted to a hydroponic liquid which makes only one of the dusts suitable for growing.
- paramat
- Developer
- Posts: 3700
- Joined: Sun Oct 28, 2012 00:05
- GitHub: paramat
- IRC: paramat
- Location: UK
Okay the air generator recipe includes water ice which is the source of the artificial atmosphere.
There is an airlock in that gap, walkable = false so you pass through but it stops the base air escaping.
The hydroponic liquid is created from leaves and water ice.
One of the rare moondusts, the yellow white moondust2 becomes suitable for growing when wet with hydroponic liquid.
The sapling never grew, perhaps it needed dirt or the moonrealm:atmos nodes were blocking it's growth ...
So sod it i'll make my own compact space conifers.
There is an airlock in that gap, walkable = false so you pass through but it stops the base air escaping.
The hydroponic liquid is created from leaves and water ice.
One of the rare moondusts, the yellow white moondust2 becomes suitable for growing when wet with hydroponic liquid.
The sapling never grew, perhaps it needed dirt or the moonrealm:atmos nodes were blocking it's growth ...
So sod it i'll make my own compact space conifers.
Last edited by paramat on Mon Jul 01, 2013 15:56, edited 1 time in total.
Not sure if this is the problem, but;paramat wrote: The sapling never grew, perhaps it needed dirt or the moonrealm:atmos nodes were blocking it's growth ...
So sod it i'll make my own compact space conifers.
Saplings need soil in the groups of the node they are growing on:
http://forum.minetest.net/viewtopic.php ... 528#p93528
- paramat
- Developer
- Posts: 3700
- Joined: Sun Oct 28, 2012 00:05
- GitHub: paramat
- IRC: paramat
- Location: UK
Version 0.4.1, new screenshots and link in first post.
Moondusts are no longer falling nodes.
Mese blocks and iron ore.
Water ice at high altitudes in moondust and glows gently in the moonlight (light source = 1).
Water ice can be crafted to default:water_source.
Moonstone brick and moonstone slab.
Lux crystals are defined as a fuel with a longer burntime than coal.
Moonstone can be crafted into default:furnace.
Moonglass cooked from the light grey moondust1.
Life support air nodes that spread by abm, replacing tinted atmosphere and default "air" but do not pass through thick walls (beware diagonal leaks, a single leak can spread out of control and cause abm meltdown).
Life support air generators add nodes around itself when placed.
Airlock nodes with illumination.
Hydroponic liquid crafted from old leaves and water ice, slightly more viscous than water.
Only the white moondust5 is suitable as hydroponic bedding, hydroponic liquid 'source' or 'flowing' will saturate neighbouring moondust5 nodes turning them into moonsoil, in this you can plant a space pine sapling, this will only grow when planted in moonsoil beneath either "air" or "moonrealm:air".
Removing hydroponic liquid will cause moonsoil to dry out and revert to moondust5.
Space pines are specially bred compact evergreens for oxygen regeneration and general cool vibage.
Moondusts are no longer falling nodes.
Mese blocks and iron ore.
Water ice at high altitudes in moondust and glows gently in the moonlight (light source = 1).
Water ice can be crafted to default:water_source.
Moonstone brick and moonstone slab.
Lux crystals are defined as a fuel with a longer burntime than coal.
Moonstone can be crafted into default:furnace.
Moonglass cooked from the light grey moondust1.
Life support air nodes that spread by abm, replacing tinted atmosphere and default "air" but do not pass through thick walls (beware diagonal leaks, a single leak can spread out of control and cause abm meltdown).
Life support air generators add nodes around itself when placed.
Airlock nodes with illumination.
Hydroponic liquid crafted from old leaves and water ice, slightly more viscous than water.
Only the white moondust5 is suitable as hydroponic bedding, hydroponic liquid 'source' or 'flowing' will saturate neighbouring moondust5 nodes turning them into moonsoil, in this you can plant a space pine sapling, this will only grow when planted in moonsoil beneath either "air" or "moonrealm:air".
Removing hydroponic liquid will cause moonsoil to dry out and revert to moondust5.
Space pines are specially bred compact evergreens for oxygen regeneration and general cool vibage.
Last edited by paramat on Wed Jul 03, 2013 04:16, edited 1 time in total.
- prof-turbo
- Member
- Posts: 516
- Joined: Mon May 07, 2012 17:02
- Location: MinetestForFun or Teeworlds master server list
Could you make it work with real moon mod?
http://forum.minetest.net/viewtopic.php?id=6296
http://forum.minetest.net/viewtopic.php?id=6296
Last edited by prof-turbo on Wed Jul 03, 2013 10:11, edited 1 time in total.
You should take a look at http://www.xorhub.com
- prof-turbo
- Member
- Posts: 516
- Joined: Mon May 07, 2012 17:02
- Location: MinetestForFun or Teeworlds master server list
OH MYGODOHMYGODOHMYGOOOOOOOOD!mauvebic wrote:more Titan I
completed terminals
3 liquids 4 ways (under central tower)
sprinkler system i wrote for the base
DO A MAP!
You should take a look at http://www.xorhub.com
real? it's as real as this oneprof-turbo wrote:Could you make it work with real moon mod?
http://forum.minetest.net/viewtopic.php?id=6296
Too complicated, i'd have to start over with all-oss mods, and it wouldn't be half as pretty (or functional)prof-turbo wrote: DO A MAP!
Last edited by mauvebic on Wed Jul 03, 2013 16:29, edited 1 time in total.
- paramat
- Developer
- Posts: 3700
- Joined: Sun Oct 28, 2012 00:05
- GitHub: paramat
- IRC: paramat
- Location: UK
I could but i'm not interested, someone else can do that It would be easier if Dopium or someone else forked this mod, changed the textures to differing shades of grey, and inserted the portal code.prof-turbo wrote:Could you make it work with real moon mod?
Last edited by paramat on Thu Jul 04, 2013 09:56, edited 1 time in total.
- paramat
- Developer
- Posts: 3700
- Joined: Sun Oct 28, 2012 00:05
- GitHub: paramat
- IRC: paramat
- Location: UK
Completely forgot to say ... from version 0.3.0 i have been using 2 3Dperlin noises added for terrain generation, their scales are in the golden ratio 1.618, this is the most irrational number so the scales stay out of phase over large distances, in terms of music this would be 2 tones forming a very dissonant interval, the idea is to break up any obvious scale to the terrain and try to create very large scale interference patterns between the 2 perlin noises.
Doing this actually 'rounds off' the rougher more mad terrain features so i have had to increase the persistence a little to compensate.
Next ... lakes. For example Titan has lakes of hydrocarbons, i get to make another new liquid in another funky colour B)
Doing this actually 'rounds off' the rougher more mad terrain features so i have had to increase the persistence a little to compensate.
Next ... lakes. For example Titan has lakes of hydrocarbons, i get to make another new liquid in another funky colour B)
Last edited by paramat on Thu Jul 04, 2013 10:13, edited 1 time in total.
- Dan Duncombe
- Member
- Posts: 904
- Joined: Thu May 09, 2013 21:11
- Location: In the unknown depths of Earth
Perhaps I could add stuff to my nanotech (carbon fibre) mod to do with this... If you have any ideas for a carbon composite extraterrestrial-base part it would be awesome!
Some Mods: Castles Prefab Camouflage
My Games: Nostalgia Realtest Revamped
Servers: See above games.
My Games: Nostalgia Realtest Revamped
Servers: See above games.
Mauvebic: I am currently doing something like that, but it is not very developped yet. You can still try it at https://github.com/Novatux/realms
Who is online
Users browsing this forum: No registered users and 76 guests