[Mod] Experimental mapgen [mg]

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sfan5
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by sfan5 » Sun Sep 22, 2013 15:14

New Screenshot added to first post.
+ Spoiler
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by Inocudom » Sun Sep 22, 2013 15:31

This is a very well done mapgen that I hope will serve as inspiration for mapgen v7. Brilliance such as this must not be ignored.

You might want to spread caves out more, as they do seem a little crowded down there.

When the player reaches -1000, lava caves could appear here and there and could be lined with obsidian.

When dirt is placed near dry grass, the dirt could turn into dry grass itself (same thing applies if the dirt is placed near desert sand.)
Last edited by Inocudom on Sun Sep 22, 2013 15:33, edited 1 time in total.
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by sfan5 » Sun Sep 22, 2013 16:53

Churches added!
More buildings are coming.
Image

Edit:
Forges and Libraries added
Image
Last edited by sfan5 on Sun Sep 22, 2013 17:55, edited 1 time in total.
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by philipbenr » Sun Sep 22, 2013 21:00

I took Pilzadams build and it worked..

sfan5 wrote:
aron1263 wrote:
PilzAdam wrote:Your Minetest version is outdated.
Im also having that error but i have the new version of minetest.

You need a newer version of Minetest.
Try my or Fess builds
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by Inocudom » Sun Sep 22, 2013 21:45

Will underground labyrinths (dungeons) be added to this mapgen, with the bigger ones being below -3000?

Have you seen the mod below?
https://forum.minetest.net/viewtopic.php?pid=102707#p102707
It has a few interesting ideas.
Last edited by Inocudom on Sun Sep 22, 2013 21:49, edited 1 time in total.
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by paramat » Mon Sep 23, 2013 07:15

Amazing work.

Looks like 22nd September really was lua mapgen day, as well as Equinox.
I'm pushing my biome system into paragen mod and will be developing that as my complex experimental mapgen.
 

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by Nore » Tue Sep 24, 2013 18:07

Since I saw some people had problems with the gotos in the code, I removed them... So anyone who does not have LuaJIT can now use the mod without problems.
 

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by paramat » Tue Sep 24, 2013 19:02

Nore, paragen mod biome system update, in case you're interested: Tundra biome now has permafrost nodes (permanently frozen dirt) and no dry grass, just a few dry shrubs or a thin layer of snow. Beaches now have dry shrubs higher up the beach to create dunes.
 

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by Neon » Tue Sep 24, 2013 20:28

Village buildings in snowy areas should have snow on their roofs. The first image here shows the offending situation.
Last edited by Neon on Tue Sep 24, 2013 20:29, edited 1 time in total.
 

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by Inocudom » Mon Sep 30, 2013 16:34

What else do you intend to add to this mapgen? Underground ruins would be a nice touch.

Will you consider aiding VanessaE with getting better minetestmapper support for this mod? Will you help her with giving this mod full support by her HDX Texture Packs?
Last edited by Inocudom on Mon Sep 30, 2013 16:46, edited 1 time in total.
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by Jordach » Wed Oct 02, 2013 17:25

While I was playing with someone on IRC (yes, I do play now and again!) and we found this monster village:
Image
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by Chinchow » Wed Oct 02, 2013 19:33

What monstrosity vaporized the townspeople
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by Sokomine » Thu Oct 03, 2013 03:45

Jordach wrote:While I was playing with someone on IRC (yes, I do play now and again!) and we found this monster village:

Looks pretty good. Hope those new npc from the npc framework will soon be able to inhabitate our worlds.
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by jojoa1997 » Thu Oct 03, 2013 09:49

Sokomine wrote:
Jordach wrote:While I was playing with someone on IRC (yes, I do play now and again!) and we found this monster village:

Looks pretty good. Hope those new npc from the npc framework will soon be able to inhabitate our worlds.
Maybe if you put a special type of block in villages people could use it to spawn other NPCs. Was my idea for peaceful_npc
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by philipbenr » Sat Oct 05, 2013 20:46

overpopulation? I think that there would only be a certain amount of NPC's with a limited lifetime... But I might be wrong...
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by feromonas » Sat Oct 05, 2013 21:37

how do I install this mod and what will be the name of the folder for grabs
 

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by Dan Duncombe » Sun Oct 06, 2013 19:15

Pretty Huge Village:
Image
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by paramat » Sun Oct 06, 2013 20:44

These towns are beautifully integrated into the terrain and forests.
 

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by philipbenr » Sun Oct 06, 2013 23:40

I got some pretty epic stuff with this. Am generating (almost) all my singleplayer worlds with this.

[spoiler=Show Awesome Images]
town with mountain in the distance:
Image
Dried streambed running from desert lake. Has another outlet to ocean, but was too large :P
Image
A town across the channel from the mountains:
Image
An EPIC trench that takes me 6 seconds to reach surface using fly and fast.
Image
A high view of the mountains. I love the whole thing, especially the deep valleys and steep edges.
Image
[/spoiler]
Last edited by philipbenr on Sun Oct 06, 2013 23:41, edited 1 time in total.
“Would it save you a lot of time if I just gave up and went mad now?”

“I'd far rather be happy than right any day.”

“What, are you, crazy?" "It's a possibility I haven't ruled out yet"
 

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by philipbenr » Wed Oct 09, 2013 23:02

Cave system:

[spoiler=Images]
Image
Image
[/spoiler]
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by feromonas » Wed Oct 09, 2013 23:36

can someone help me what is the need for this mod minetest picks
 

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by Ikishida » Sun Oct 27, 2013 11:03

Thanks man! now,I can have more biomes to place my orc village! (also I can invade the other villages) and now,it has better and less caves,better than the stupid default caves.Also,the caves look natural and I think i saw a cool little bug which made a desert strata!by the way,I love the Savanna! it has the exact needs of an orc village! keep up the good work!
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by Neon » Sun Oct 27, 2013 20:04

Running 0.4.7
Downloaded the latest version
Mod is installed at [path]/minetest/games/minetest/mods/mg/[stuff]
Ran minetest from console

Recieved this error:
Code: Select all
12:56:50: ERROR[main]: ========== ERROR FROM LUA ===========
12:56:50: ERROR[main]: Failed to load and run script from
12:56:50: ERROR[main]: /usr/local/share/minetest/games/minetest/mods/mg/init.lua:
12:56:50: ERROR[main]: ...local/share/minetest/games/minetest/mods/mg/init.lua:6: attempt to call field 'register_on_mapgen_init' (a nil value)
12:56:50: ERROR[main]: stack traceback:
12:56:50: ERROR[main]:     ...local/share/minetest/games/minetest/mods/mg/init.lua:6: in main chunk
12:56:50: ERROR[main]: =======END OF ERROR FROM LUA ========
12:56:50: ERROR[main]: Server: Failed to load and run /usr/local/share/minetest/games/minetest/mods/mg/init.lua
12:56:50: ERROR[main]: ModError: Failed to load and run /usr/local/share/minetest/games/minetest/mods/mg/init.lua


Does this require 0.4.7dev?
Last edited by Neon on Sun Oct 27, 2013 20:04, edited 1 time in total.
 

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by Nore » Sun Oct 27, 2013 20:41

Neon wrote: Does this require 0.4.7dev?


Yes, it is needed to make this mod run.
 

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by mathiaswolfgang » Fri Nov 29, 2013 09:06

Hello,

I tried to use Minetest 0.4.8 and this mod work without big problems.
The only problem, my start was not so good.
I copy the singleplayer save from my game and it works.
And after a short time I found a very nice city.
Minecraft cities are so bad. I hate them. Not playable without many work on it.
This cities from the Mod are great and playable without problems.
You make a very good job, super. +1
 

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