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[Mod] Universal geometry realm [0.4.4] [flexrealm]

Posted: Sun Dec 01, 2013 10:00
by paramat
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Browse code https://github.com/paramat/flexrealm
Download https://github.com/paramat/flexrealm/archive/master.zip and rename mod folder to 'flexrealm'

For Minetest 0.4.12 and later
Depends default
Licenses: code WTFPL, textures CC BY-SA

This mod selects auto singlenode mapgen.
Edit the parameters at the top of the init.lua to choose your realm shape, and to set realm size and location.

Code: Select all

local flat = false -- Normal flat realm
local vertical = false -- Vertical flat realm facing south
local invert = false -- Inverted flat realm
local planet = false -- Planet sphere
local dysonsphere = false -- Dyson sphere
local tube = false -- East-West tube world / O'Neill space colony
local cube = false -- Planet cube
local dysoncube = true -- Dyson cube

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^ Cross section of dyson sphere.


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Posted: Sun Dec 01, 2013 11:42
by hoodedice
The world I live in is a lie.

Posted: Mon Dec 02, 2013 06:48
by RealBadAngel
that what you do is simply amazing

Posted: Mon Dec 02, 2013 18:38
by Inocudom
This mod appears to make the world of Minetest concave. One thing I did notice was that caves above the world were fully lit and did not have shadows.

Posted: Tue Dec 03, 2013 09:43
by paramat
Version 0.1.3 is at github, new screenshot in first post.
Auto-orientating apple trees and pine trees added. Each tree detects which of the 6 directions has the largest fall in 'density' and grows in that direction.

Thanks Inocudom that was a mistake left in from testing, i had disabled the line:

Code: Select all

vm:set_lighting({day=0, night=0})
So un-comment that line or better update to version 0.1.3.

Posted: Thu Dec 05, 2013 16:19
by paramat
Version 0.1.4 at github.
New screenshot in first post.
I added cliffs / faults that show off the sandstone strata.
Perlin noise for terrain is now a mix of 2 similar noises that have their 'spread' or 'scale' distances in the 'golden ratio' 1.618, the intent being to break up any obvious scale to the terrain and the slightly gridlike look of perlin noise from above and in map images.

Posted: Thu Dec 05, 2013 17:04
by Tedypig
This is cool, but before I download I have a question. Does the world have gravity? Can you walk on the surface the whole way around, or have to hop up the concave?

Posted: Thu Dec 05, 2013 21:52
by paramat
This question comes up a lot ... Minetest camera orientation and gravity are fixed (as far as i know it would be a major rewrite of the engine, perhaps someone will go on to make a new more universal space-capable game engine with 6 gravity directions).

Posted: Thu Dec 05, 2013 23:47
by Enke
(0_0)

Wow. That is all. Wow...

*Edit* Oh joy, 100 posts. I need to be doing something better with my time. ....Nah.

Posted: Fri Dec 06, 2013 05:41
by hoodedice
Enke wrote:(0_0)

Wow. That is all. Wow...

*Edit* Oh joy, 100 posts. I need to be doing something better with my time. ....Nah.
*100 posts*

n00b.

Posted: Fri Dec 06, 2013 15:09
by PilzAdam
hoodedice wrote:
Enke wrote:(0_0)

Wow. That is all. Wow...

*Edit* Oh joy, 100 posts. I need to be doing something better with my time. ....Nah.
*100 posts*

n00b.
*400 posts*

n00b.

Posted: Sun Dec 08, 2013 08:21
by paramat
New version 0.2.0 is at github.
I found and eliminated unnecessary processing, now mostly 2 to 4 seconds per chunk.
I added the temperature / humidity 8 biome system of paragen(v7), but plants and some trees are still missing.
The version at github was pushed in the optional 'flat realm' mode (surface at y = 168), for the original flexy realm enable line 266 and disable line 267.
A 10km radiius dyson sphere is also possible by enabling lines 268, 269 and disabling line 266 (teleport to 0, 5000, 0).

Since a day ago there has been a 3 noise terrain shape, with a blend of rough and smooth areas.

EDIT version 0.2.1 with bugfixes and savanna trees.

Posted: Sun Dec 08, 2013 17:59
by jojoa1997
Good Job paramat! Keep working on the mapgen/luavoxel/what ever it is you are using and make even more amazing mods.

Posted: Mon Dec 09, 2013 09:05
by rubenwardy
This is pretty awesome.

Posted: Tue Dec 10, 2013 06:52
by paramat
Version 0.2.2 is at github.
Jungletrees added.

Posted: Tue Dec 10, 2013 18:53
by philipbenr
Perfect. What I was waiting for. :) +1 on your work so far paramat.

Posted: Wed Dec 11, 2013 06:28
by paramat
Version 0.2.3 now at github.
Now 5 realm types, added vertical and inverted, select by editing the true/false parameters.

Posted: Wed Dec 11, 2013 09:25
by paramat
Version 0.2.4.
Non-flowing water (range = 0,) so no more invisible nodes holding back the water and also preventing building or papyrus near water. Also you can now enable cavegen without the threat of vast buggy waterfalls everywhere.
Tree direction is now auto-set per realm type ... although i have just realised a mistake in that for dyson sphere ... fix commit coming soon *:/

*** EDIT
Until then fix is edit line 402 to this:

Code: Select all

if tree then
    if flat or sphere then
    treedir = 3
Of course this is only correct for the lowest quarter of the dyson sphere.

Posted: Wed Dec 11, 2013 11:21
by paramat
Version 0.2.5.

Posted: Thu Dec 12, 2013 02:33
by paramat
Version 0.2.6.
Oops my mistake, 'liquid_range = 0' water sources were spreading due to 'liquid_renewable = true'.
So now back to non-flowing water, no airlike nodes, no need to disable cavegen.

Posted: Sat Dec 14, 2013 12:33
by paramat
Version 0.2.8.
Grasses added to deciduous forest, savanna and grasslands.
Optional hollow cylinder and planet-sphere realms.
Optimised lua code.
Rivers added, water becomes glacier flow in cold biomes.

Posted: Sun Dec 15, 2013 05:12
by philipbenr
Holy crud. A lot of release. Oh well, I suppose I'll have to get the latest.

Posted: Wed Dec 18, 2013 00:26
by paramat
Version 0.2.9
Rivers completed, new noise parameters for smoother terrain and rivers, 2 realms now renamed 'dyson' and 'tube'. Optional default water for the flat realm. Fixed fissure sand.

Version 0.2.10
Bugfixes. Auto-orientating trees for add realms. Mod's own dirt to avoid dirt changing to green grass in dry grass biomes.

Version 0.2.11
Sandline variation, dunes with dry grasses, swampwater with papyrus ... :P

Posted: Fri Dec 20, 2013 07:23
by philipbenr
paramat wrote:Version 0.2.9
Rivers completed, new noise parameters for smoother terrain and rivers, 2 realms now renamed 'dyson' and 'tube'. Optional default water for the flat realm. Fixed fissure sand.

Version 0.2.10
Bugfixes. Auto-orientating trees for add realms. Mod's own dirt to avoid dirt changing to green grass in dry grass biomes.

Version 0.2.11
Sandline variation, dunes with dry grasses, swampwater with papyrus ... :P
0_o Crud. Not again. Oh well. I'll wait for about 1 or 2 more updates. ;)

Posted: Sun Dec 22, 2013 21:55
by paramat
^ lol

Version 0.2.12
Tune swamps, range 3 water, dry rivers in deserts.