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

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paramat
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by paramat » Wed Dec 25, 2013 07:35

Version 0.2.13. Solstice greetings ...
3 heights of grass are in deciduous forest and wet grassland.
In the deciduous forest 6 flowers and clay in shallow water.
Last edited by paramat on Wed Dec 25, 2013 07:37, edited 1 time in total.
 

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by paramat » Thu Dec 26, 2013 06:22

Version 0.2.14
Added some WIP non-flowing lava in the fissures that rises to the surface in rough terrain.
Added a layer of non-falling gravel as a strata layer in stone, it drops default:gravel.
Added more interesting shaped cacti on the savanna edge of deserts.
Bugfixes.
Last edited by paramat on Tue Jan 06, 2015 03:37, edited 2 times in total.
 

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by hampa16 » Fri Dec 27, 2013 02:40

paramat wrote:http://i.imgur.com/UdHnRMt.png


^ HD image. Small slice of a 1km diameter East-West tube realm.

Browse code https://github.com/paramat/flexrealm
Download https://github.com/paramat/flexrealm/archive/master.zip and rename mod folder to 'flexrealm'

flexrealm 0.2.14 by paramat
For latest stable Minetest and back to 0.4.8
Depends default
Licenses: code WTFPL, textures CC BY-SA

Uses LVM ... chunk generation time is roughly 4 seconds.
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 flex = false -- 3D noise flexy realm
local flat = true -- Normal flat realm
local vertical = false -- Vertical flat realm facing south
local invert = false -- Inverted flat realm
local dyson = false -- Dyson sphere
local planet = false -- Planet sphere
local tube = false -- East-West tube world

By default a flat realm with range = 3 water is created, for other realms the option of non-flowing water is recommended.
The lighting option is useful for realm testing or avoiding extreme shadows caused by some of the realm shapes.

Code: Select all
local light = false -- Layer of light emitting airlike nodes following terrain
local noflow = false -- Use no-flow water to avoid massive waterfalls


flexrealm is continuous across all intersections with multiple copies of itself, as in the 'dysoncube' modpack: terrain, biomes, lakes, cliffs and rivers are all defined by 3D noise which is continuous through all space.
So you can have multiple versions of this mod that are different realm shapes, they will blend at the intersections.

Temperature / humidity 8 biome system:
http://i.imgur.com/ZOt7zx0.gif


http://i.imgur.com/bouoyXS.png


^ Top centre of a planet sphere realm.


http://i.imgur.com/xWYG0Ui.png


^ HD image. Lower centre of dyson sphere realm.


http://i.imgur.com/7f8kBLk.png


^ Flexy realm early in development.


http://i.imgur.com/juxkHq4.png


^ Flat realm option.


http://i.imgur.com/MDsITGU.png


^ Transition point for trees halfway up the wall of a dyson sphere realm.


http://i.imgur.com/HqOPwe5.png


http://i.imgur.com/AspNHYS.png
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by paramat » Fri Jan 03, 2014 21:19

Deleted post.
Last edited by paramat on Fri Apr 25, 2014 16:48, edited 2 times in total.
 

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by paramat » Fri Jan 03, 2014 23:48

Version 0.2.15 =) enjoy!
-- Removed airlike lighting nodes
-- Removed gravel strata
-- All 5 heights of grass in forest and wet grassland
-- Rewrote flora functions with content ids defined within functions
-- Papyrus now flexrealm:papyrus to avoid papyrus growth (as with cacti)
-- Papyrus now multiple heights
 

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by SegFault22 » Sat Jan 04, 2014 02:21

That image for the Flexy Realm in the main post, looks amazing. Without the water, that is what hill/mountainsides should look like by default. This would make Minetest more awesome, and less like Minecraft.
Just imagine, how awesome it would be; trees growing up from the mountainside, with lots of plants and flowers and stuff. Water could be included as Rivers running down the side, with semi-flat places for Lakes, and more steep places for Springs and underground lakes.
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by paramat » Fri Feb 28, 2014 12:58

Version 0.2.16

I removed swampwater, now papyrus floats above 'normal' water.
My experiment of having 2 terrain generating noises with their 'spreads' in the golden ratio (harmonic terrain, a chord instead of a single note) was interesting and effective, but the extra 3D noise is processing heavy, i have removed this 2nd noise for faster generation.
I have created the 3D version of the 16x16 cloud-pixels used in my other mapgens, each cloud is confined to a 16x16x16 mapblock, so depending on the angle of the cloud layer, the cloud-voxels are square, triangular, hexagonal etc. Each cloud voxel contains stripes that vary their thickness depending on humidity at that point.
Last edited by paramat on Tue Jan 06, 2015 03:37, edited 1 time in total.
 

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by Inocudom » Fri Feb 28, 2014 17:42

One thing that is missing from this mapgen is support for other mods that generate ores, plants, trees, and strata. If you add support for those mods, VanessaE might find this mapgen to be very interesting. What sayeth you?
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by paramat » Mon Mar 03, 2014 07:30

Deleted screenshot.
Last edited by paramat on Tue Jan 06, 2015 03:38, edited 1 time in total.
 

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by Krock » Mon Mar 03, 2014 15:25


Like in a hamster wheel. O.O
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by hoodedice » Mon Mar 03, 2014 18:01

Krock wrote:

Like in a hamster wheel. O.O


*ahem*

Image


HAAAAAAAALOOOOOOOOOO

[spoiler=Another screenie]Image[/spoiler]
Last edited by hoodedice on Mon Mar 03, 2014 18:02, edited 1 time in total.
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by paramat » Tue Mar 04, 2014 00:14

Yes or if you're my age you may think of Larry Niven's Ringworld :) although my screenshots are just a small cross section of a long tubular realm. Your post has inspired me to work on some configurable end-caps or walls for the tube realm option, a really short tube realm is a ringworld, and end caps can be made to cutoff to form walls, creating an open top ringworld. This means i won't have to convert my slabrealm mod (which is a ringworld) to LVM.

Simulation of a tubular space colony:
http://www.youtube.com/watch?v=UiO8CgGiWPM
Last edited by paramat on Wed Mar 05, 2014 20:32, edited 1 time in total.
 

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by philipbenr » Tue Mar 04, 2014 00:33

Hmm... Paramat, where do you get all this inspiration? I don't think I could think up any of these...

Edit: I looked up MC crazy world gen, and I must say, your work does look pretty darn good.
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by paramat » Tue Mar 04, 2014 09:39

Version 0.2.17
Auto selecting of range 2 flowing, or no flow water, dependant on realm angle: no flow when steeper than 45 degrees.
Endcaps / walls added to enable sealed tubular space colonies or walls to enable ringworlds.
Last edited by paramat on Mon Feb 16, 2015 00:09, edited 1 time in total.
 

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by hoodedice » Tue Mar 04, 2014 10:20

paramat wrote:Yes or if you're my age you may think of Larry Niven's Ringworld :)


You are over 50 years old?

[spoiler]Larry Niven's landmark book on ringworlds was released in 1970.[/spoiler]
Last edited by hoodedice on Tue Mar 04, 2014 10:21, edited 1 time in total.
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

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by LionsDen » Tue Mar 04, 2014 16:10

I was born before 1970 and I read the Ringworld books in the late 70's/early 80's.
 

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by lordpyridine » Wed Mar 19, 2014 22:47

This mod either does nothing or crashed Minetest. It is the only mod I have active.
 

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Re: [Mod] Universal geometry realm [0.2.18] [flexrealm]

by paramat » Fri Apr 25, 2014 16:51

^ Clearly it does nothing.

Version 0.2.18
Bugfix: dry shrub function had a missing line.
Removed ringworld option for tube realm to concentrate on O'Neill space colony with endcaps instead.
By default the 'planet sphere' option will create a small planetoid just above the clouds at world centre.
Last edited by paramat on Sun Oct 12, 2014 18:54, edited 1 time in total.
 

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Re: [Mod] Universal geometry realm [0.2.18] [flexrealm]

by HeroOfTheWinds » Fri Apr 25, 2014 21:02

This is just insane....... +1 is hardly enough. The amount of problem solving necessary to make this must have been huge. Outstanding!
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Re: [Mod] Universal geometry realm [0.2.18] [flexrealm]

by paramat » Sun May 11, 2014 18:55

Screenshot removed.
Last edited by paramat on Mon Feb 16, 2015 00:10, edited 2 times in total.
 

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Re: [Mod] Universal geometry realm [0.2.18] [flexrealm]

by webdesigner97 » Sun May 11, 2014 19:49

paramat wrote:Image


Returned to this world to generate the clouds.


Image


Image


Swimming inside.

Somehow, it looks like Super Mario Galaxy ^^
 

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Re: [Mod] Universal geometry realm [0.3.0] [flexrealm]

by paramat » Sun Oct 12, 2014 18:59

0.3.0
Added cubic world option (unlimited size).
This mod now selects singlenode core mapgen and auto-edits minetest.conf to disable clouds.
In singleplayer the clouds are, for some reason, not enabled again afterwards you will need to do this manually.
Last edited by paramat on Tue Jan 06, 2015 03:39, edited 1 time in total.
 

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Re: [Mod] Universal geometry realm [0.3.0] [flexrealm]

by Amaz » Mon Oct 13, 2014 08:45

I really love the cube! Super awesome.
However, I sometimes get this error: (Pretty random, but fatal.)

Code: Select all
09:42:02: ERROR[main]: ServerError: /home/amaz/.minetest/mods/flexrealm/functions.lua:640: table index is nil
09:42:02: ERROR[main]: stack traceback:
09:42:02: ERROR[main]:    /home/amaz/.minetest/mods/flexrealm/functions.lua:640: in function 'flexrealm_jungrass'
09:42:02: ERROR[main]:    /home/amaz/.minetest/mods/flexrealm/init.lua:593: in function </home/amaz/.minetest/mods/flexrealm/init.lua:223>
09:42:02: ERROR[main]:    /usr/local/share/minetest/builtin/game/register.lua:348: in function </usr/local/share/minetest/builtin/game/register.lua:336>


This is using the latest 0.4.10-dev.
 

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