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

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

by paramat » Mon Oct 13, 2014 14:03

Thanks Amaz. Add this as a new line 640 in functions.lua:
Code: Select all
local via = area:index(x - 1, y, z)
 

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Re: [Mod] Universal geometry realm [0.3.1] [flexrealm]

by paramat » Thu Oct 16, 2014 04:27

0.3.1
The bug above is fixed.
-- remove lava
-- thin rivers with altitude
-- remove flexy realm option and flex noise
-- add cube centre parameters
-- add dyson cube
-- constant width fissures

I realised i could turn the cube inside out and add a dyson cube realm, so no more need for my 'dysoncube' modpack.
It is important to set the realm limits fairly close around your structure, otherwise a dyson sphere or dyson cube or tube realm will fill all space with their underground, or other realms may be processing but only placing atmosphere. Choose the atmosphere limit just above the highest possible mountain (roughly 2 * TERRS).
Last edited by paramat on Wed Mar 04, 2015 08:45, edited 2 times in total.
 

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Re: [Mod] Universal geometry realm [0.3.1] [flexrealm]

by iangp » Mon Oct 20, 2014 21:18

O.O
God's not dead, He's surely alive!
エル プサイ コングルー

My mods (WIP):
 

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Re: [Mod] Universal geometry realm [0.3.1] [flexrealm]

by fyregryph » Tue Nov 11, 2014 19:16

Wow, that is amazing! I can't believe something like that didn't require rewriting the engine! I always thought the lua api was somewhat limited, but there are always people like you who do amazing things which seem impossible.
 

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Re: [Mod] Universal geometry realm [0.3.1] [flexrealm]

by paramat » Tue Nov 11, 2014 20:38

Just to be clear the direction of gravity does not change in this mod, that would require a major engne rewrite.
However i consider these realms just as interesting to explore when the player has the wrong gravity direction for the terrain.
 

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Re: [Mod] Universal geometry realm [0.3.1] [flexrealm]

by twoelk » Tue Nov 11, 2014 20:43

I just wondered wether a mod could warp the coordinate system of minetest for the view displayed.

@paramat, your pictures are mind blowing as ever. (should have said that when I first viewed these of course)
 

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

by MirceaKitsune » Sat Jun 13, 2015 13:04

Very good and interesting idea! Absolutely love this, well done.
 

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

by SaKeL » Fri Feb 12, 2016 06:56

The world is flat... burn this sorcerer :D

Great work...looks awesome!
 

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

by Fixer » Tue May 17, 2016 14:47

Yes, this is damn nice, created a planet with 10000 radius, looks so funny and interesting, too bad we can't define gravity to center of planet to visit it on all sides.
 

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Re:

by Sires » Wed Nov 01, 2017 14:43

PilzAdam wrote:
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.


*3.56 posts*

n00b.
I don't have anything important to say.
 

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

by v-rob » Wed Dec 06, 2017 01:57

I love this mod (especially the tube!), but the cube planet always seems to bug out on me. I get a world filled with lava except for a large cube of air that I have to search to find.

Could you make tube worlds that are just a tube of steel in space (The outside is steel but the inside is the ground like normal)? I don't like the fact that it's stone all around.

I wish there was a way to get rid of the shadows :(
 

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

by paramat » Sun Dec 10, 2017 10:42

I like how this still gets comments.
Sorry it is so neglected, there are things needing improvement. As with many of my mods it is somewhat of a 'Proof Of Concept' or experiment.
i'll check the cube planet.
An O'Neill type space-colony was the inspiration for the tube world, ideally yes it should have a space-colony exterior.
 

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

by RSLRedstonier » Tue Jan 16, 2018 17:21

does this alter the physical block location or is this just awesome visuals?
I don't remember who but somebody made a modified engine that visually makes the world round
"A programmer is just a tool which converts caffeine into code"

try out my skytest mod always being updated!
https://forum.minetest.net/viewtopic.php?f=9&t=17568
 

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

by paramat » Wed Jan 17, 2018 09:52

The 'Spheretest' experiment was done only by shaders as an illusion https://www.youtube.com/watch?v=ztAg643gJBA
My mod actually creates these different structures by placing nodes in programmed ways.

By the way, the cube planet is broken indeed, lava only, hopefully i'll get around to fixing it soon.
 

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

by RSLRedstonier » Wed Jan 17, 2018 14:52

paramat wrote:The 'Spheretest' experiment was done only by shaders as an illusion https://www.youtube.com/watch?v=ztAg643gJBA
My mod actually creates these different structures by placing nodes in programmed ways.

By the way, the cube planet is broken indeed, lava only, hopefully i'll get around to fixing it soon.


does this change the players gravity orientation?
"A programmer is just a tool which converts caffeine into code"

try out my skytest mod always being updated!
https://forum.minetest.net/viewtopic.php?f=9&t=17568
 

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

by paramat » Sat Jan 20, 2018 12:19

No, the MT engine is coded to have only one direction of gravity and one player orientation.
 

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

by seller » Sat Nov 16, 2019 11:34

I got an error.
Code: Select all
AsyncErr: Lua: finishGenOOM error from mod 'flexrealm' in callback environment_OnGenerated(): not enough memory
Current Lua memory usage: 850 MB
mods:flexrealm.
I use minetest 5.1.0.
 

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

by paramat » Mon Nov 18, 2019 23:53

'OOM' means 'Out Of Memory' and can happen if you are using LuaJIT instead of standard Lua.
LuaJIT has a limitation on Lua memory usage, and complex Lua mapgens like this one use a lot of Lua memory, especially for 3D noise, which this mod uses heavily.
You can probably solve this by using normal Lua, although it will be slower.

It is always surprising to see people using my old mods, sorry this mod is no longer maintained.
 

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