[Mod] Rivers, paths and strata mapgen [0.8.0] [riverdev]

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paramat
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Re: [Mod] Ridges, rivers and paths mapgen [0.4.6] [riverdev]

by paramat » Post

Version 0.4.6

Finally added the spawnplayer function to spawn players at the surface instead of underground.
Players will be spawned in the world randomly scattered up to 1280n from world centre, this i find interesting because players may have to travel to find other players. This also gives them the options of hiding away from other players in a secret base, or travelling away from world centre if they wish to be alone. This also avoids one small spawn area being stripped of resources by a dense cluster of players, or being over-developed by unadventurous players all building near the spawn point.

Possible future development: i may add more biomes, but since this is a river mapgen i will only include humid and wet biomes over a range of temperatures, so i am thinking: snowy forest, forest and jungle.

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Re: [Mod] Ridges, rivers and paths mapgen [0.4.6] [riverdev]

by crazyginger72 » Post

wow thanks paramat :D

im ok with code but as far as your mapgen stuff well its a bit for me at the moment lol!

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Re: [Mod] Ridges, rivers and paths mapgen [0.4.6] [riverdev]

by paramat » Post

Screenshots removed.
Last edited by paramat on Mon Feb 16, 2015 01:58, edited 2 times in total.

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Re: [Mod] Ridges, rivers and paths mapgen [0.4.6] [riverdev]

by Krock » Post

I've the feeling, it would look much nicer with flowing water

Image
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Re: [Mod] Ridges, rivers and paths mapgen [0.4.6] [riverdev]

by paramat » Post

Renewable water completely messes up the rivers, but you can make the water flow to a limited range by editing this line in all the water node definitions:

Code: Select all

liquid_range = 0,
I find 3 looks good while still limiting processing load. Because there's so much water the default range of 8 is not recommended, seems to overload the water processing queue, because the rivers can get fairly steep the range needs to be fairly small, i find somehting around 3 optimum.
Thanks for reminding me i will probably increase the range by default.

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Re: [Mod] Ridges, rivers and paths mapgen [0.4.6] [riverdev]

by paramat » Post

I just remembered the reason why i disabled water flow: because it never seemd to flow at all, however i have also just realised why, 'update_liquids()' must be added at the end of the init.lua after 'write_to_map(data)'. I'll make this change to watershed too. Any liquid added by voxelmanip will not flow unless this line is added.

Code: Select all

vm:write_to_map(data)
vm:update_liquids()

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Re: [Mod] Ridges, rivers and paths mapgen [0.4.6] [riverdev]

by HeroOfTheWinds » Post

paramat wrote:I just remembered the reason why i disabled water flow: because it never seemd to flow at all, however i have also just realised why, 'update_liquids()' must be added at the end of the init.lua after 'write_to_map(data)'. I'll make this change to watershed too. Any liquid added by voxelmanip will not flow unless this line is added.

Code: Select all

vm:write_to_map(data)
vm:update_liquids()
This is extremely good to know. I think I'll have to go add this to SkyLands, although I will admit that I've never had problems with liquid not flowing after being placed by mg. *shrugs* Still a good thing to have. And I WILL need it when I get around to updating CaveRealms again. ;)
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Re: [Mod] Ridges, rivers and paths mapgen [0.5.4] [riverdev]

by paramat » Post

0.5.4 ... lots of development currently, time for an update.
Big biomes: forest, grassland, taiga, snowyplains, jungle.
Boulders (inspired by Cube World)
Magma tunnels surrounded by obsidian, at the surface are created mini-volcanos.
The tunnels are now expanded into fissures or caves at places.

The underground mapgen will probably be ported back into watershed. This mapgen is essentially watershed without streams, with fewer biomes, and with paths added.
Last edited by paramat on Mon Feb 16, 2015 01:58, edited 3 times in total.

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Re: [Mod] Ridges, rivers and paths mapgen [0.5.4] [riverdev]

by MrKopa » Post

As a fan of exploration, this mod is amazing.

Just one thing tho, when I generated a new world with this mod, I got spawned inside a block

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Re: [Mod] Ridges, rivers and paths mapgen [0.5.4] [riverdev]

by paramat » Post

Agh ... i forgot to update the spawnplayer function, until then newly spawned players will need to enable freemove and fly to the surface.

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Re: [Mod] Ridges, rivers and paths mapgen [0.5.5] [riverdev]

by paramat » Post

0.5.5
Fixes the many bugs of 0.5.4.

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Re: [Mod] Ridges, rivers and paths mapgen [0.7.0] [riverdev]

by paramat » Post

Image


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^ Spiky volcano.


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^ One of those boulders inspired by the Cube World game.


Image

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Re: [Mod] Ridges, rivers and paths mapgen [0.7.0] [riverdev]

by highbomber » Post

Greetings. I am spawning inside blocks again on 0.4.10.

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paramat
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Re: [Mod] Ridges, rivers and paths mapgen [0.7.0] [riverdev]

by paramat » Post

If you spawn below ground it means i have tuned the terrain but forgotten to update the spawnplayer function, enable 'freemove', switch 'noclip' if necessary and fly up. If you spawn high above ground disable damage and start a new world.
While i am tuning the terrain i sometimes don't bother updating the spawnplayer function because this is sometimes wasted work.

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Re: [Mod] Ridges, rivers and paths mapgen [0.7.2] [riverdev]

by paramat » Post

Version 0.7.2
Players should now spawn at the surface again.

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Re: [Mod] Ridges, rivers and paths mapgen [0.7.2] [riverdev]

by highbomber » Post

It works great!

Would it be possible to have an option to set a single spawning point? I like the idea of spreading out the spawns for new players, but I'd like a way to reduce the area or just have a single spawn for some servers.

This is a great map generator. Thanks a lot!

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Re: [Mod] Ridges, rivers and paths mapgen [0.7.2] [riverdev]

by paramat » Post

In the functions.lua file, in the spawnlayer function, set parameter PSCA = 0 (all spawns will be within one mapchunk) or whatever player scatter you prefer.
The problem is that since oceans can be very large, a small spawn area might be entirely in ocean, all you can do in this situation is try a few seeds until you get one that results in land spawns.

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Re: [Mod] Ridges, rivers and paths mapgen [0.7.2] [riverdev]

by highbomber » Post

I had to set PSCA = 1; otherwise I was consistently spawning underground. I still occasionally spawn underground on some seeds. After a few attempts I found a seed that worked and I liked and I don't seem to have any issues. Thanks!

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Re: [Mod] Ridges, rivers and paths mapgen [0.7.2] [riverdev]

by paramat » Post

Ah yes, sometimes a single mapchunk will be completely underground, resulting in underground spawns. If you have PSCA = 0 it should be possible to eventually find a seed that results in good spawns: a mapchunk in low terrain and not completely in ocean. The spawnplayer function is not as powerful as it could be but i'm not sure when or if i will improve it.

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Re: [Mod] Ridges, rivers and paths mapgen [0.7.3] [riverdev]

by paramat » Post

Version 0.7.3
Remove realm limits, fix lighting outside limits. Spawnplayer function: create noise objects only once, move to init.lua. New LGPL, CC BY-SA licenses. Improve code style. Add info to readme

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Re: [Mod] Ridges, rivers and paths mapgen [0.7.3] [riverdev]

by Don » Post

Keep up the great work! It is appreciated.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here

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