[Mod] Superflat Mapgen [2.0] [superflat]

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srifqi
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[Mod] Superflat Mapgen [2.0] [superflat]

by srifqi » Post

Image

Hi!
This mod will make you be able to do these:
- Customize world generation layer by layer
- Add decorations (optional)
- If you fall, you will be returned to the surface

See the README.

Note for transitioning to v2.0: This version has world generation changes, i.e. the world's layers might appear drastically different with older versions, especially for high/deep layers.

ContentDB: https://content.minetest.net/packages/srifqi/superflat/
GitHub: https://github.com/srifqi/superflat
Download: License: MIT License (code) and CC BY-SA 3.0 (media)
Dependencies: default (optional), flowers (optional)

Screenshots (OneDrive)
Screenshots (Imgur Album) Image
Image
Image
Image
Image Image
Image
^ Jungle biome decoration
Image
^ Plains biome decoration
Image
^ Desert biome decoration
Last edited by srifqi on Sat Jun 24, 2023 03:00, edited 12 times in total.
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Krock
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Re: [Mod] Superflat MapGen [0.1] [superflat]

by Krock » Post

Lines 45 and 48 in init.lua could be faster. What's the diffrence to my flatgen mod and the mg_flags?
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>

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Re: [Mod] Superflat MapGen [0.1] [superflat]

by paramat » Post

Well obviously this is 'superflat' so is flatter than flat ;)

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Re: [Mod] Superflat MapGen [0.1] [superflat]

by srifqi » Post

Krock wrote:Lines 45 and 48 in init.lua could be faster.
How?
EDIT: Ignore it, fixed
Krock wrote:What's the diffrence to my flatgen mod and the mg_flags?
If your mod just create a flat world like mgv6 does (of course, no biome). Mine will create a flat world that every layer can be edited. See Superflat -> Customization and also read my README
Last edited by srifqi on Thu Aug 07, 2014 10:19, edited 1 time in total.
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UPDATE: [Mod] Superflat MapGen [0.2] [superflat]

by srifqi » Post

Released 0.2 !

Update:
- Tired writing "default:stone" 3980 times? Use new modifying system. Just write "default:stone=3980" see README and parameter.lua file
- Add more example

Bug fixes:
- Don't creates right node if in another chunks that is higher

PS: i released this also with my second map (Desert Superflat Survival)
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UPDATE: [Mod] Superflat MapGen [0.2.1] [superflat]

by srifqi » Post

UPDATE 0.2.1!

Changes:
Krock wrote:Lines 45 and 48 in init.lua could be faster.
Performance Improvements (75% faster)

See first post
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Re: [Mod] Superflat MapGen [0.2.1] [superflat]

by spin » Post

Hey, re:the 3d printing thread :)
srifqi wrote::D May i see your sflat.BLOCKS param?
Unfortunately I get an error trying to run the script :/ may be my fault, just enabled the mod in the mod selection menu for a fresh map. No changes.

Code: Select all

15:52:13: ERROR[main]: ========== ERROR FROM LUA ===========
15:52:13: ERROR[main]: Failed to load and run script from 
15:52:13: ERROR[main]: C:\Users\username\Desktop\minetest-0.4.10-win64\bin\..\mods\superflat021\init.lua:
15:52:13: ERROR[main]: ...\minetest-0.4.10-win64\bin\..\mods\superflat021\init.lua:10: attempt to concatenate a nil value
15:52:13: ERROR[main]: stack traceback:
15:52:13: ERROR[main]: 	...\minetest-0.4.10-win64\bin\..\mods\superflat021\init.lua:10: in main chunk
15:52:13: ERROR[main]: ======= END OF ERROR FROM LUA ========
15:52:13: ERROR[main]: Server: Failed to load and run C:\Users\username\Desktop\minetest-0.4.10-win64\bin\..\mods\superflat021\init.lua
15:52:13: ERROR[main]: ModError: ModError: Failed to load and run C:\Users\username\Desktop\minetest-0.4.10-win64\bin\..\mods\superflat021\init.lua

(mod folder name changed due to errors below, strange, cause worldedit uses same character set in naming and works)

Code: Select all

15:47:57: ERROR[main]: Error loading mod "superflat-0.2.1": modname does not follow naming conventions: Only chararacters [a-z0-9_] are allowed.

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Re: [Mod] Superflat MapGen [0.2.1] [superflat]

by Krock » Post

spin wrote:

Code: Select all

15:47:57: ERROR[main]: Error loading mod "superflat-0.2.1": modname does not follow naming conventions: Only chararacters [a-z0-9_] are allowed.
Rename it to "superflat"
http://dev.minetest.net/Installing_Mods
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Re: [Mod] Superflat MapGen [0.2.1] [superflat]

by srifqi » Post

[quote=celeron55] [Mod] <Mod Name> [<version
number>] [<modname>] [/quote]

Naming convention

So, you must rename the folder to superflat.

BTW, May i see your sflat.BLOCKS
param?

EDIT:Krock has answered before this post
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UPDATE: [Mod] Superflat MapGen [1.0.0] [superflat]

by srifqi » Post

UPDATE 1.0.0!

This is it!

Changes:
  • Add superflat's bedrock's texture
  • Fix liquids bug
  • Add more examples
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UPDATE: [Mod] Superflat MapGen [1.1] [superflat]

by srifqi » Post

UPDATE 1.1! (Decoration update)
Changes:
  • Add decoration feature
Screenshots:
Image
Image
^ Jungle biome decoration
Image
^ Plains biome decoration
Image
^ Desert biome decoration
Last edited by srifqi on Thu Jun 11, 2015 07:13, edited 1 time in total.
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Re: [Mod] Superflat MapGen [1.1] [superflat]

by Krock » Post

Now, the superflat mapgen isn't superflat anymore.
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>

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Re: [Mod] Superflat MapGen [1.1] [superflat]

by srifqi » Post

Krock wrote:Now, the superflat mapgen isn't superflat anymore.
Yeah. You're right. Maybe I should change the name to Advanced Superflat MapGen?
Haha :D Just kidding.
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UPDATE: [Mod] Superflat MapGen [1.1.1] [superflat]

by srifqi » Post

UPDATE 1.1.1!!! (Important Update)
Changes:
  • Change sflat.BLOCKS in parameter.lua. (Thanks to Calinou to remind me.)
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UPDATE: [Mod] Superflat MapGen [1.2]

by srifqi » Post

UPDATE 1.2! (Parameter Update)
Changes:
  • Save parameter in world folder.
  • Little fix at saving blockcache.
  • Add README in plain text.
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Re: [Mod] Superflat MapGen [1.2] [superflat]

by sofar » Post

All the images in the post are broken, can you post screenshots again?!

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Re: [Mod] Superflat MapGen [1.2] [superflat]

by srifqi » Post

sofar wrote:All the images in the post are broken, can you post screenshots again?!
Okay, done. Thanks to hoodedice (viewtopic.php?f=17&t=11555).
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UPDATE: [Mod] Superflat Mapgen [1.3]

by srifqi » Post

UPDATE 1.3! (Maintenance Update)
Changes:
  • Add new example.
  • List of biomes in README.
  • Clean up code and code style fixes.
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UPDATE: [Mod] Superflat Mapgen [1.4]

by srifqi » Post

UPDATE 1.4! (1.4 Update)
Changes:
  • Relicense to MIT License and CC BY-SA 3.0.
  • Update to Minetest 5.0.0 Modding API.
  • Update format for sflat.BLOCKS: No need to explicitly declare amount if the amount is one layer thick.
  • Clean up code and code style fixes.
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Re: [Mod] Superflat Mapgen [1.4] [superflat]

by j0j0n4th4n » Post

I'm running into a bug:

Code: Select all

2021-09-08 22:25:56: WARNING[Main]: Undeclared global variable "sflat" accessed at ...test_5.4.1\bin\..\mods\biomes_modpack\superflat\init.lua:8
2021-09-08 22:25:56: ERROR[Main]: ModError: Failed to load and run script from Z:\home\j0j0\Games\Minetest_5.4.1\bin\..\mods\biomes_modpack\superflat\init.lua:
2021-09-08 22:25:56: ERROR[Main]: Unknown node: flowers:dandelion_white
2021-09-08 22:25:56: ERROR[Main]: stack traceback:
2021-09-08 22:25:56: ERROR[Main]: 	[C]: in function 'get_content_id'
2021-09-08 22:25:56: ERROR[Main]: 	....4.1\bin\..\mods\biomes_modpack\superflat/decoration.lua:330: in main chunk
2021-09-08 22:25:56: ERROR[Main]: 	[C]: in function 'dofile'
2021-09-08 22:25:56: ERROR[Main]: 	...test_5.4.1\bin\..\mods\biomes_modpack\superflat\init.lua:16: in main chunk
cdb_894a100ddd76

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Re: [Mod] Superflat Mapgen [1.4] [superflat]

by Jastiv » Post

I'm getting that too. I need a mapgen that always starts you in grasslands next to an ocean, generates flowers and grass but no trees, and also is fairly flat with no mountains.

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Re: [Mod] Superflat Mapgen [1.4] [superflat]

by j0j0n4th4n » Post

I create a new world with just this mod on, but right after the game load it disconnect and I got the following error:

Code: Select all

AsyncErr: Lua: Runtime error from mod 'superflat' in callback environment_OnGenerated(): /home/j0j0/.minetest/mods/dev_tools/superflat/init.lua:52: attempt to get length of upvalue 'LAYERS' (a nil value)
stack traceback:
	/home/j0j0/.minetest/mods/dev_tools/superflat/init.lua:52: in function </home/j0j0/.minetest/mods/dev_tools/superflat/init.lua:51>
	....mount_MineteAhivhL/usr/bin/../builtin/game/register.lua:425: in function <....mount_MineteAhivhL/usr/bin/../builtin/game/register.lua:409>

cdb_894a100ddd76

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UPDATE: [Mod] Superflat Mapgen [1.5]

by srifqi » Post

UPDATE 1.5! (1.5 Update)
Changes:
  • Bugfix for flowers issue: Use a helper function to make sure that content ID is not nil
  • Bugfix for LAYERS issue: Parse the parameter once so that LAYERS is not nil
  • Clean up code and code style fixes.

Thank you so much for reporting the bugs! I am sorry for the late response. I have been really busy for the last few months.
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[Mod] Superflat Mapgen [2.0]

by srifqi » Post

UPDATE 2.0! (World Generation Update)

This version has world generation changes, i.e. the world's layers might appear drastically different with older versions, especially for high/deep layers.

Changes:
  • Bugfix for layer generation: For every map block, find the correct layer before placing any node.
  • The default mod is now optional.
  • After a player fell out of the world, nothing is placed if the top node is an unknown node.
  • Clean up code and code style fixes.
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