[Mod] MapGenerator - regular maps by Lua [lualandmg]

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Zombie471
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Re: [Mod] Again a Lua mapgen [yappy]

by Zombie471 » Thu Sep 11, 2014 05:36

I really like it, but it doesn't work with this Nether Mod: viewtopic.php?f=11&t=5790&hilit=nether ... ugh the default minetest mapgen is terrible... I can't decide to use that or this. Any chance of merge? I'd love to use both o3o
 

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Krock
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Re: [Mod] Again a Lua mapgen [yappy]

by Krock » Thu Sep 11, 2014 18:16

Zombie471 wrote:but it doesn't work with this Nether Mod
Any chance of merge?


Thanks but I'm not sure how I can add a good way to add ores with the function
Code: Select all
minetest.register_ore(table)

https://github.com/PilzAdam/nether/blob ... t.lua#L374

This is currently the weak point of this mapgen. I'll post it here if there's any success with my next tries.
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Re: [Mod] Again a Lua mapgen [yappy]

by Krock » Fri Sep 12, 2014 19:56

From newest Git:

Image
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Re: [Mod] Again a Lua mapgen [yappy]

by Krock » Sun Sep 21, 2014 15:53

After some small updates - A new feature showcase is required:
Modify the "details" setting to get a coarse terrain.
Image
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Re: [Mod] Again a Lua mapgen [yappy]

by Krock » Thu Oct 09, 2014 11:13

After some noise changes and new grass generation, it got a new look:
Image
Image
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Re: [Mod] Again a Lua mapgen [yappy]

by paramat » Sun Dec 21, 2014 09:39

I saw your yappy multiplayer map in IRC. Keeping trees away from chunk borders is unnecessary because your trees should not be cutoff along chunk borders, the voxelmanip volume actually extends one 16 nodes beyond the chunk edges. Trees only get cutoff if you are placing "air" during mapgen, this is unnecessary since in singlenode the chunk comes already filled with "air".
The latest screenshots look good.
 

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Re: [Mod] Again a Lua mapgen [yappy]

by Krock » Sun Dec 21, 2014 10:55

paramat wrote:I saw your yappy multiplayer map in IRC. Keeping trees away from chunk borders is unnecessary because your trees should not be cutoff along chunk borders, the voxelmanip volume actually extends one 16 nodes beyond the chunk edges. Trees only get cutoff if you are placing "air" during mapgen, this is unnecessary since in singlenode the chunk comes already filled with "air".
The latest screenshots look good.

Oh thanks for this note. But there was a time when the trees were cut-off along the mapblocks.
I had to use those codes to prevent from getting those ugly parts.
Commit

I think the next step is to copy the normal/jungle tree generation code and add compability with the current MTG this way.

EDIT:
Image
Are you sure about what you said?
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Re: [Mod] Again a Lua mapgen [yappy]

by paramat » Thu Dec 25, 2014 08:08

Yes i'm sure. Are you placing "air" in your mapgen? if not, do your trees check for "air" and "ignore" before placing? Outside the current mapchunk the tree nodes will be placed in "ignore" instead of "air". Also, if your trees exceed 16 nodes in height they will get chopped. That's all i can think of so far.

EDIT
All lines like this:
Code: Select all
if data[vil] == c_air then
    data[vil] = c_oak_tree
end

Should be:
Code: Select all
if data[vil] == c_air or data[vil] == c_ignore then
    data[vil] = c_oak_tree
end
 

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Re: [Mod] Again a Lua mapgen [yappy]

by Krock » Thu Dec 25, 2014 09:51

paramat wrote:Outside the current mapchunk the tree nodes will be placed in "ignore" instead of "air". Also, if your trees exceed 16 nodes in height they will get chopped. That's all i can think of so far.

Oh, that was the problem. I did not expect any ignore nodes inside the loaded area.
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Re: [Mod] Again a Lua mapgen [yappy]

by Hybrid Dog » Fri Dec 26, 2014 22:49

Krock wrote:http://i.imgur.com/3Zak3yx.png

I got problems with the riesenpilz mapgen. Somehow for a reason I don't know the big mushrooms generating doesn't work correctly:
Image

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Re: [Mod] MapGenerator - regular maps by Lua [lualandmg]

by Krock » Sat Sep 23, 2017 12:02

After three years I'm picking up this mod again to adjust it for the new API functions. This mod is now called "LuaLandMG", which is a slightly better name, which also marks an entire backwards compatibility break.

  • minetest.generate_ores()
    ...generates the ores now, instead of the custom function
  • minetest.get_mapgen_object() heightmap and heatmap
    This mapgen provides both tables as long the current chunk is being generated
  • Pine tree nodes from MTG are used now
  • New dry grass biome and dry grass decorations (requires MTG)

Hopefully soon: Biomes and decorations directly from the by-API registered definition tables.
The average time spent for a chunk (usually (5*16)^3) on the surface is about 300 ms using LuaJIT.
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