Post your screenshots!

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voxelproof
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Re: Post your screenshots!

by voxelproof » Sun Sep 23, 2018 09:19

Chibi ghost wrote:damn pretty


I didn't expect such caves to exist, however this is due to the ethereal mod enabled. It generates shallow, horizontally large caves just beneath the surface with many entrances. Nevertheless such accumulation and setting of underground little waterfalls is extremely rare and somewhat uncanny.

Even without ethereal some deeper regular caves in Eden provide interesting and sometimes very nice spacious chambers, corridors with columns, windows, galleries and so on. I haven't explored many of them yet, frankly I much more prefer surface and mountains, but definitely there're still many curiosities underground waiting to be discovered in this strange world.

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Re: Post your screenshots!

by Chiantos » Sun Sep 23, 2018 13:02

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Re: Post your screenshots!

by voxelproof » Sun Sep 23, 2018 15:11

Can you solve it?

I tried a few times but I'm afraid it requires a lttle more patience and determination.

Image

viewtopic.php?p=331775#p331775
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Re: Post your screenshots!

by LMD » Sun Sep 23, 2018 17:25

A perfectly fine, correct, valid & legal solution :
Image
Actually, your task is quite hard... Consider posting it on Puzzling StackExchange ?
Serious attempts(how far I am ATM) :
Image
Now I only need to fix the thousands of errors within this attempt... phew...
Progress : Fixed all columns :
Image
Now, only the rows are left...
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Re: Post your screenshots!

by Chiantos » Sun Sep 23, 2018 19:25

Sudoku with White and black color , replace number ?
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Re: Post your screenshots!

by voxelproof » Mon Sep 24, 2018 03:53

LMD wrote:Progress : Fixed all columns :
...
Now, only the rows are left...


Yeah... Although there're probably thousands of solutions for this set, finding just one is very difficult. You can't use the stadard method which works for classic sudokus, e.i. eliminating rows, columns or parts of rows and columns intersecting with smaller squares where a certain digit is already present.

This exmple is a little too hard, I'll try to write a program which sets complete solution and then erases just two or three blocks from every row, column and smaller square. This would make the game much easier. I suppose that the range of difficulty levels in this version of sudoku is much wider then in classic sudokus and the required tactics makes it much more suitable for board (or computer) version than for 'paper and pencil' playing.

__________________________

oss:

When taking rest from my vibrant textures. One of the best tps by the way (mountains look best with Dokukraft tp). From MC2.

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Re: Post your screenshots!

by Phoenixflo44 » Mon Sep 24, 2018 15:20

firefox wrote:Image
Image


Pretty Island. Did you build the whole island?
You can't see it here. I'm doing everything wrong anyway.
 

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Re: Post your screenshots!

by voxelproof » Mon Sep 24, 2018 15:57

A small gallery of images taken in valleys mg (without any tweaks) with Aotearoa mod.

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Re: Post your screenshots!

by voxelproof » Mon Sep 24, 2018 16:02

Maybe I've overlooked some other mod featuring grand forests, but this one creates in my opinion the most beautiful and walkable woods Minetest ever had.

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Re: Post your screenshots!

by voxelproof » Mon Sep 24, 2018 18:29

voxelproof wrote:
LMD wrote:Progress : Fixed all columns :
...
Now, only the rows are left...


Yeah... Although there're probably thousands of solutions for this set, finding just one is very difficult.


OMG what a fledgeling must have written such a nonsense. Of course it's extremely easy once you find the method and then it almost solves by itself. It requires certain cautiousness and I wouldn't say it's entirely trivial, but it's much easier then medium level sudokus. Solution is attached in the world edit files thread.
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Re: Post your screenshots!

by firefox » Mon Sep 24, 2018 18:38

Phoenixflo44 wrote:
firefox wrote:Image
Image


Pretty Island. Did you build the whole island?

the red bridge and everything behind it is all handmade by me :3

the purple one on the minimap was made by myster, i only did the interior decoration.
my game: viewtopic.php?f=49&t=15860 --- building inspiration: viewtopic.php?f=3&t=15550 --- =(^.^)= nya~
 

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Re: Post your screenshots!

by acidzebra » Tue Sep 25, 2018 20:32

I know I should probably be digging or something since it's called Minetest but biomes are just so fascinating. And maddening to tune. In (my eyes) minor changes to heat/humidity values can make entire biomes just disappear or run rampant. I wish I had more insight and control over distribution of these, but aside from viewtopic.php?p=309472&sid=7d68a843912b285dacf74b3ca0e33dc8#p309472 I don't know a lot of other ways to really visualize this aside from importing everything into viewtopic.php?p=317560#p317560 which is a bit of a chore as well.

In this latest iteration, I've managed to get snowy mountain tops back into the game but somehow ethereal's redwood forests are everywhere and I didn't even touch those, just removed/tweaked some other stuff. The thing is, the voronoi diagram that minetest biomes map out is a 3 dimensional one with heat/humidity/altitude instead of a 2d one with just heat/humidity and it's really hard to visualize for me.

I also tweaked the valleys mapgen and was rewarded with these almost swamp-like areas, I'm very pleased with those. I used a somewhat modified highlandpools mod to get even more water in weird places https://github.com/acidzebra/highlandpools

Overall, this is the closest I've come to what I think is an interesting worldspace I'd like to explore; varied and visually interesting but not so dense that travel becomes a chore. Earth-like but not Earth-copy. Now to spruce up the underground :D

Also, I wish we had a mapgen modifier that made fjords. Fjords are awesome. And larger but rarer rivers.
Image
 

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Re: Post your screenshots!

by ShadMOrdre » Wed Sep 26, 2018 05:45

So I've been working on updates to my lib_ecology mod. This update will include many new materials, (stone, dirt, ore), as well as trees and plants culled from a variety of mods, which will all be properly attributed.

What I've got, so far, are well over 200 biome definitions. Why? In both ethereal and valleys_c, there are a very limited number of unique biomes, each which may also include a beach and/or an ocean biome. Only a few of them blend well, leaving many of us to walk off a glacier and into a desert.

What I've done, is to create biomes for several temperature points, subdivided by humidity zones, which are then further divided into altitude zones. Using only 5 temperature points and 5 humidity points, I then divide this into ocean, beach, coastal, lowland, shelf, highland, mountain, and volcanic/strato altitude zones, usually about 30 meters in altitude. This can, of course, be modified to account for larger altitude spreads on some maps. There are also biome definitions for layering the underground. This all adds up to about 210 biomes.

I've kept what are, IMHO, the best biomes of ethereal and valleys_c also, adding an additional 20 or so biomes. These biomes may have been adjusted to better fit within the larger biome map.

I'm still fleshing out the flora for the biomes, so that each is unique in some way, and this is currently eating some time. I'd also like to refactor some code in some places, for efficiency. My goal, all along, had been to add depth, while still being able to load and play this on my 12 year old dell laptop. Believe it or not, so far, so good on that point.

Here are some screenies.

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Image

And running with Aotearoa:
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Re: Post your screenshots!

by Phoenixflo44 » Wed Sep 26, 2018 16:56

SB66 wrote:.

Image


...
You can't see it here. I'm doing everything wrong anyway.
 

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Re: Post your screenshots!

by the_raven_262 » Wed Sep 26, 2018 17:59

Image
So, my goal was to try building with the default nodes, as I myself like the style but have never really tried it. Oh, and also to test those world aligned stairs and slabs. They look really cool, especially when a part of something much larger.
As this page is already loading up for ages, I'm posting the rest in a spoiler:
+ More Screenshots
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Re: Post your screenshots!

by jas » Thu Sep 27, 2018 23:27

Image

Does bed formspec look like this to you?
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Re: Post your screenshots!

by sorcerykid » Fri Sep 28, 2018 02:33

I found some very early aerial shots of JT2 from August 2016. So I decided to do a comparison photo series. It's amazing how much spawntown has changed in just a couple of years!

Kudos to all the players for helping to create such a beautiful metropolis from an all-stone world <3

Before and After #1
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Before and After #2
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Before and After #3
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Image

Before and After #4
Image
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Before and After #5
Image
Image

Before and After #6
Image
Image
 

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Re: Post your screenshots!

by acidzebra » Sun Sep 30, 2018 11:51

Trying to make the underwater stuff more interesting. Corals, clay deposits, and different colored seaweed dot the ocean floor (adapted from default game). I also changed ethereal's coral to plantlike_rooted nodes, added bubbles, some mobs, some stuff from other mods like clams and algae. Small and medium sharks attack squids but not players (it's fun to watch sharks hunt squids, and they drop black dye!), squids attack clams, and fishies and turtles replace ("eat") coral and seaweed. Large sharks only spawn in the deep but will attack players and everything else, they are the apex predators. There are shipwrecks (with treasure) but they're really rare compared to the default shipwrecks mod. I've turned on "sunlight propagates" for water nodes as the default game made everything underwater very dark and I couldn't find a satisfactory way to tune gamma. It's not perfect, but it's a lot less boring.

Image
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integrating some more stuff for a veritable underwater garden of plenty lol
Image

You know what, this is pretty fun and relaxing, I might turn this into a mod after it has seen a little more polish.

https://www.youtube.com/watch?v=ervDb3OaxlM

using https://github.com/tacotexmex/underwater for the scuba stuff (tank + breathing).
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Re: Post your screenshots!

by acidzebra » Sun Sep 30, 2018 12:36

LMD wrote:Will you make a mod ?
Difficult question, it's really just mods and parts of mods, changes to the default game, and a bunch of tuning to make it all work. I could pull it all together in a separate mod, I suppose, with some effort and adding overrides for all the stuff I changed. It would need some further tuning too, to prevent ABMs from turning all seafloor into coral and clams over time.
 

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