Problems with decorations

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debiankaios
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Problems with decorations

by debiankaios » Post

Hi! In my new game Proxima_Survival i try to generate Little Proxima Stone as decoration. But nothin come:

default/init.lua

Code: Select all

minetest.register_node("default:proxima_stone", {
  description = "Proxima Stone",
  tiles = {"default_proxima_stone.png"},
  groups = {picky = 3, stone = 1},
  drop = "default:proxima_stone",
})

minetest.register_node("default:proxima_sand", {
  description = "Proxima Stone",
  tiles = {"default_proxima_sand.png"},
  groups = {spady = 1, sand = 1},
  drop = "default:proxima_sand",
})

minetest.register_node("default:little_proxima_stone", {
  description = "Little Proxima Stone",
  tiles = {"default_green_topas.png"},
  groups = {picky = 3, handy = 3, stone = 1},
  drop = "default:little_proxima_stone",
  drawtype = "nodebox",
  node_box = {
	type = "fixed",
	fixed = {
		{-0.2500, -0.5000, -0.1563, 0.2500, -0.3750, 0.1563}
	 }
 },
 is_ground_content = true,
 legacy_mineral = true,

})
biomes/init.lua

Code: Select all

minetest.register_biome({
  name = "stoneland",
  node_dust = "default:proxima_stone",
  node_top = "default:proxima_sand",
  depth_top = 1,
  node_filler = "default:proxima_stone",
  depth_filler = 3,
  node_stone = "default:proxima_stone",
  node_water_top = "default:mars_stone",
  depth_water_top = 10,
  node_river_water = "air",
  node_riverbed = "default:proxima_sand",
  depth_riverbed = 2,
  node_dungeon = "default:mars_stone",
  node_dungeon_stair = "default:mars_stone",
  y_max = 31000,
  y_min = -31000,
  heat_point = 0,
  humidity_point = 73,
})

minetest.register_decoration({
    deco_type = "simple",
    place_on = {"default:proxima_stone"},
    sidelen = 16,
    fill_ratio = 0.1,
    biomes = {"stoneland"},
    y_max = 200,
    y_min = 1,
    decoration = "default:little_proxima_stone",
})

I have try all and i find nothing

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Re: Problems with decorations

by debiankaios » Post

I try many but find nothing!!!!

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DrFrankenstone
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Re: Problems with decorations

by DrFrankenstone » Post

Does the biomes mod specify a dependency on the default mod? In case the decoration is being registered before the proxima stone nodes have been registered.

Are there any errors relating to it in the debug.txt? I assume you can see the stoneland biome ok, it just lacks the little stones?

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Re: Problems with decorations

by debiankaios » Post

DrFrankenstone wrote: ↑
Sat Jul 31, 2021 12:49
Does the biomes mod specify a dependency on the default mod? In case the decoration is being registered before the proxima stone nodes have been registered.

Are there any errors relating to it in the debug.txt? I assume you can see the stoneland biome ok, it just lacks the little stones?
Yes. First i tested in map v7. There is only to see the stoneland. But in v6(Where the biomegeneration really broken is) i sea some little_stones. In debug.txt. i found nothing to. I set as depend the default mod, and theon i sea this:
Image
The don't generate on top, the generate in stone. But they should generate in air, how to fix?

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Re: Problems with decorations

by debiankaios » Post

PS: The green(which is topas texture) is the proxima stone.

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Re: Problems with decorations

by DrFrankenstone » Post

debiankaios wrote: ↑
Sat Jul 31, 2021 20:03
But in v6(Where the biomegeneration really broken is)
I think that's one of the problems.

The v6 mapgen doesn't use the biome system at all, its biomes are hardcoded into the mapgen and help determine the terrain shape, they can't be changed by a mod. I don't know where this is documented, and a quick search of lua_api.txt and the two wikis leaves me wondering if it's properly documented at all.

You could add disallowed_mapgens = v6 to your game.conf file, or if you really wanted mapgenv6 support, you could go

Code: Select all

local isMapgenV6 = minetest.get_mapgen_setting("mg_name") == "v6"
and write special handling just for that mapgen: I think its biomes can be customized a little by setting aliases for the blocks each biome uses (see "Aliases needed for Mapgen V6" in lua_api.txt), and decorations can be made to work too. I don't know whether decorations can be keyed off the mgv6 biome names or whether you have to just place_on nodes which are unique to the biome.

I personally have ignored v6 in my mods, so am not the one to be giving advice on customizing it.

This seems like a hole in the documentation (one I don't feel qualified to fill), owch to wasting a week on it.
debiankaios wrote: ↑
Sat Jul 31, 2021 20:03
But they should generate in air, how to fix?
Perhaps there was a hole already there for some other reason?

Those mountains might not be a good testing location as the small stones will only generate at heights between 1-200 and there's not much stone-with-air-above for them to sit on in that screenshot.

Also, are you using backend = dummy in world.mt, so that the landscape is regenerated every time you start the game? Without that it's easy when testing changes to think the change didn't work if you end up accidentality looking at land that was already generated.

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Re: Problems with decorations

by debiankaios » Post

DrFrankenstone wrote: ↑
Sun Aug 01, 2021 03:29
debiankaios wrote: ↑
Sat Jul 31, 2021 20:03
But in v6(Where the biomegeneration really broken is)
I think that's one of the problems.

The v6 mapgen doesn't use the biome system at all, its biomes are hardcoded into the mapgen and help determine the terrain shape, they can't be changed by a mod. I don't know where this is documented, and a quick search of lua_api.txt and the two wikis leaves me wondering if it's properly documented at all.

You could add disallowed_mapgens = v6 to your game.conf file, or if you really wanted mapgenv6 support, you could go

Code: Select all

local isMapgenV6 = minetest.get_mapgen_setting("mg_name") == "v6"
and write special handling just for that mapgen: I think its biomes can be customized a little by setting aliases for the blocks each biome uses (see "Aliases needed for Mapgen V6" in lua_api.txt), and decorations can be made to work too. I don't know whether decorations can be keyed off the mgv6 biome names or whether you have to just place_on nodes which are unique to the biome.

I personally have ignored v6 in my mods, so am not the one to be giving advice on customizing it.
Those mountains might not be a good testing location as the small stones will only generate at heights between 1-200 and there's not much stone-with-air-above for them to sit on in that screenshot.

This seems like a hole in the documentation (one I don't feel qualified to fill), owch to wasting a week on it.
debiankaios wrote: ↑
Sat Jul 31, 2021 20:03
But they should generate in air, how to fix?
Perhaps there was a hole already there for some other reason?

Those mountains might not be a good testing location as the small stones will only generate at heights between 1-200 and there's not much stone-with-air-above for them to sit on in that screenshot.

Also, are you using backend = dummy in world.mt, so that the landscape is regenerated every time you start the game? Without that it's easy when testing changes to think the change didn't work if you end up accidentality looking at land that was already generated.
v6 mapgen, ok, that i will see later. Before i have posted it was generate 0 - 31000y. This world was new generated.

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Re: Problems with decorations

by debiankaios » Post

Update: They wok, but generate to rare. How do i it oftener?

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Re: Problems with decorations

by debiankaios » Post

Solved, how? I have biomes overwriden like this:

Code: Select all

minetest.register_biome({
  name = "Stoneland",
  node_top = "default:proxima_sand",
  depth_top = 1,
  node_filler = "default:proxima_stone",
  depth_filler = 3,
  node_stone = "default:proxima_stone",
  node_riverbed = "default:mars_stone",
  depth_riverbed = 2,
  node_dungeon = "default:mars_stone",
  node_dungeon_stair = "default:mars_stone",
  y_max = 31000,
  y_min = -31000,
  heat_point = 92,
  humidity_point = 16,
})

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