[Mod][Merged] Valleys Mapgen [valleys_mapgen]

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Gael de Sailly
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Re: [Mod][Merged] Valleys Mapgen [valleys_mapgen]

by Gael de Sailly » Fri Apr 01, 2016 17:02

I'm trying to make a new biome system with at least 30 biomes. Not for Lua valleys mapgen, but for a possible future subgame.
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Re: [Mod][Merged] Valleys Mapgen [valleys_mapgen]

by duane » Fri Apr 01, 2016 18:17

Gael de Sailly wrote:I'm trying to make a new biome system with at least 30 biomes. Not for Lua valleys mapgen, but for a possible future subgame.


Wow! You don't do things small. /grin
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Re: [Mod][Merged] Valleys Mapgen [valleys_mapgen]

by sofar » Fri Apr 01, 2016 20:21

Interesting. I like it. Especially with the right scale, this could be really interesting!

I would suggest tuning the size of all the biomes... swamp ones are really larger right now. You could just move up most of the biomes up a bit.
 

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Re: [Mod][Merged] Valleys Mapgen [valleys_mapgen]

by Diamond knight » Fri Apr 01, 2016 20:29

maybe a setting in a conf file for the size of the biomes, cause i for one think the biomes are too small ( trekking a full size desert in less than a few in game hours ), but some people might like biomes small enough to chose wich biome they live in early on (also micro biomes would look hilarious)
 

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Re: [Mod][Merged] Valleys Mapgen [valleys_mapgen]

by paramat » Sat Apr 02, 2016 02:38

You can adjust the 'spread' of heat and humidity noises to tune biome size, see conf.example mapgen section.
 

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Re: [Mod][Merged] Valleys Mapgen [valleys_mapgen]

by Gael de Sailly » Sun Apr 03, 2016 08:49

sofar wrote:I would suggest tuning the size of all the biomes... swamp ones are really larger right now. You could just move up most of the biomes up a bit.

I think the swamp biome is not too large since it has an extreme humidity value that is rarely reached.
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Re: [Mod][Merged] Valleys Mapgen [valleys_mapgen]

by Gael de Sailly » Sun Apr 03, 2016 10:02

We're now out of the topic. If you want to discuss more about this biome system, it's here.
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Re: [Mod][Merged] Valleys Mapgen [valleys_mapgen]

by paramat » Mon Apr 25, 2016 12:31

Duane, is there a reason for including the biome noises in MapgenValleysParams? Usually these noises are not included here.

Code: Select all
struct MapgenValleysParams : public MapgenSpecificParams {
   u32 spflags;

   s16 large_cave_depth;
   s16 massive_cave_depth;
   u16 altitude_chill;
   u16 lava_features;
   u16 river_depth;
   u16 river_size;
   u16 water_features;

   NoiseParams np_biome_heat;
   NoiseParams np_biome_heat_blend;
   NoiseParams np_biome_humidity;
   NoiseParams np_biome_humidity_blend;
   NoiseParams np_cave1;
   NoiseParams np_cave2;
   NoiseParams np_filler_depth;
   NoiseParams np_inter_valley_fill;
   NoiseParams np_inter_valley_slope;
   NoiseParams np_rivers;
   NoiseParams np_massive_caves;
   NoiseParams np_terrain_height;
   NoiseParams np_valley_depth;
   NoiseParams np_valley_profile;
 

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Re: [Mod][Merged] Valleys Mapgen [valleys_mapgen]

by paramat » Mon Apr 25, 2016 12:37

*** Important news for all using the core mgvalleys ***

In this PR https://github.com/minetest/minetest/pull/4032 i will be correcting the names of the parameters from 'mg_valleys_' to 'mgvalleys_', for existng worlds you will need to make this change in worlds -> <worldname> -> map_meta.txt. Make the change after updating your Minetest once that PR thread is 'closed' (PR merged). This also affects the parameter names you might use in .conf.
 

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Re: [Mod][Merged] Valleys Mapgen [valleys_mapgen]

by duane » Mon Apr 25, 2016 22:08

paramat wrote:Duane, is there a reason for including the biome noises in MapgenValleysParams? Usually these noises are not included here.


Chalk it up to poor C++ skills. I might have been copying from someone else at the time, or just wigged out.
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Re: [Mod][Merged] Valleys Mapgen [valleys_mapgen]

by duane » Mon May 02, 2016 01:17

burli wrote:Is it possible to make the soil layer thicker?


Code: Select all
#    The depth of dirt or other filler
#    type: noise_params
# mg_valleys_np_filler_depth = 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0


"1.2" is the default scale of the noise. "0" is the default offset.
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Re: [Mod][Merged] Valleys Mapgen [valleys_mapgen]

by paramat » Mon May 02, 2016 17:26

That's the easy way, but will affect all biomes equally. The more powerful way is:
minetest.clear_registered_biomes()
As the first line in a mod (that depends on default) then in that mod re-register all biomes with new values for 'depth_filler', copy-paste biome definitions from mtgame/mods/default/mapgen.lua.
 

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Re: [Mod][Merged] Valleys Mapgen [valleys_mapgen]

by burli » Wed Jun 15, 2016 15:44

How can I get more plains in valleys mg (C++, not lua)? There are always some hills. I'm missing a "plains" biome.

But I still want steep mountains
 

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Re: [Mod][Merged] Valleys Mapgen [valleys_mapgen]

by duane » Wed Jun 15, 2016 17:28

burli wrote:How can I get more plains in valleys mg (C++, not lua)? There are always some hills. I'm missing a "plains" biome.

But I still want steep mountains


Sounds more like mapgen v7.
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Re: [Mod][Merged] Valleys Mapgen [valleys_mapgen]

by burli » Wed Jun 15, 2016 17:46

In general, yes. But I don't necessarily want to play on Pandora. And I want rivers and lakes
 

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Re: [Mod][Merged] Valleys Mapgen [valleys_mapgen]

by ShadMOrdre » Thu Jun 16, 2016 19:36

I agree with burli.

Plains are sadly lacking in the valleys mapgen, which is otherwise, the best mapgen available. Geologic features do seem to be limited to mountains, hills, valleys and caves. Perhaps adding a noise value to a biome definition that could vary the amount by which terrain height is allowed? This would ensure that the awesome mountain ranges in the valleys mapgen remain, while providing a way to allow for flatter areas of the map in general. The width, depth, and general steepness of a valley could be defined separately from a rivers' definition, providing a mechanism to allow areas of flatter terrain within mountain ranges. This would also mimic real world geology.

Plains would also be useful in Sokomines' villages mod, by providing flatter areas for village placement. Using biomes to place the villages could help ensure that a 120m mountain isn't sheared off due to a village. ;)
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Re: [Mod][Merged] Valleys Mapgen [valleys_mapgen]

by burli » Thu Jun 16, 2016 20:32

ShadMOrdre wrote:Plains are sadly lacking in the valleys mapgen,

Not only in valleys. Even v7 has no real plains. I mean really plain. Most plains are still slight hills. Didn't found something similar to this until now

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Re: Plains

by duane » Fri Jun 17, 2016 00:53

Gael de Sailly (and I) wanted valleys to be realistic. I've never seen a completely flat plain in reality (and I live in the Great Plains). Frankly, it's not a feature I'd want to see in valleys. I don't know of any way to produce completely flat features by modifying the mapgen noises without flattening the mountains as well. If you want more generally flat terrain, try these noises (again, it will not actually be flat):

mg_valleys_np_rivers = 0, 1, (512, 512, 512), -6050, 5, 0.6, 2.0
mg_valleys_np_inter_valley_fill = 0, 1, (512, 1024, 512), 1993, 6, 0.8, 2.0


You could make a mod that produces the terrain you want, but of course, you'd have to handle all the decorations yourself. Or you could use the flat mapgen and create a mod that just adds mountains and seas (since they don't have much decoration). Putting rivers in the flat mapgen shouldn't be difficult, since they'd all be on the same level. Or you could modify the lua version of valleys to produce flat terrain in some regions, though the transitions might be abrupt.
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Re: [Mod][Merged] Valleys Mapgen [valleys_mapgen]

by paramat » Fri Jun 17, 2016 03:18

duane, i have a task for you if you're interested.
I tried boating through mgvalleys and the rivers are too narrow, when a jungletree generates with a root in the river it is impassable.
Also, the noise controlling the river pattern is too small scale, creating little loops.
Since you have experience of editing the noise parameters for a larger scale terrain i feel you are the person for the job.
I feel we cannot continue being completely faithful to the mod original.
 

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Re: Plains

by burli » Fri Jun 17, 2016 04:45

duane wrote:Gael de Sailly (and I) wanted valleys to be realistic. I've never seen a completely flat plain in reality (and I live in the Great Plains)

I know that totally flat plains not exist in nature, but look at these pictures

http://m.airpano.com/360Degree-VirtualT ... and-Tulips

Holland is nearly flat and if I look at some pictures mor flat than the great plains

Edit: and even the example on the screenshot is not absolutely flat. There are variations of 1 or 2 nodes.
 

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