[abandoned mod] Loud Walking Mapgen [loud_walking]
- ClaudiusMinimus
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
Thank you for letting me know! It helps us moving forward to know what your intentions are.
Thank you,
ClaudiusMinimus
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ClaudiusMinimus
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- paramat
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
Duane, i added a bool to prevent shadows being propagated from the mapchunk above, essential for floatlands, stacked realms etc.
For use see https://github.com/paramat/planets/blob ... t.lua#L402
For use see https://github.com/paramat/planets/blob ... t.lua#L402
- duane
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
Thanks, but I already use that. The terrain generates with the correct lighting (more or less). The problems seem to occur with the lighting updates when schematics are placed, and using calc_lighting again at that point just makes it worse. (I know it's not supposed to be used after generation, but it usually works in more normal mods.)paramat wrote:Duane, i added a bool to prevent shadows being propagated from the mapchunk above, essential for floatlands, stacked realms etc.
For use see https://github.com/paramat/planets/blob ... t.lua#L402
The best I've been able to do so far is space the levels out more so as to avoid the issue. And the problems get much worse after that. In the new branch, I can't get lighting to calculate correctly below altitude zero no matter how the boolean is set. I get dark chunks everywhere.
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- duane
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
I think I managed to fix some of the shadowing by changing the water level, which is apparently being used as a shortcut for whether something is underground.
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- paramat
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
Yes, if the mapchunk above is ungenerated lighting assumes sunlight or darkness depending on above or below 'water_level'.
Lighting bugs due to the 'update_map' lighting update used with schematics and the non-mapgen-object vm are known and a major problem.
Lighting bugs due to the 'update_map' lighting update used with schematics and the non-mapgen-object vm are known and a major problem.
- duane
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
I've merged the unlimited code into the master branch on github. It is NOT compatible with the older code, and will cause problems if you use it with an existing world. If you want to continue using the older code, use the "old" branch.
The newer code seems to be reasonably stable now. It allows you to set the size of pods in all three axes and the distance between them. Players will spawn inside a pod, rather than on a bridge.
Do not change the pod size for an existing world. Bad things will happen.
The newer code seems to be reasonably stable now. It allows you to set the size of pods in all three axes and the distance between them. Players will spawn inside a pod, rather than on a bridge.
Do not change the pod size for an existing world. Bad things will happen.
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- Milan*
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
So they recommended way is to switch to the more stable branch but don't change the settings which are hopefully containing the old small podsize?Do not change the pod size for an existing world. Bad things will happen.
Well this doesn't sound so good for a production server, doesn't it!?It is NOT compatible with the older code, and will cause problems if you use it with an existing world.
Edit: just tested in a backup world...
...not that cool :/
- duane
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
My recommendation is to keep all existing worlds on the "old" branch, which will not get much attention from now on (which means I can't break it). If you want to use the master branch or change pod sizes at any time, either make a new world or expect broken pods at some point. That's just a limitation of the algorithm; there's no avoiding it.Milan* wrote:So they recommended way is to switch to the more stable branch but don't change the settings which are hopefully containing the old small podsize?
The "old" branch doesn't have any settings at all, so there's no need to change anything.
That's why I'm warning ya....not that cool :/
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
Well in this case, i'll stay on the old branch for now. :)
I hope it will get issue fixes as well. :P
Well, i made experience in modwriting but your code is not as simple as conditioned but will see. :P
I hope it will get issue fixes as well. :P
Well, i made experience in modwriting but your code is not as simple as conditioned but will see. :P
- paramat
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
I'm interested in the unlimited version, creating structures larger than a mapchunk is not easy.
- duane
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
It's not fast either. /sighparamat wrote:I'm interested in the unlimited version, creating structures larger than a mapchunk is not easy.
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
Adding ethereal biomes would be very nice as the pods could use more variety. Perhaps the game is more suitable for adventure-like subgames than as a normal mapgen. The player could start inside a small shuttle whith which he found the first pod and docked with it. Solving puzzles inside a pod would lead to further pods beeing able to connect to the first one (airlocks opening). Many ethereal biomes are well suited as alien biomes taken from another planet. Even the npc from mobs_redo could live in one of the pods.
Digging for ores inside the pods is a bit strange. The underside of those pods not filled with water ought to contain maintenance areas and quaters, maybe even some fields for growing fruits for the (missing) crew. Getting new ressources would be tricky The normal way of crafting tools, growing trees and just digging up huge amounts of landscape for buildings doesn't really fit in. A machine could provide the player with cheap and lightweight material for buildings, painted/coated in diffrent ways for diversity.
Digging for ores inside the pods is a bit strange. The underside of those pods not filled with water ought to contain maintenance areas and quaters, maybe even some fields for growing fruits for the (missing) crew. Getting new ressources would be tricky The normal way of crafting tools, growing trees and just digging up huge amounts of landscape for buildings doesn't really fit in. A machine could provide the player with cheap and lightweight material for buildings, painted/coated in diffrent ways for diversity.
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
I'm planning to completely revamp Loud Walking to be a single-plane of pods at a great altitude (along the lines of Dimensions, etc.). This will avoid the shadowing problems that always cropped up. I'll be removing mobs, abms, and anything that doesn't concern generating terrain. Fork it or lose it!
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- the_raven_262
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
But it still looks odd, if only i could make an ocean below it all...
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
:backs away slowly...the_raven_262 wrote:
But it still looks odd, if only i could make an ocean below it all...
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
The major changes are done. The pods occur at 28 km altitude, in a single layer. They now use the default tree schematics, which makes for simpler code.
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- azekill_DIABLO
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
the pod behind doesn't look very finished. :D
and stop walking so loud!
and stop walking so loud!
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
The villages create their own tiny islands in the void in singlenode mapgen. Anyway...medieval villages don't really fit into the pods. Room for people and equipment might be located below the surface. Some tunnels and rooms could be intresting.the_raven_262 wrote: But it still looks odd, if only i could make an ocean below it all...
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
I think they fit well thematically, since aliens or our future descendants might not consider us to be much more than zoo animals. It would be easy to make the pods big enough for a village, but it'd be a pain to force them to generate at the right places. Too much work.Sokomine wrote:The villages create their own tiny islands in the void in singlenode mapgen. Anyway...medieval villages don't really fit into the pods. Room for people and equipment might be located below the surface. Some tunnels and rooms could be intresting.the_raven_262 wrote: But it still looks odd, if only i could make an ocean below it all...
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- the_raven_262
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
My idea was to make a giant ocean, with villages on islands and giant ruined bio pods around.
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
nice idea! like a fallen old pod with the life inside spreading to the blank outside!
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
Nice idea! The world the pods started from didn't have much nature left. An all-stone mapgen with some lone villages and broken/opened/landed pods might work out well.the_raven_262 » Wed Jun 28, 2017 9:01 wrote: My idea was to make a giant ocean, with villages on islands and giant ruined bio pods around.
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]
yep
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Re: [abandoned mod] Loud Walking Mapgen [loud_walking]
anyone know where to download this mod ?
this is a signature not a place to post messages also if i could change my username i would change it to sell_her_on55
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